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Swashbuckling Cards

barsoomcore

Unattainable Ideal
These SO rock. Somebody posted them on the WotC boards an age ago -- I looked for the original thread but couldn't find it, so in the interest of public welfare, I'm posting my list right here.

What you do with these is print each one on a separate card, and hand them out randomly to your players at the start of each session. I give each player one per session. At any time during the game (subject to conditions printed on the card) the players can use these cards for whatever purpose is on them. Some are extremely helpful while others are merely amusing.

WARNING! Some of these cards can directly impact the storyline of your campaign. If you're one of those DMs who has a specific storyline in mind, be wary -- these cards can play merry havoc with your game. As DM, I reserve the right to always interpret the cards in whatever way I think is best -- which may not be the way the player expects.

I should also mention that I have all of these assembled in PDFs suitable for printing on perforated sheets like for homemade business cards.

The Swashbuckling Cards:

Handy Rope:
Play: Your turn
Effect: Move yourself anywhere on the battlefield, then take your actions

Ha!:
Play: Any time you miss a saving throw
Effect: You automatically make the save.

Weapon Mastery:
Play: Before making a melee attack
Effect: You may make a called shot without the normal -4 penalty

Soliloquy:
Play: Anytime
Effect: All combat comes to a standstill, while you make a heroic speech. Take as long as you like.

Just a Flesh Wound:
Play: Any time
Effect: You look like a mess, but are really okay. You are back to full hitpoints.

Riposte:
Play: After an opponent attacks you and misses
Effect: Immediately get a bonus AoO against that opponent

Sweep:
Play: Your turn after all attacks
Effect: A weapon or leg sweep trips your opponent. One opponent you threaten is knocked down.

Feint:
Play: After making a melee attack that misses.
Effect: Your attack was merely a feint, setting up the real attack. Make another melee attack.

Frolic on the Battlefield:
Play: Your turn
Effect: You are immune from attacks of opportunity this round

En Garde:
Play: Your turn
Effect: In addition to your regular attacks, make a free disarm attack

Feet Don't Fail Me Now:
Play: Your turn, when you are doing nothing but moving
Effect: Move at double your rate this turn

Measly Swipe:
Play: After being hit by a melee attack, after the damage is rolled.
Effect: Damage for that attack is reduced to only one point.

Deadly Thrust:
Play: When making a melee attack, before the hit roll.
Effect: If you hit, your weapon does double damage

Fade to Black:
Play: After being killed, or reduced to negative hit points
Effect: Your hit points are brought to zero. You are unconcious, but alive.

Whirling Dervish:
Play: Any time
Effect: Your AC is improved by 4 and you can not be flanked this round.

Heart of a Lion:
Play: Any time
Effect: You remain concious and fully able to take actions if you are brought to negative hit points. You are still killed at -10 hit points.

Gritting your Teeth:
Play: Your turn
Effect: Any damage you receive this round is reduced by half.

Carpe Diem:
Play: Beginning of combat
Effect: Your initiative is one point higher than everyone else.

Bar of Soap:
Play: Any time
Effect: Some swabby left some soap on the deck. A random combatant must make a balance check (DC 15)or fall down.

Touche!:
Play: Your turn
Effect: Deliver a stunning insult to your opponent. If the other players laugh the target is flatfooted for the duration of the following round.

You'll Pay For That!:
Play: After being hit by an attack, IF you are holding a drink.
Effect: You take no damage from the attack, but your drink is spilled.

Butterfingers:
Play: When you make a successful attack roll.
Effect: Sacrifice half the damage from this attack to disarm one of your opponent's items.

Sparkly Teeth:
Play: Anytime
Effect: Opponents get a -2 penalty to their actions this round if they can see your devilishly handsome smirk.

Hi There! Bye Now!:
Play: At the begining of your attack.
Effect: Gain the benefits of the spring attack feat this round.

Whoa Now!:
Play: Anytime
Effect: Gain total immunity to all physical/melee attacks this round, if you use Full Defense.

Disrobe:
Play: Your turn, before you make your attack roll.
Effect: Make a called shot with no penalty -- only against an enemy’s garb, dealing no damage.

Mother Nature:
Play: Anytime
Effect: Natural phenomenon lends timely aid.

Ah Love:
Play: Anytime
Effect: A Friendly or Helpful NPC displays amorous interest. It may be physical and/or emotional.

Instant Dislike:
Play: Anytime
Effect: Two NPCs or groups of NPCs develop spontaneous dislike or hosility on first meeting.

Missing:
Play: Anytime not during combat
Effect: A possession (yours or any character’s) is misplaced or has gone astray.

Called Away:
Play: Anytime
Effect: Someone who ought to be present is elsewhere.

We Meet Again:
Play: Anytime (on your turn during combat)
Effect: Someone or something turns out to be an old acquaintance or a rival.

Reinforcements:
Play: Anytime
Effect: Help arrives of some sort arrives.

Gremlins:
Play: Anytime
Effect: A mechanical device fails to work, at least for a moment.

Lucky Find:
Play: Anytime
Effect: Something needed is found (not a treasure in the ordinary sense).

Mistaken Identify:
Play: Anytime
Effect: A character is mistaken for someone else (to their benefit or harm).

Dismissed as Harmless:
Play: Anytime
Effect: The PCs are underestimated, misperceived or dismissed as unimportant.
 

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Very interesting concept. I would imagine it being very cool for the players to influence the game. One could say that it is similar in tone to Adventure!'s dramatic editing but has a different mechanic and slightly different effect.

The important thing, though, is for the DM to roll with the flow and not try to undo the player's card play by making adjustments marginalizing the cards' effect.
 



What a brilliant idea!

*filch*

However certainly for a particular type of game, and I think I will change the one that puts you back to full health as ignore the effects of one attack, mostly because a free heal spell seems to exceed the limit of the other cards.
 
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I love it! Perhaps I'd get rid of some of the cards. I'm not fond of an instant heal for example. On the other hand I'm blown away by Soliloquy. What a brilliant idea. Probably the best thing since sliced bread. :)
 


Some quick replies:

If you want the PDFs, just email me and I'll send them to you.

It IS very important not to marginalize the cards -- but that doesn't mean you can't surprise the players sometimes with the way they work. Cards like "Ah, Love" have had a very surprising effect on the campaign (our shy librarian character is now being followed around by an ultra-powerful lesbian vampire sorceress who is getting cranky about not getting any from her sweetie).

Yes, as DM I always draw a card -- though I usually forget to use it. Sigh.
 

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