Some Additional Swashbuckling Cards

Raven Crowking

First Post
Hi there.

Since I discovered the EnWorld Swashbuckler card project, I have been planning to use them in my campaign. Here are some additional Swashbuckler Cards you can use, if you like:

"You must really love animals."
"Only when it's really cold."

Play: When you have been affected by a spell or attack with the cold descriptor.
Effect: You may transfer any portion of the effects and/or damage to a nearby animal (it got in the way).

…but that's not important right now.
Play: Any time not in combat.
Effect: Distracted NPCs fail to notice something of your choice.

Listen. Since I've met you I've nearly been incinerated, drowned, shot at, and chopped into fish bait.
Play: Anytime a companion is damaged.
Effect: You take the damage instead of your companion.

You’re gonna need a bigger boat…
Play: Anytime you are faced with an opponent or group of opponents. You can also play this card when you see signs of a monster.
Effect: You know the CR of your opponent(s). Played when seeing signs of a monster, you know the type and CR of the monster.

Gentlemen. You can't fight in here. This is the War Room!
Play: During combat.
Effect: Combat pauses for 1-3 rounds, during which characters may take other actions.

I ate his liver with some fava beans and a nice Chianti.
Play: When facing officious bureaucracy.
Effect: You cut through the bureaucracy to reach your goal.

Then close your eyes and tap your heels together three times. And think to yourself, “There's no place like home”.
Play: When lost.
Effect: You realize where you are, and which direction your goal lies in.

It was Beauty killed the Beast.
Play: In combat.
Effect: Your opponent is conflicted in her desire to cause you harm. You may use your Cha bonus as a bonus to AC.

You're braver than I thought.
Play: When making a Will save vs. a fear effect.
Effect: You automatically make the save.

Good. For a moment there, I thought we were in trouble.
Play: Anytime.
Effect: You gain a +2 luck bonus to all saves and AC for the next three minutes.

Is it safe?
Play: Anytime.
Effect: You spot any traps within 100 feet, so long as they are within an area you can see into.

Sanctuary!
Play: Anytime.
Effect: An NPC or creature of your choice ignores you so long as you take no actions against it (i.e., attacks, stealing from it, etc.).

You killed my father. Prepare to die!
Play: Whenever a companion is dropped in combat, or facing an opponent who has previously slain a comrade.
Effect: You gain a +4 bonus to all rolls against that opponent (including attacks, damage, and saves) for the duration of the combat.

"Easy Miss, I've got you."
"You've got ME? Who's got YOU?"

Play: Whenever you and a companion need to make a save against the same effect.
Effect: Your companion may use your saving throw bonus – or you may use hers – whichever is better.

Throw me a frickin' bone here! I'm the boss! Need the info!
Play: Anytime.
Effect: You may ask the DM one question, which he must answer with a reasonable degree of accuracy and completeness.

Food fight!
Play: Anytime.
Effect: Make an attack with an improvised weapon as a free action without a nonproficiency penalty. Your opponent is automatically flat-footed. If successful, the attack does 1d6 damage.

A Big Mac's a Big Mac, but they call it “Le Big Mac."
Play: Anytime.
Effect: You can limp through a conversation in a language that you do not know, getting across and understanding basic information.

They're not gonna catch us. We're on a mission from God.
Play: When fleeing.
Effect: Your pursuer breaks off the chase, allowing you to escape (DM provides the reason).

I feel the need - the need for speed!
Play: Anytime.
Effect: Your base speed is effectively doubled for one round.

Hasta la vista, baby.

Play: Anytime.
Effect: You may make a coup de grace as a free action. The victim must still qualify for a coup de grace action as normal.


IMC, we decided to print these on standard paper, then place the "cards" inside DragonShields card protectors. This was both to increase durability, and to make the card selections truly random.

I am also using an Action Point system, where, right now, an action point can be used to either (1) reroll any roll, or (2) gain an extra swashbuckling card.

RC
 
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Hey, would anyone be down with exporting barsoomcore's existing Swashbuckling Cards, as well as these fine additions, to a Microsoft Publisher friendly format?

Or has that already been done on a thread I totally missed?

Thanks, either way, in advance. :D
 


Not sure where the original thread was; I got the original swashbuckling cards off Barsoomcore's campaign web site, then added some of my own. How I work them is, print them out on cards. Every player gains one at the beginning of each session. If unused, it is returned at the end of the session.

RC
 
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Parley!
Play: During a suprise round
Effect: Immediately halt the suprise round, enemies must communicate, or attempt to communicate before resuming hostiilities. At least one side must explain why it is trying to kill the other.

I'm disinclined to acquiesce to your request.
Play: Any Time
Effect: You gain a one-time +10 bonus on your sense motive check.

This shot was not meant for you.
Play: After a ranged attack into melee was rolled.
Effect: This attack is treated as if the attacker had the Precise Shot feat

Don't be alarmed, we're taking over the ship.
Play: Before combat.
Effect: Overcome a minor, annoying, not-worth-the-effort confrontation without actually touching your dice. The sum of the opposition must be at least 2 CR's below average party level. Players gain experience and treasure as if the combat had taken place.

You best start believing in ghost stories Miss Turner.
Play: After a natural 20 is rolled against an undead foe.
Effect: For this round, your Undead foe is vulnerable to critical hits.

You're off the edge of the map, mate. Here there be monsters.
Play: Any time
Effect: The Gm rolls a wandering monster check. The Monster that arrives is not necessarily hostile towards the party.

I always feel rejuvenated by a touch of adventure.
Play: Immediately after combat is resolved
Effect: You regain hit points as if you had just spent a full day resting under the watchful eye of a competent healer.

No, let me go! I've got tides to regulate! Comets to direct! I don't have time for flatulence and orgasms!
Play: At the beginning of any encounter
Effect: Target enemy or NPC suddenly remembers something very important they have to do. Far more vital than dealing with pesky adventurers.

Well, where's the fun in that?
Play: After an enemy spellcaster released any ranged spell at you
Effect: The enemy wants a better view of you getting destroyed, and moves towards the player.

They're inviting us to defeat them! We must oblige them!
Play: At the beginning of any combat where the party is outnumbered at least 2-1
Effect: All party members gain a +2 morale bonus to all attacks, damage, and saving throws for the duration of the combat.
 

Maybe somebody with more time and less exams on his hands could format them similar to Barsoomcore's Swashbuckling Cards and mame them available to the general playing public? :)
 

I think I Heard Something
Play: Not in combat, indoors
Effect: The door is kicked in and anonymous bandits enter toting weapons.

It Can't Rain All The Time
Play: Outdoors
Efffect: Instantly the weather changes. Light, fog, rain, or lightning chosen by the player takes effect.

That Looks Uncomfortable
Play: In combat
Effect: A piece of equipment on an NPC can be used as a melee weapon against him. Damage equivalent of a critical hit dagger.

I Wouldn't Stand There If I Were You
Play: In combat
Effect: A large item falls from above on the head of an NPC knocking him out for a round, or deals damage like a greatsword (chosen by the GM).

*Click*
Play: In combat
Effect: A ranged weapon fails to deliver this round.

I'm Too Old For This ....
Play: Any time
Effect: You enjoy one round's worth of respite from any harm.

Check This Out!
Play: On your turn
Effect: Take a minute to describe your character relating to the present situation. Describe pose, clothing, visage, and demeanor. The GM might grant you an action point.

I Didn't Know I Had It in Me
Play: On your turn
Effect: Do something completely out of character and get away with it (at least for the time being). The GM might grant you an action point.

It Will Just Take A Spark
Play: Any time
Effect: An object in the vicinity catches fire. The object is not bigger than 5' cubed.

The Insmouth Look
Play: While perusing books and documentation.
Effect: You learn something disturbing about your origins. The details are worked out in cooperation with the GM.

Like A Fish Out of Water
Play: Indoors.
Effect: The room starts filling up with another element; earth, water, fire, or even air. The process takes 1d10+2 rounds.
 
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Oh, good grief. Here we go again.

I'll keep an eye on this thread and once the contributions slow down, I'll update the cardset with the best of the best.

I can already see some that are duplicates of existing cards, and some that just aren't going to be playable, but there's plenty of good ideas in there.

Keep 'em coming!
 

barsoomcore said:
Oh, good grief. Here we go again.

I'll keep an eye on this thread and once the contributions slow down, I'll update the cardset with the best of the best.

I can already see some that are duplicates of existing cards, and some that just aren't going to be playable, but there's plenty of good ideas in there.

Keep 'em coming!

Actually duplicates are all right. We have been using the swashbuckling cards in D&D, Tribe 8, Call of Cthulhu and Mutant (Swedish game a kin to Gamma World) and they always work wonders. We don't care for numeric modifications or cards tied to game related stuff, we just want odd events when you least expect it. The GM will always adjudicate the cards so duplicates worded a little differently will have completely different effects on the game!

Sometimes we've pushed the envelope just to see what the GM will do. For instance in our last session of Mutant we met a masked vigilante (terribly mysterious) and a friend of mine played a card that would make an NPC give up a secret... The GM did the right thing at that point; he described how the vigilante begun removing his helmet with tubes blowing steam in a predator-like fashion. We were just about to learn his identity when an armed crowd showed up at the scene so the vigilante just had to flee. It was great. :)

Keep it up! We have a voracious appetite for more swashbuckling cards.
 

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