1000 more swashbuckling cards

111. "Bucephalus! My Bucephalus!"

Play: When in need of a quick, mounted getaway.

Effect: Your mount rounds the nearest corner or kicks down the nearest wall to make its way to you. This occurs no matter where you left your mount. You must have a mount that you have owned for at least a year for this to work.
 

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ColonelHardisson said:
111. "Bucephalus! My Bucephalus!"

Play: When in need of a quick, mounted getaway.

Effect: Your mount rounds the nearest corner or kicks down the nearest wall to make its way to you. This occurs no matter where you left your mount. You must have a mount that you have owned for at least a year for this to work.

I love this one!
 

112. Oh sure--just because I'm a toaster, I'm tone-deaf!

Take 20 on your next Perform check, even if you could not normally do so.

113. "...you can, like, whip up a Spanish omelette?" -- "I certainly can, sir, but it's amazing how few people are prepared to eat them."

Your reputation as a chef precedes you. All food you order tonight is on the house--because no one wants to risk your cooking!
 

114) Let the Wookie Win...

Play: The PC brags about his/her invicibility during a game of skill or chance.

Effect: The PCs opponents are intimidated. They back down or forfeit the current round of competition, allowing the PC an automatic win.


115) The Kid Stays in the Picture...

Play: When a character (PC or NPC) is competing with others over some boon or benefit (i.e.: job, sparing his/her life, reward, etc).

Effect: The character automatically gets picked to receive the benefit (i.e.: gets the job, is spared, is rewarded, etc).


116) What girl? <Bark> Billy's trapped in Dead Rock Canyon? <arf> <arf> Let's go!

Play: When the PC is searching for something, and attempts to communicate with an animal, seeking aid.

Effect: The PC develops a temporary empathic bond with the animal for 1d4+1 rounds. The PC can speak with the animal, who tries to lead the PC to the item being searched for. Only works if the animal has seen the item.


117) Man...That's terrific Bass!

Play: Whenever the PC has to imbibe something particularly poisonous, nauseating or otherwise obnoxious.

Effect: The PC suffers no ill effects from the ingested item.
 

a few more...

with a slightly comical theme...

This isn’t poison… This is extract of…llama!
Play: When you fail a saving throw against poison (not delivered by a creature’s bite, sting, etc), eg someone poisons your drink
Effect: The would-be poisoner got their vials mixed up and so instead of taking any damage from the poison, you suffer a minor cosmetic (and possibly) comical side effect, eg large animal-like ears


I used to be a junior chipmunk… I had to versed in all the woodland creatures…
Play: When your party has been trying to track/follow a person or creature but failed to find the trail.
Effect: You can communicate with a single nearby animal, as per speak with animals, for 2 minutes. Coincidently this animal has had a brief run-in with the same thing you are pursuing and points you in the right direction.


For the last time, we did not order a giant trampoline…!
Play: When your character falls from a high place.
Effect: A large soft object waits at the bottom of the drop that cushions the blow of the landing and negates all falling damage.


hope these aren't too over the top for people...


:D
 

BUMP
Play: Whenever the character wishes to draw attention to a something hidden, and is not to worried about subtlety.
Effect: All PCs and NPCs make another spot check to notice that which is in the process of being 'bumped'.
 

Re: a few more...

Ruavel said:
hope these aren't too over the top for people...

Brilliant! Brilliant, I say! Genius I tell you!

But wait, there's more:

Wrong Lever, Kronk
Play: Before an opponent's action.
Effect: Your opponent takes the wrong action: fails to attack, drinks the wrong potion... DM decides.

Look What I Can Do
Play: On your action, when attempting a Diplomacy or Bluff check.
Effect: Add your Strength bonus to your next Diplomacy or Bluff check as you use your physical ability to distract others from the weakness of your argument.

I've Been Turned Into A Cow...
Play: When you roll initiative.
Effect: One opponent remains surprised for the first round of combat. They are flat-footed, gain no Dex bonus to AC and do not roll initiative until the second round.

Yay!
 

5...4...3...2...[Snip]. See, told you it was the green one.
Play: When disarming a trap
Effect: You automatically succeed...but only at the very last second.
 

Unlike OTHER Robin Hoods, I have a British accent
Playable: Whenever
Benefit: You gain a +4 circumstance bonus to Diplomacy when used to influence anyone who is within earshot.

Haven't we heard this before?
Playable: Whenever the BBEG is speaking or the DM is reading Boxed text.
Benefit: You gain a partial action to use during the speech. All targets are considered flat footed.

Excelent ...
Playable: Anytime you can take an action.
Benefit: A cohort or other flunky runs in with good news.

Love, Love, Love ... Makes the world go round.
Playable: As the DM is preparing to describe the demise of a BBEG.
Benefit: Instead of dying the BBEG repents and becomes an ally.

Bond, James Bond
Playable: Whenever you accidently give out your real name instead of a cover.
Benefit: The NPCs don't care about your name and never report it to their superiors. You also gain +4 luck bonus to all Charisma based skills while dealing with the any NPC of the opposite sex who hear you name for the rest of the session.

May I have this Dance?
Playable: Whenever a you and a non-friendly NPC are in a social situation.
Benefit: You shift the selected NPC's attitude one step better, and can automatically start a conversation where the NPC cannot lie.

Wound heal, chicks dig scars, and Glory lasts forever
Playable: Whenever you or one of your allies falls below 0 HP.
Benefit: You and your allies may function to -10 HP without the normal restrictions.

It was the best of times ... It was the worst of times
Playable: Anytime.
Benefit: One favorable event of your choice happens. The DM is given a card that he may use either for the monsters, or worded to the group's detriment.

But I'm the Hero, I can't DIE
Playable: Anytime
Benefit: Heal 1d8+5 HP

Elementary, my good man. Elementary
Playable: Outside of combat.
Benefit: The DM must present the total circumstances around one event, or detail one bad guy's plan in completion.

I disbelieve
Playable: Anytime
Benefit: Any one object is really an illusion. You successfully disbelieve it.

My spell components are secret
Playable: Anytime.
Benefit: You have a substitute for any Material component valued under 2000 gp.

A warn fire, hot baths, and fluffy towels
Playable: Anytime you are in a "complex" of sorts.
Benefit: The next room you enter will have a warm fire, hot baths and fluffy towels. There will be no random encounters while the party is in this room.

Kugar
 

We are currently up to 142. People are being very imaginative and I'm sure there's boatloads of unexplored ideas yet. I'd like to propose a common format for presentation. Please?

Like so:

Clever Title, no quotes, no all caps, NO NUMBER, not TOO long (has to fit on card)
Play: When the player can use the card. Some cards have to be very specific: On your action, Before you roll intiative. Others can be less so: Anytime not in combat. At dawn.
Effect: What happens when the card is played? Again, some cards will be very specific: Gain a +2 circumstance bonus on all Spot checks. Others less so: Something unexpected but helpful happens.

Separate each card's components (title, Play and Effect) with a single return (just like above), and separate multiple cards with a double return. The shorter a card is, the better, so try to make them super-terse.

Having just reformatted 142 cards I can tell you a little effort on your part will be heartily appreciated on mine! Thanks gang!

EDIT: typo
 
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