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ALEXANDER KUKHARENKO (order #8130402)

This game accessory references the Savage


Worlds game system, available from
Pinnacle Entertainment Group at
www.peginc.com.
Savage Worlds and all associated logos
and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission.
Pinnacle makes no representation or
warranty as to the quality, viability, or
suitability for purpose of this product.
To use these cards, you will need the Savage
Worlds Adventure Deck from Pinnacle
Entertainment.
Daring Entertainment (and the War of the
Dead campaign setting) can be found on the
Internet at:
www.daringentertain.com
2010 Daring Entertainment.
All Rights Reserved.

Boom! Head Shot!

Immediately after a successful attack


is made, even after damage is rolled,
you can retroactively turn it into a called
shot, with appropriate modification to
damage, etc.

new recruit

Upon exploring a new location, you find


a fellow survivor. This character is an
Extra, starting at Neutral attitude, though
this may be improved normally.
Generic Survivor
Agi d6, Sma d6, Spi d6, Str d6, Vig d6
Charisma +0; Pace 6; Parry 2; Toughness 5
Skills (d6): Guts, Notice, Stealth
Gear: Improvised weapon (Str+d4)

Structural Failure

A weapon jams, a car runs out of gas,


a machine malfunctions, the roof of a
damaged building collapses.... Some
little mishap that could happen finally
does happen, at the dramaticallyappropriate moment. The exact effects
are up to GM discretion, but at the
very least should provide a suitable
distraction.

fade to black

Play after any character sustains an


Incapacitating attack (or an infectious
bite). Any damage done to the
character this round didnt really
happen; somehow the character was
lost in the chaos, knocked unconscious,
and not chewed on by any ghouls in the
meantime. The character is out of the
action for this encounter, but will turn up
again at the next opportunity.

Convenient distraction

At a timely moment, a car alarm goes


off, a dog in a nearby building starts
barking loudly, a stack of cans falls over,
etc. Something distracts all enemies
for 1 round (until attacked or otherwise
alerted), OR all Stealth rolls made this
round by you and your allies gain a +4
bonus.

rapid decay

Play after any damaging attack made


by an attack from a rotting undead
creature, or a plausibly breakable
weapon. The damage is negated,
because the weapon broke in the
process (and is rendered useless). A
jawless zombie cant bite, and a zombie
minus an arm is going to suffer off-hand
attack penalties.

BAPTISM BY FIRE

Play on an Extra who has recently


performed a noteworthy feat (for
example, killed a zombie, or rolled
really high on a Guts check). This
Extra gains an Advance, which should
be spent on something related to the
accomplishment in question. This card
can only be used once per Extra per
campaign.

extra gore

Play after any attack. Any enemy hit by


this attack that takes enough damage
to be Shaken also suffers an Injury in
addition to any other effects. (See the
Injury Table in Savage Worlds. This
Injury goes away if the target is healed
of at least one wound.)

Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group. (http://www.peginc.com) War of the Dead is a trademark of Daring Entertainment. (http://daringentertain.com)
Original artwork and layout by T. Jordan Greywolf and Wendy Peacock. (http://greywolf.critter.net)

Permission granted to print or copy for personal use only. No redistribution rights granted or implied.

ALEXANDER KUKHARENKO (order #8130402)

improvize

As a free action, one character grabs


a nearby handy item that turns out to
be a viable weapon (default Str+d4
damage, +1 Parry, throwable 3/6/12, 1
lb) or temporary makeshift tool (ignore
the penalty for lack of proper tools for
one task).

Run! I can hold them off!

Your hero sacrifices himself with a


grenade he was saving, or blazing away
on full auto, etc. Immediately, even if
Incapacitated or Shaken, he blurts out
his last words, deals 3d8 damage to
all enemies within 6, and dies in the
mayhem. He wont be coming back as
one of them. (Your replacement hero
starts with the full Experience Points the
old one had, instead of the normal .)

a little left in `er

With a swift kick or just one more try,


the hero gets a damaged or functionless
device to work for the rest of the
encounter (with a vehicle ignoring any
wound penalties). This could be a
chainsaw that sputtered out, a radio
with dead batteries, a gun thought to
have dud ammo, etc. After this scene,
however, the item is useless unless
repaired, refueled, etc.

ominous soundtrack

Its as if you can hear the creepy


horror movie music in the background.
Somehow, you just know something bad
is up, so you arent caught off guard.
Either you start the encounter with your
weapon ready and on Hold (regardless
of how you fared on surprise rolls), OR
you warn an ally just in time (so she
starts on Hold instead).

recuperation

It wasnt that bad after all. After


some first aid and rest, one character
is healed of all wound levels OR of
one permanent injury, though the hero
may still be bandaged up and have a
few non-game-affecting aches for a
while. This doesnt apply for lost limbs,
snapped bones, etc.; thats too much of
a stretch to get better from so quickly.

COMIC RELIEF

Come up with a wisecrack or wry


comment to defuse the tension of the
situation. You and all allies immediately
recover from Shaken status and
may ignore penalties from Fear and
Phobia effects for the remainder of the
encounter.

hit the deck!

A stray bullet hits a gas tank, or a soldier


zombie was carrying a live grenade....
Come up with a plausible reason that
things should go BOOM ... and they
do! Place a Large Burst Template
appropriately; anyone who fails an
Agility test (2) to dive for cover (or who
is too mindless to even try) is hit for 3d6
damage, and catches fire if flammable.

familiar face

One of the otherwise faceless zombies


is actually an old friend, old flame, or a
relative. Your character is immediately
Shaken. The zombie focuses
exclusively on your character, ignoring
all other foes while you still breathe.
You, however, gain +2 on all trait rolls
against it (including Guts checks and
recovery rolls from being Shaken).

Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group. (http://www.peginc.com) War of the Dead is a trademark of Daring Entertainment. (http://daringentertain.com)
Original artwork and layout by T. Jordan Greywolf and Wendy Peacock. (http://greywolf.critter.net)

Permission granted to print or copy for personal use only. No redistribution rights granted or implied.

ALEXANDER KUKHARENKO (order #8130402)

Shop `til you drop

Gain +4 to a single Survival roll made to


forage or scavenge, OR automatically
find one of the following items in addition
to what youd find otherwise: 5 gallons
of fuel; 1 clip/load of ammunition for
your primary weapon; 7 days worth of
food and water; a tool kit; a first aid kit;
an axe or similar melee weapon; or, a
working flashlight or kerosene lantern.

one-liner

Make a Trick, Taunt, or Intimidate


attempt as a free action, as your
character engages in witty reparte
or issues a deadpan one-liner, snide
remark, defiant cry, etc.whatever best
fits your character.

Nooooooooooo!

Play after a suitable emotional trigger


event (death of an ally, faced with a
new and unspeakable horror, etc.), this
character snaps. She immediately
gains the use of one Combat Edge of
her choice (which she would otherwise
qualify for) for the remainder of the
current encounter. This stacks with
normal use of Heroic Determination.

not quite the cavalry

Play in an encounter, and a new


force enters the fray. For example,
if youre fighting zombies, a pack of
2d6 wild dogs shows up; if youre
fighting off raiders, 2d6 zombies show
up. Whatever the case, they are NOT
your friends. Nonetheless, they could
provide a timely distraction.

must ... keep ... going!

One character ignores all Fatigue and


Wound penalties for the remainder
of the current encounter, unless
Incapacitated. At the end of the
encounter, however, the character falls
unconscious from exhaustion for 1d6
hours.

... NOW!

Teamwork pays off! This round, your


allies have the option to act on your
action card, even if theyre lower in the
turn order. If there are any disputes,
actions are resolved on your card in the
order you dictate. This also allows for
Cooperative Rolls, if applicable.

inventory reduction

All damage sustained previously this


round against a single target is negated,
but an item in the victims inventory
(GMs choice) takes the damage and is
destroyed. ALTERNATIVELY, play this
card to maximize all damage dice on
a single attack (each die automatically
Aces once), but the weapon is
destroyed in the process.

it was just a dream...

You went to the loo alone and got eaten


by ghouls ... or pushed that blinking red
button to see what it would do.... No,
wait, that didnt really happen! It was
just a dream, vision, or hallucination.
At the GMs discretion, you get to rewind
just a little, as long as it only involves
your PC. (That is, you cant use this
to retcon a fight everyone else was
involved with.)

Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group. (http://www.peginc.com) War of the Dead is a trademark of Daring Entertainment. (http://daringentertain.com)
Original artwork and layout by T. Jordan Greywolf and Wendy Peacock. (http://greywolf.critter.net)

Permission granted to print or copy for personal use only. No redistribution rights granted or implied.

ALEXANDER KUKHARENKO (order #8130402)

hot wheels

In an area littered with abandoned


vehicles (such as a typical urban
disaster zone), you find an intact
vehicle (e.g., car, truck, or motorcycle),
relatively undamaged (no wound levels),
and at least enough fuel to leave the
scene. Whats more, the keys are in the
ignition or easily found nearby.

fellow life form

You befriend a beast (dog, riding


horse, etc., as an Extra), OR receive
one-time assistance of sorts from the
local fauna. (A flock/swarm of crows
attacks the zombies, a cunning coyote
leads you to clean water, etc.) Its up
to GM discretion, but feel free to invent
something and suggest it.

specialized knowledge

One character gains a free d6 in a


very specialized and immediately
useful skill applicatione.g., Driving
d6 ONLY with a particular model of car
you just acquired, because you used
to own one. This free skill cannot
be improved via Advances, though the
base skill can be acquired and improved
normally. This card may only be used
once per character per campaign.

Don`t touch her!

A successful attack against a character


within reach of your Pace is made
against you instead, as you leap to
interpose yourself. You take any
applicable damage, but bonuses to the
damage due to called shots or raises
are negated. You receive a benny
for your heroism (which can be used
immediately for a soak roll, if needed).

false alarm

Play this immediately when a random


or incidental encounter pops up, to
avoid it. Either there werent zombies
after all (just a cat in the alley plus your
jumpy nerves), or else the enemies are
unaware of your presence and easily
bypassed.

run for it!

You and your allies may, as a free


action, and out of turn, immediately run
(a normal move and run), as long as
theyre capable of movement. Attacks
made against them while breaking away
(if applicable) are at 2 to hit. No other
actions may be taken on this free
movement. For this round, running die
rolls are maximized for you and your
allies (e.g., a d6 is a 6).

do some science to it!

Youll need to be creative on the details,


but somehow all the pieces are in place.
For example, chemicals are scattered
about and you have the Knowledge skill
to use them. Whatever the trappings,
you can pick a skill thats normally not
for combat, and use it to attack an
enemy up to 12 away this round. This
deals 3d6 damage on a success (or 4d6
damage on a raise).

slice of civilization

When traveling, the heroes encounter a


friendly group of survivors. They provide
a safe place to stay the night, and offer
a simple meal in exchange for whatever
stories the heroes might share. They
might have gear to trade (for items of
comparable value), but wont join forces,
and for whatever reason the heroes
cant stay beyond the one night.

Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group. (http://www.peginc.com) War of the Dead is a trademark of Daring Entertainment. (http://daringentertain.com)
Original artwork and layout by T. Jordan Greywolf and Wendy Peacock. (http://greywolf.critter.net)

Permission granted to print or copy for personal use only. No redistribution rights granted or implied.

ALEXANDER KUKHARENKO (order #8130402)

Savage Worlds and the Savage Worlds logo are trademarks of Pinnacle Entertainment Group. (http://www.peginc.com) War of the Dead is a trademark of Daring Entertainment. (http://daringentertain.com)
Original artwork and layout by T. Jordan Greywolf and Wendy Peacock. (http://greywolf.critter.net)

Permission granted to print or copy for personal use only. No redistribution rights granted or implied.

ALEXANDER KUKHARENKO (order #8130402)

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