The Savage Rifts site makes use of the Adventure Deck, which provides some small but significant benefit when played. Novice characters draw one card per quarter; More experienced characters can draw and hold one card per rank (Seasoned is two, Veteran is three, etc.) but can still only play one card per quarter. (You can also buy extra cards with EP or get them by being a Patron - those don't count toward the hold limit and can be played at any time.) Cards may be traded 1 for 1 between characters in the same group. So if your cybernetic techno-warrior draws the "Arcane Inspiration" card, it can be traded to the mage for their "BOOM! Headshot" card.
The deck can be found here (ignore the "Held By" names--those are for the ones people have bought with EP or Patronage):
Adventure Card
Just roll a 1d54 below and look up which card that corresponds to. Be mindful of your draw number; the card numbering is one off from the row numbers in the spreadsheet (Row 2 is Card 1, Row 3 is Card 2, and so on). Go ahead and post which card(s) you drew below. Cards are drawn first come first serve, so if you get a roll that has already been rolled by someone else, just note it and reroll.
Feel free to redraw your adventure cards, or keep the ones you have, as you see fit. You may draw now or wait until its officially Q1 2019.
Adventure Cards (Q1 2019)
Adventure Cards (Q1 2019)
IZ3 GM Bennies 5/5
- Alenysturathe
- Posts: 90
- Joined: Wed Aug 29, 2018 11:29 am
Re: Adventure Cards (Q1 2019)
[dice:3svcen24]47661:0[/dice:3svcen24]
Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
Character Tracker
Re: Adventure Cards (Q1 2019)
[dice:1xdhdu3c]47918:0[/dice:1xdhdu3c]
Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
Status Tracker
- Azumi Archambault
- Posts: 49
- Joined: Thu Aug 30, 2018 3:19 pm
Re: Adventure Cards (Q1 2019)
[dice:2mea437x]47979:0[/dice:2mea437x] = Villanious Verbosity!!
"Please, tell me more about your great master plan while my friends and I maneuver to destroy you."
"Please, tell me more about your great master plan while my friends and I maneuver to destroy you."
Active Powers:
Lady Azumi Archambault
Re: Adventure Cards (Q1 2019)
Novice [dice:16fpvj1h]48020:0[/dice:16fpvj1h]
Adrenaline Surge
Your hero gets an additional and immediate turn (including new movement).
Seasoned [dice:16fpvj1h]48020:1[/dice:16fpvj1h]
Ace
Play instead of rolling to make a trait test with a single automatic raise.
Adrenaline Surge
Your hero gets an additional and immediate turn (including new movement).
Seasoned [dice:16fpvj1h]48020:1[/dice:16fpvj1h]
Ace
Play instead of rolling to make a trait test with a single automatic raise.
Luke _
- HollyTalayuki
- Posts: 73
- Joined: Wed Jan 16, 2019 4:32 pm
Re: Adventure Cards (Q1 2019)
[dice:2o8y2vju]49014:0[/dice:2o8y2vju] Holly Adventurer Novice Roll
Result 3: Enemy Card
Play at the beginning of the game
session. A villain of the GM’s choice
becomes your character’s sworn enemy
and you may not soak wounds caused
directly by him. Starting now, you draw
an extra Adventure Card each game
session until the enemy is “retired.”
Extra Adventurer Card:
[dice:2o8y2vju]49014:1[/dice:2o8y2vju]
Result 49: Epihany
Something you never understood
before suddenly “clicks.” You gain a
d6 in any skill you previously did
not have for the remainder of this
game session.
Result 3: Enemy Card
Play at the beginning of the game
session. A villain of the GM’s choice
becomes your character’s sworn enemy
and you may not soak wounds caused
directly by him. Starting now, you draw
an extra Adventure Card each game
session until the enemy is “retired.”
Extra Adventurer Card:
[dice:2o8y2vju]49014:1[/dice:2o8y2vju]
Result 49: Epihany
Something you never understood
before suddenly “clicks.” You gain a
d6 in any skill you previously did
not have for the remainder of this
game session.