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May 26

Savage Worlds Adventure Cards

I think these things are called Adventure Cards officially in the Savage Worlds world but I’m also seen them referenced as Action Cards so whatever.

If you’ve seen my 4th Edition Player Bonus cards they’re the same kind of thing, each player gets to draw one card at the start of the session (or some other interval as deemed appropriate by the GM/DM) and can play them during the game to gain a bonus of some kind.

These are my first pass at cards applicable to Savage Worlds, feel free to take them as is but they’re still a work in progress.   If any of them copy a commercial product then it’s pure happenstance, there are only so many mechanisms in Savage Worlds so there is bound to be cross over and great minds think alike and all that.

NOTE: Some of these are setting specific and not necessarily appropriate for other settings.  They’re all first draft and subject to revision, removal, replacement.

Image Credits

  1. Bad Karma – Take a Benny the GM just played and add it to your pile.  If applicable any roll gained by the GM with this Benny becomes a critical failure.
  2. Just What I Needed – You find a minor item that helps you in the current situation.  Spend a Benny: You find a major item that helps you.
  3. It’s a Miracle! – 1d6 Extra’s die due to some freak accident or outre incident at the GM’s devising.  The GM gains a GM Benny.  Spend a Benny: Double the extra’s that are affected.
  4. Rally Cry – Allies within earshot are no longer Shaken.
  5. Seat Cushions – You recover 3d6 rounds of ammunition that fit one weapon you carry.  Spend a Benny to double the amount found.
  6. Last Action Hero – If you are last in initiative you may ignore MAP penalties due to Multiple Actions for this round.
  7. Boom – Head Shot – You may ignore any Called Shot penalty on your next ranged attack.
  8. Berserkergang – Triggered: When you or an Ally you can see take one or more Wounds.  Effect: Deal +2 damage with Melee attacks for the remainder of the scene.
  9. The Cavalry – 1d6 Extras show up and aid you against a common foe.  They have a neutral rating to you.
  10. Hand of Fate – Trigger: An ally misses or an enemy hits  Effect: The miss becomes a critical hit, the hit becomes a critical failure.
  11. Voice From Above – Play this card to obtain a hint from the GM about the current situation.
  12. Piece of the One True Cross – Play this card to negate all damage from one attack.
  13. 30 Pieces of Silver – Play this card to have one non-wild card enemy turn traitor to their own side.
  14. That’s Crazy Talk Mister- Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
  15. A Team – Play this card to grant +4 to all cooperative trait rolls for one round.
  16. Second Wind – Play this card on a character to negate a Wound and or Shaken status.
  17. Take A Bullet For You Dave – Trigger: You are hit by an attack.  Effect: An adjacent Ally or enemy Extra takes the attack instead.  Must be played before damage is rolled. Spend a Benny: May be played after damage is rolled.
  18. Eureka! – Play this card to roll a d8 on one skill test even if it’s untrained although untrained penalties apply.  Spend a Benny: Gain +4 on the roll.
  19. Deja Vu – Play this card to take one card from the discard pile.
  20. Megakill! – Play this card to add 1d6 to the damage from one attack.
  21. Ultrakill! – Play this card to add 2d6 to the damage from one attack.
  22. Godlike! – Play this card to double the damage from one attack.
  23. Inspired – Play this card on any character to roll an additional d6 on one trait roll.  This dice may ace.
  24. Rub Some Dirt On It – Play this card on any incapacitated character and allow them to re-join the fight at the end of the initiative order.  Spend a Benny:  Allow the character to join the fight at the end of the current character’s turn.
  25. Triple K – Play when an adjacent ally is damaged, you take the damage instead.
  26. Monkeywrench – Play on a character to cause some item in their possession to break or malfunction.  They may make an appropriate trait or skill test to fix the item as an Action.  Spend a Benny to incur a -4 penalty on this repair test for the remainder of the scene.
  27. To B or not two B – Play this card during an scene.  All Wild Cards in the scene gain a Benny. If there are no GM Wild Cards then the GM gains 2 GM Bennies.
  28. You Killed My Father, Prepare To Die – Play this card on a character.  Until the end of the scene you gain +2 on trait rolls made against that character.
  29. Rabbit Out Of My Hat – Play this card to gain +2 on any Trick test until the end of the scene.
  30. Florence Nightingale – Play this card to gain +2 on heal checks on the current patient.  Spend a Benny: Gain +4 on heal checks on the current patient.
  31. Mulligan – Re-roll any one trait or damage roll.
  32. Cutting in Line – Draw 3 initiative cards and keep the highest.
  33. Head of the Line – Move to the start of the initiative order regardless of cards dealt.
  34. You Look Familiar – One non-wildcard in the scene turns out to be an old friend and joins your side as an Ally.
  35. Speedy Gonzales – Expend this card to gain +2 to your Pace for the rest of the scene.
  36. Scenic Route – Expend this card to move again on your turn as a Free action bypassing the one action of a type limit.
  37. Duck And Cover – Expend this card to prevent all attacks caused by withdrawing from close combat for your current turn.
  38. Murphy’s Law – Play this card to cause something major to go wrong with the current scene. The details are between you and your GM.
  39. Can’t We All Just Get Along – Play this card to call a cease-fire between hostile groups for one round allowing diplomatic talks.   This does not guarantee hostilities won’t continue.
  40. Follow My Lead – Trigger: You hit and cause damage to a creature.  Effect: All allies within visual range gain +2 on their next attack.  Spend a Benny: Bonus increases to +4.
  41. My Feet Are Killing Me – Play during any rest stop.  Find 1d4 Fuel Levels.  Spend a Benny: Double amount found.
  42. Twinkie Cachet – Play during any rest stop.  Find 2d6 meals worth of food.  Spend a Benny: Double amount found.
  43. Lip Balm? – Play during any rest stop.  Find 2d6 medical supplies, each suitable to help heal one wound. Spend a Benny: Double amount found.
  44. Circle The Wagons – Play during any rest stop.  Enjoy an uneventful night’s sleep.  Spend a Benny: This can be played after any random  encounter scene has been generated negating the scene.
  45. And Now For Something Completely Expected – You are surprised by 1d6 hostile Extra’s per player as a random scene.  All Players draw 1 Adventure Card
  46. You always were an asshole Gorman – Play this on an Incapacitated Ally, must be played as soon as they’re incapacitated.  Ally sets off a Grenade or Molotov centered on their location.
  47. I Ain’t Got Time To Bleed – Play this card to ignore wound penalties for the remainder of the scene.
  48. Still Civilized – Play this card to encounter a random friendly group who provide aid and shelter for the night.
  49. Spill Your Guts – Gain as much knowledge during an interrogation as the target possesses.
  50. Syndrome syndrome – Play this on a character and force them to spend an extended action monologuing about their evil plans, or that one time in band camp incurring a MAP of -4.
  51. Abandon All Hope – Play this card during a combat scene and each player may choose to draw one adventure card.  1d6 hostile Extra’s enter the fight on the next round for each card drawn.  All characters must decide to draw before any cards are drawn.
  52. Joker’s Gone Wild – Play this card to swap your initiative card with any Joker drawn for initiative.
  53. In The Zone – Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

2 comments

  1. Anonymous

    Action cards are the name for the initiative cards. The Adventure cards are what you are referencing.

  2. Anonymous

    awesome cards :D

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