1000 more swashbuckling cards

And thus I clothe my naked villainy
Play: When accused, rightly or wrongly, of a crime.
Effect: All suspicion and blame is shifted to another, of your choosing.

Why, then the world's mine oyster
Play: Anytime
Effect: You receive a +10 Circumstance bonus to each of the following for one hour: Move Silently, Hide, Pick Pockets.
 

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More from Terry Gilliam....

They Always Break In The End

Play: When caught in a bad position and trying to weasel out of it.

Effect: If the NPC you are negotiating with has an attitude of Indifferent, you automatically get her to release you. If the NPC's attitude is Unfriendly or worse, you get +10 to a single Diplomacy or Intimidate roll to get her to release you.

I Know A Cure For Bad Backs

Play: When caught in a completely unmanageable situation with no hope of negotiation.

Effect: You convince your captor to partake in some action that will get him out of the way and clear your escape route, no matter how obvious. The captor will not go along with any scheme that threatens life or limb.

I Hate Paperwork

Play: When the movers and shakers of society have blacklisted you or are otherwise unhelpful, and you cannot fix the problem on your own.

Effect: You are assisted by a rogue member of society with no patience for the politics or bureaucracy of the mainstream. She helps you to the best of her ability, but may not necessarily join you on adventures or otherwise risk her life.

My Complication Had A Little Complication

Play: Whenever an NPC is suffering from some adverse condition, such as poisons or ability damage.

Effect: The NPC automatically fails the next roll to overcome the condition; if a roll does not apply to the condition, it lasts one step (one round, one day, etc) longer than usual. Alternately, the NPC automatically succeeds at the next roll, or the condition lasts one step shorter than usual.

A no-prize if you can tell which movies these are from!

TWK
 

Barsoomcore -

Any idea when the next version of the list wil be available? I'd love to test them in my game tonight (I'm being greedy, I know. :( To make up for it, here's one more)

The Watched Pot
Play: When waiting for a task to be finished or a duration to end.
Effect: The task (item creation, a day's travel, boiling water, etc.) takes only half to normal time to complete. A spell affected by this card expires in half the usual time. Permanent and instantaneous spells are not affected.
 



I am highly intrigued by the concept of the Swashbuckling Cards. I am curious for anyone who has used them: Do they seem to have shifted the balance of the campaign too much in favor of the PC's?

I guess what I'm saying is that if the GM has an encounter planned out to be challenging for the party and then, through a combination of the cards, the party gains a big advantage, it is hard to anticipate that.

Thoughts?
 

Rel said:
I am highly intrigued by the concept of the Swashbuckling Cards. I am curious for anyone who has used them: Do they seem to have shifted the balance of the campaign too much in favor of the PC's?

I guess what I'm saying is that if the GM has an encounter planned out to be challenging for the party and then, through a combination of the cards, the party gains a big advantage, it is hard to anticipate that.

Thoughts?

Having used them for the past year or so, I can definitely say that they influence the game. I give one to each of my major NPCs, as well, so at least the PCs aren't the only ones who can bend reality to their will. Of course I limit the cards NPCs can use (I'm not going to let my uber-lich get one of those "You are restored to full hit points" cards because that's just not fair.

Thing is that often a player has no chance to use them (I've ruled that you cannot "transfer" a card to another player) -- and many of the cards provide a minor influence, really. But they CAN drastically alter your campaign -- cards like "We Meet Again" or "Ah, Love" have turned my campaign upside down more than once (and inadverdantly created my all-time favourite NPC, but that's a longer story).

Normally, increased randomness favours the monsters -- because the monsters only face one fight while the PCs fight on and on and on. Swash cards, however, don't really fit this model because the randomness they introduce isn't "digital" but "analog" -- that is, it's not a simple case of increased chances to do more damage, but rather increased chances to pick up sporadic bonuses to rolls you may not ever make. It's VERY hard to make any predictions about a game that uses these cards except that:

A) players pay a great deal more attention to what's going on, looking for a chance to use their card (I rule that you get a new card when you use your current one, but you cannot exchange)
B) players get very attached to situations they create through the cards -- if a player uses a card to make their character suave and witty, somehow it seems to inspire them more than if they just make a successful Bluff check.
C) the game seems to flow more "heroically" -- how often in your games do things seem to be shaping up to a great climactic encounter and then someone fails a save or just can't make that last attack and the whole thing just fizzles because they don't even go to the big wrap party? With Swash cards players always have some last-ditch effort they can pull out and use to get to the final round.

I'm really happy with the cards -- I used to love Hero Points like they had in Shadowrun and James Bond but actually these are more fun. Players start to chuckle when they see a chance to play their card and everybody reads it and laughs and there's a big fuss and usually triumphant dancing about the table. It's great fun.
 

Wow

16 pages now instead of just four .... so sweet.

Thanks to everybody for contributing!

And thanks for doing the work, barsoomcore - great job. I just downloaded and had a first look at the new cards, and I really liked the modifications I saw (even those to some of my own suggestions ... :p ).

Pity the next session in my own campaign is still three weeks away.
 



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