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The Relic Card

™ This powerful card creates an item of significant power (or a finely


made device in non-magical campaigns). The GM can decide the
effects for himself, or draw a card on the table below. Hearts or
Diamonds indicates one of the character’s weapons becomes
enchanted. Clubs indicates armor (or clothing) was affected. Spades
means some other item, such as a hat, boots, or belt is the object of
Using the Adventure Deck
Adventure
the enchantment.
Thanks for purchasing the Savage Worlds Adventure Deck! These
cards should be printed on cardstock, printed on paper and then Deuce: The item is cursed! The victim suffers a -1 to all trait rolls.
placed in card sleeves, or lightly glued to a standard deck of playing The curse may only be removed by accomplishing some quest, or
cards. There are 54 cards in all, so you’ll need a deck with both receiving a blessing from the highest level religious authority (good
jokers if you intend to glue them to regular cards. or bad!) in that setting. It’s up to the GM whether or not the item
Using the Adventure Deck is as simple as everything else in can be discarded, but the curse remains regardless. The curse
Savage Worlds (TM). Just shuffle the deck at the beginning of each may not normally be transferred to another.
game session and deal out one to each player character for each of 3-10: The item grants a +2 bonus of some kind:
his Ranks. A Seasoned hero gets two cards, for example, while a Weapon (Hearts/Diamonds): The item affected is a weapon. It
Legendary warrior gets five. Each player keeps all his cards, but may grants a +2 bonus to Fighting or Shooting, as appropriate, and
only play one each game session. +2 to damage as well.
Players may also trade cards at any time, but this must be a Armor (Clubs): The item gains 2 points of magical protection. A
trade—you can never just give them away. suit of plate mail (+3), for example, now grants +5 protection.
The players can use these cards whenever they want during the Other (Spades): The item grants a +2 bonus to a particular skill
game, or as spelled out on the individual cards. when worn.
Any unused cards are discarded at the end of the game session. Jack-Queen: The item grants a bonus as listed under 3-10, above,
That’s all there is to it! but is +4 in particular situations. A sword used to kill a lich grants
+4 vs. undead for instance, elven boots add +2 to Stealth or +4
New Edge! when worn by an elf, armor grants a +2 bonus or +4 versus fire
The following new Background Edge should be added to your damage, etc.
game if you want to use the Adventure Deck. Normally characters King: The item grants a +2 bonus to one attribute and all linked skills.
can’t take Background Edges after character creation, but if you’re Ace: The item grants a power of some sort. It has 10 Power Points
adding the Adventure Deck to an existing game you should let your (and may not use the caster’s if he has an Arcane Background of
players take this in exchange for their next Advance. his own). The item comes with a d6 arcane skill, or the caster
may use his own. The power should have something to do the-
Destiny’s Child matically with the event that created it.
Requirements: Novice Joker: The item grants a +2 bonus to one attribute and its linked
Your hero is favored by Destiny. He gets to draw and play an skills (as King), and has a power of some sort as well (as Ace).
additional Adventure Card each game session.
This document may NOT be redistributed. Savage Worlds, Smilin’ Jack, and the Great White Games Logos are Copyright 2004, Great White Games.
Contact Peace Enemy Love Interest
“Reggie. You old scoundrel. How “Wait. I know that guy…” “We meet again.” “Come here often?”
you’ve been?”
Your hero is able to improve the attitude Play at the beginning of the game Play on a nonplayer character to
Your hero sees an old friend or of a group in an encounter, perhaps by session. A villain of the GM’s choice encourage a romantic interest for
acquaintance who might help him recognizing someone in the crowd, becomes your character’s sworn enemy your hero. The target helps to the
in his current quest somehow. Of showing respect, or offering a bribe. It and you may not soak wounds caused
best of her abilities, but may
doesn’t work on true enemies—only directly by him. Starting now, you draw
course, he may also ask for a favor frequently cause trouble as well.
“neutrals” who happen to cross paths an extra Adventure Card each game
in return. session until the enemy is “retired.”
with your party.

Out of the Relic Not Toda


Todayy Get a Clue
Frying Pan “This is the sword that cleft the witch- “Missed me. Now it’s my turn.” “Wait! I’ve got an idea!”
king from crotch to chin.”
“Quick! Down this garbage chute!” Play after any other character’s Play this card for a clue from the
Play to avoid death, capture, or Play after accomplishing an attack roll to cause it to Game Master for some advice or a
some other bad situation for your important task. An item associated automatically fail. This is a critical hint on how to resolve a current
hero or any ally. The situation leads with your victory gains magical failure. predicament or problem.
to some new trouble, however, as powers. (See GM’s Guide.)
determined by the GM.

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Spill the Beans Adrenaline Surge Lucky Break Mysterious Treasure!
“You don’t wanna get her riled, amigo.” “Woah! He went Matrix on ‘em!” “Thank God I had that silver flask in my “Ah…my precious…”
shirt pocket!”
The subject of your questioning Your hero gets an additional and Play when your hero searches an
tells you everything you want to immediate turn (including new Play this card to completely negate area containing treasure or loot. He
know, whether by friendly movement). the damage from one attack. finds a minor Relic of some sort.
persuasion, intimidation, or force. Use the Relic Table, but discard
Kings, Aces, or Jokers until a lower
card is drawn.

Windfall Eulogy Sudden Dea th


Death Turncoa
Turncoatt
“Solid gold goodness!” “Arthur was a good man. Not so good “Nobody move or I push the button!” “How much are they paying you?”
with explosives, but a good man…”
Play when your hero searches an Your hero must do or say Your hero somehow convinces or
area for treasure, loots a fallen foe, Play after a PC dies and say a few something that gives his foes bribes a minor foe to perform a
etc. He finds everything that can be words about his life to your comrades. pause. All foes within 12” lose their small favor—such as helping the
Every PC present gets a new
found in that location. If rolling on a next action. hero escape, revealing the location
Adventure Card. If at the end of an
random table, the character gets adventure, the extra draw occurs in the of the “boss,” etc.
the best possible result. next game session.

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Tale Teller Karma Thief Teamwork Last Stand
“It was a dark and stormy night…” “The hell?” “On my mark…” “Stand together now!”
Your hero must tell a story of his Take a benny from any other Wild Your hero and any adjacent allies Your hero and any adjacent allies
group’s deeds to an audience of some Card (this may include other add +4 to their next trait rolls. The gain +2 Parry and Toughness.
sort (roleplay this) and make a player characters). allies must be adjacent when the Allies who move into contact after
Persuasion roll. If successful, the card is played to receive the bonus. the card is played gain the bonus
listeners become friendly and helpful to as well. The effect ends when a
the entire party. Joker is dealt.

Second Wind Better You Than Me Rall


Rallyy Inspira tion
Inspiration
“I’m feeling much better now.” “Fritz! They shot Fritz!” “To me!” “We only have one shot at this.
It’s all or nothing, gang.”
Play on your hero to automatically Play when your hero has been hit Play to cause all allies in sight and/
remove all wounds sustained in by an attack and there is an or hearing to immediately lose their Friendly characters (including your
this combat (but not crippling adjacent character. The other Shaken status. hero) add +2 to all trait rolls for the
injuries). If Shaken, he is un- character suffers the attack rest of this round.
Shaken now as well. instead. This may be played on
friend or foe.

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Hidden Stash Once More
More,, Surprise! Deadl
Deadlyy Blow
“You need an Allen wrench? In the With Feeling “Hey! How’d you do that?” “Oooh! That’ll leave a mark!”
middle of the desert? Yeah, I think I can “Hey! How’d you do that?” Pay a benny to search through the Play after damage is rolled to
do that.”
Play to take any one Adventure remaining Adventure Deck and take double the total of a successful
Your hero scrounges up a generic any one card of your choice. melee attack.
Card from the discard pile.
type of item of your choosing, such
as food and water, shelter, a box of
ammo, enough money for a room,
etc.

Bullseye! Revela tion


Revelation Flesh Wound Extra Effort
“Even plate mail has eyeslits.” “I read about this once…” “Get up, Hicks. You ain’t foolin’ anyone.” “Ungh!”
Play after damage is rolled to Your hero finds all the information Play to cause a wounded Extra to Play to add +1d6 to any trait roll.
double the total of a successful available when doing research, or rise immediately, un-Shaken and This roll may Ace.
ranged attack. realizes critical information when unharmed. The Extra must have
confronting some obstacle such as been wounded in the current
a monster’s weakness, the answer “scene” (typically a combat or
to a riddle or cipher, etc. immediately thereafter).

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Extra Effort Backstab Seize the Day!
Day! Power Surge
“Impressive! Most impressive.” “Look! A condor.” “Out of my way!” “Woah! Where’d THAT come from?”
Play to add +1d6 to any trait roll. Play before rolling to add +1d20 to The character acts as if he had Immediately recover all spent
This roll may Ace. a single trait or damage roll made drawn a Joker this combat round. Power Points.
directly against (and to the
detriment of) an allied character.
This roll may Ace.

Villainous Verbosity Folk Hero Noble Sacrifice The Hard Way


Wa
“Hah! You fools! Did you really think “He robbed from the rich and gave to “Gotta take one for the team...” “We learned some important lessons
you could thwart such an ingenious the poor...” tonight, friends.”
Play when an adjacent ally suffers
plan?” Play after you save a group of damage. You suffer the damage Your bennies become
Play to make an opposing Wild people from dire circumstances. instead. Experience Points.
Card lose his next action by The community adopts you and
gloating or talking about his master your party as local heroes, and you
plan. can always find aid there.

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Mechanical Ac e Arcane Inspira tion
Inspiration Here Comes
Malfunction “Never tell me the odds.” “I have no idea how I managed that.” The Cavalry
Cav
“SPROING!” Play instead of rolling to make a When playing this card, a character “I thought you guys would never get
trait test with a single automatic with any sort of Arcane Background here.”
A device malfunctions in some way:
guns jam, bow strings break, etc. raise. can either use one of his powers Help arrives on the scene from
The device can be fixed by a Repair as a free action or use a power he some source determined by the
roll at -4 and 10 minutes work. doesn’t have. GM.

Dressed To Kill Renown Epiphany Epiphany


“Wow. You clean up nice, kid.” “You’re the one who defeated the “Beginner’s luck.” “I think I’m getting the hang of it.”
dragon of Innsburg?”
Your hero dresses up, is “on” for Something you never understood Something you never understood
the night, or otherwise far more Play after completing a good deed before suddenly “clicks.” You gain a before suddenly “clicks.” You gain a
attractive or charismatic than usual. of some import. You gain a d6 in any skill you previously did d6 in any skill you previously did
Add +4 to your Charisma for the permanent +1 Charisma bonus not have for the remainder of this not have for the remainder of this
duration of the current “scene.” toward those who have heard of game session. game session.
you (typically a 50% chance).

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Parley Reinforcements Let’s Settle This Pa yback
Payback
“I call on the ancient rite of parley!” ”They’re everywhere! Game Over, man!” “You gonna skin that smokewagon or “This is for my father!”
All characters cease fighting and listen just stand there and bleed?”
Play during combat. Play on an opposing Wild Card.
to the hero speak for at least 30 Play at the beginning of a combat
Reinforcements arrive for the bad Your attacks and damage against
seconds. Others may only take
guys. The exact number and type is round with no Jokers. No character him are made at +2 for the duration
defensive actions during this time. This
has no effect on beasts and other up to the GM. Every player character can soak wounds until a Joker is of the scene.
creatures that cannot understand the may immediately draw an drawn.
speaker. Adventure Card, however.

Riled Up Uh-Oh
“That hurt. Now it’s my turn.” “We’re gonna need a bigger boat.”
Play after your hero sustains at Play this card at the beginning of a
least one wound. His attacks combat. One foe you are facing
cause +2 damage for the (GM’s choice) has its Size and
remainder of the scene. Strength increased two steps. Every
player gets to draw a card from the
Adventure Deck.

Create your own cards!

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Use these to create customized Card Backs for your Adventure Deck!

Print Representative: The customer has permission to photocopy this document for personal use.
Use these to create customized Card Backs for your Adventure Deck!

Print Representative: The customer has permission to photocopy this document for personal use.
Use these to create customized Card Backs for your Adventure Deck!

Print Representative: The customer has permission to photocopy this document for personal use.
Use these to create customized Card Backs for your Adventure Deck!

Print Representative: The customer has permission to photocopy this document for personal use.
Use these to create customized Card Backs for your Adventure Deck!

Print Representative: The customer has permission to photocopy this document for personal use.

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