Q1 2019 Adventure Cards

Heroes of the Vampire Kingdoms
GM: Pender Lumkiss
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Pender Lumkiss
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Q1 2019 Adventure Cards

Post by Pender Lumkiss »

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 Q2 2019.

Please check with your GM prior to playing them.
Field Team Six Bennies
3/6
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Sir Ndreare
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Re: Q1 2019 Adventure Cards

Post by Sir Ndreare »

Heroic
[dice:3fp0bmqo]47712:0[/dice:3fp0bmqo]

19 Teamwork Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

31 Flesh Wound Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).

2 Peace Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.


14 In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Last edited by Sir Ndreare on Tue Jan 08, 2019 7:56 pm, edited 1 time in total.
Sir Ndreare (Rob T)
Ndreare
Current Status
Parry: 9
Toughness: 22 (8)
Wounds: 0/3
Fatigue: 0/2
PPE: 27 of 35 base 20 without gear

Gear Charges:
  • Amulet of the Archmage: 0/5
  • Abrandis’ Honorblade PPE: 10/10
  • Night's Kiss PPE: 0/10
  • T.W.-B.A.G.: 5/5
  • Wilk's 237: 16/16 x2
  • Wilks 447: 20/20 x2



Current effects:
  • Armor Features Activated




Bennies: 4 +1 Red Benny (Roll d10 extra effort, or reroll with a d10 wild die)
  • +5 Quarterly Reset + Great Luck.
    +1 Benny for some outstanding RP!
    +1 From GM for Art of Maker.
    -1 For Vigor Roll to Soak critical failure wound.
    +1 Benny for choosing not to use second action after critical failure per Pender in Hangouts.
    -1 Benny, Agility to interrupt Hammers after everyone went on hold for chit chat.
    -2 Interfere with Rifts rerolled twice.




Adventure Cards
Special GM removed, need interlude to obtain
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Ashlyn Alvarez
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Re: Q1 2019 Adventure Cards

Post by Ashlyn Alvarez »

[dice:20vn02zp]47727:0[/dice:20vn02zp]

34 - Cutting in Line: Draw 3 initiative cards and keep the highest.
54 - 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.

I get one more now that I'm Veteran.

[dice:20vn02zp]47727:1[/dice:20vn02zp]

Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
Last edited by Ashlyn Alvarez on Wed Jan 09, 2019 5:36 am, edited 2 times in total.
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Kir Gloryspirit
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Re: Q1 2019 Adventure Cards

Post by Kir Gloryspirit »

[dice:p3upkcbu]47767:0[/dice:p3upkcbu]
Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 8(1); Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 1/2
PPE: 8/25; PPE: 0/10; PPE: 10/15; ISP: 8/20
Bennies: 0/3; Sun Dogs: 2/4
Adventure Cards
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
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Penitent
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Re: Q1 2019 Adventure Cards

Post by Penitent »

Novice [dice:10lbuz9t]47936:0[/dice:10lbuz9t] = Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
Seasoned [dice:10lbuz9t]47936:1[/dice:10lbuz9t] = 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.
Penitent
Quick Stats
Wormwood Apok
Bennies: 0/3 +1 Red Benny (1d10 for EE or 1d10 Wild Die on a reroll)
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12) -1 Fatigue
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 (9); Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Improved Level-Headed (draw 3 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 4/20 + 10/10 (demon mask) + 10/10 (Karl - ?)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards:
Active Effects: quickness with a Raise (Gains an extra round of actions, redraws Initiative of 8 or less), greater armor with a Raise (+10 Armor), and fly(at Pace)
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Hans Greuber
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Re: Q1 2019 Adventure Cards

Post by Hans Greuber »

Moved from the Black Company's Section...

Novice: [dice:2ukla5ac]47889:0[/dice:2ukla5ac] 21
  • Second Wind
    • Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
Seasoned: [dice:2ukla5ac]47889:1[/dice:2ukla5ac] 48
  • 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.
Veteran: [dice:2ukla5ac]47889:2[/dice:2ukla5ac] 35
  • Seize the Day
    • The character acts as if he had drawn a Joker this combat round.
Hans Greuber

PPE: 15 / 30 (11 - 13 Invested into Gargamel, 1 Invested into Humble's Bracelet)
Silver Ring 1: 5 / 10
Silver Ring 2: 5 / 10
Active Powers:
None
Combat Edges/Hindrances:
Hesitant
Arcane Machinist Gadgets Left: 1 /6
Created Gadgets:
Arcane Protection (6 PPE left)
Remote Viewing (6 PPE left)
Teleport (4 PPE left)
Dispel (9 PPE left)

Bennies: 1 (+1 Z) / 3
Base Amount
+1 Zombie Bennie
-1 to Reroll Fear against Vithen Wraiths
-1 to Reroll Arcana to Find Geist among Mirror Selves

Toughness: 16 (8); Parry: 4; Pace: 5 (d4)
Golems:
Gargamel (Invested PPE, Flying Pace 12, Mind Rider)
Huey (Mind Rider), Dewey, Louis
Alvin (Mind Rider), Simon, Theodore
https://savagerifts.com/sr/viewtopic.php?p=76048#p76048

Hans:
  • Fatigue: 0
    Wounds: 0
Golems (*=Mind Link, #=Winged)
  • Gargamel*#
    • Fatigue: 0
      Wounds: 0
    Huey*
    • Fatigue: 0
      Wounds: 0
    Dewey
    • Fatigue: 0
      Wounds: 0
    Louis
    • Fatigue: 0
      Wounds: 0
    Alvin*
    • Fatigue: 0
      Wounds: 0
    Simon
    • Fatigue: 0
      Wounds: 0
    Theodore
    • Fatigue: 0
      Wounds: 0
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