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.
Q1 2019 Adventure Cards
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Q1 2019 Adventure Cards
Field Team Six Bennies
- Sir Ndreare
- Diamond Patron
- Posts: 151
- Joined: Wed Nov 08, 2017 2:38 pm
Re: Q1 2019 Adventure Cards
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
[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)
- Ashlyn Alvarez
- Diamond Patron
- Posts: 260
- Joined: Sat Jul 01, 2017 5:16 am
Re: Q1 2019 Adventure Cards
[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.
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
- Kir Gloryspirit
- Diamond Patron
- Posts: 60
- Joined: Wed May 16, 2018 9:16 pm
- Location: Texas
Re: Q1 2019 Adventure Cards
[dice:p3upkcbu]47767:0[/dice:p3upkcbu]
Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
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 speaking/thinkingAsnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)
Re: Q1 2019 Adventure Cards
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.
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
- Hans Greuber
- Diamond Patron
- Posts: 643
- Joined: Fri Mar 31, 2017 2:28 pm
- Location: The Black Company
Re: Q1 2019 Adventure Cards
Moved from the Black Company's Section...
Novice: [dice:2ukla5ac]47889:0[/dice:2ukla5ac] 21
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.
- 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.
- Seize the Day
- The character acts as if he had drawn a Joker this combat round.