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.
Other Uses: If the GM is using a Planing and Operation scene outlined in the freedom squad (multiple dramatic tasks of increasing difficulty) playing an adventure card will automatically net you 2 automatic successes.
You may draw now or wait until its officially Q1 2019.
Please check with your GM prior to playing them.
Q2 2019 Adventure Cards
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
- Jude Maverick
- Diamond Patron
- Posts: 668
- Joined: Tue Feb 28, 2017 6:17 am
- Location: Chicago suburbs
Re: Q2 2019 Adventure Cards
Post by Jude Maverick »
[dice:pramzmxc]51062:0[/dice:pramzmxc]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
- We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
- Enemy: 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.”
- Epiphany: 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.
- Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
- In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
- Libertas Magicum
- Bronze Patron
- Posts: 642
- Joined: Fri Feb 17, 2017 3:02 pm
Re: Q2 2019 Adventure Cards
Post by Libertas Magicum »
Novice [dice:3fhwudyi]51233:0[/dice:3fhwudyi]
Villanious Verbosity Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
Seasoned [dice:3fhwudyi]51233:1[/dice:3fhwudyi]
Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.
Veteran [dice:3fhwudyi]51233:2[/dice:3fhwudyi]
Folk Hero Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Heroic [dice:3fhwudyi]51233:3[/dice:3fhwudyi] Duplicate Redraw [dice:3fhwudyi]51233:4[/dice:3fhwudyi] Duplicate Redraw [dice:3fhwudyi]51233:5[/dice:3fhwudyi]
Contact Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Villanious Verbosity Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
Seasoned [dice:3fhwudyi]51233:1[/dice:3fhwudyi]
Extra Effort Play to add +1d6 to any trait roll. This roll may Ace.
Veteran [dice:3fhwudyi]51233:2[/dice:3fhwudyi]
Folk Hero Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
Heroic [dice:3fhwudyi]51233:3[/dice:3fhwudyi] Duplicate Redraw [dice:3fhwudyi]51233:4[/dice:3fhwudyi] Duplicate Redraw [dice:3fhwudyi]51233:5[/dice:3fhwudyi]
Contact Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
Bennies: 2/2
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
- Active Arc. Mach. Devices (Remaining PPE):
Bennies: 2/2
- Q2/19 Adventure Cards:
Seize the Day - The character acts as if he had drawn a Joker this combat round.
Lucky Break - Play this card to completely negate the damage from one attack.
Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
Epiphany - 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.
Re: Q2 2019 Adventure Cards
[dice:1z83uyas]51446:0[/dice:1z83uyas] = Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party.
[dice:1z83uyas]51446:1[/dice:1z83uyas] = Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
[dice:1z83uyas]51446:2[/dice:1z83uyas] = Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
[dice:1z83uyas]51446:3[/dice:1z83uyas] = Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
[dice:1z83uyas]51446:4[/dice:1z83uyas] = Reroll [dice:1z83uyas]51446:5[/dice:1z83uyas] = Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
“neutrals” who happen to cross paths with your party.
[dice:1z83uyas]51446:1[/dice:1z83uyas] = Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
[dice:1z83uyas]51446:2[/dice:1z83uyas] = Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
[dice:1z83uyas]51446:3[/dice:1z83uyas] = Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
[dice:1z83uyas]51446:4[/dice:1z83uyas] = Reroll [dice:1z83uyas]51446:5[/dice:1z83uyas] = Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Nadya Cantrell
Tribe of One#5119
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;
Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note:
PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;
Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2
Edges and Abilities of Note:
- Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
- Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
- Brave (+2 vs Fear, -2 on Fear Table)
- Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
- Danger Sense (Notice +2 to sense ambushes)
- Dodge (-2 to be hit at range)
- Elan (+2 on rerolls)
- Iron Jaw (+2 to Soak and vs. Knockout)
- Imp. Level Headed (Draw three cards for initiative)
- Malfunctions (suffers Technical Difficulties)
PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
Return to “Tomorrow Legion: 13th SET - The Quiet Ones”
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