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Sci-Fi Drama Cards

PostDateIcon Fri, 07/30/2010 - 11:55am | PostAuthorIcon w00t

Sci-Fi Drama cards are used by Player’s to further the adventure's story, provide bonuses to actions or award development points (experience).

At the beginning of the adventure the Referee shuffles the cards. Player’s then select three cards that may or may not be used during the adventure. Note that any unused cards are returned to the deck for the next adventure.

Once the card is used turn it sideways (even cards that indicate they are to be discarded). The card allows a +20 to one action or a +5 to all actions during a round.

View printable cards. (For best print results, select the following in the print dialog box: landscape, no margins, blank header/footer, print size to 75%, and make sure "print background" is selected)

Note about the d00 table generator - As you add the entries to the table you select whether the result should be Very Rare, Rare, Uncommon, Common or Very Common. This weights the table entry, and the die ranges in the first column is worked out appropriately. Of course, the closer you get to 100 entries, the flatter the table gets... I know it's sweet!

NOTE: Converting to d20 for bonus use the following conversion;

d100 d20
+5 +1
+10 +2
+15 +3
+20 +4
+25 +5

 

View FlatView Cards



Sci-Fi Drama Cards Table

d100Result
00-02'Tis But a Scratch
032nd Chance
04-05Ace Maneuver
06-07Adrenaline!
08-09Aid Another
10Aid from Above
11-12Animal Friend
13-15Avoid Ambush
16-17Barroom Brawl
18Betrayal
19Black Market
20-21Breakdown
22Call in the Cavalry
23Capture!
24-25Connections
26Convincing Lie
27Corporate Involvement
28Cry Havoc!
29Cult Involvement
30Destiny
31Discovery
32-34Dodge
35Double Agent
36Drama!
37-38Fast Getaway
39-40Flurry of Blows
41Full Recovery
42-43Hacker
44-45Heroism
46Hunted
47Insanely Cool Moves
48Kick Ass
49-50Knockbout Blow
51-52Legal Freedom
53-54Lost & Found
55-56Mistaken ID
57Nemesis
58New Lifeforms
59New Locale
60New Plan
61-62Notice Detail
63-64Pin Down
65-66Recovery
67-69Remain Cool
70Robbed
71Robot Malfunction
72Ruins
73-75Scuffle
76-77Second Wind
78-79Soliloquy
80-82Surprise Foe
83-84Survivor
85-87Taunt
88-89Team Tactics
90-91Tech Savvy
92Truth Detecor
93-94Unusual Ally
95-97Weapon Jam!
98-99Weaponry

Table Results

  • 'Tis But a Scratch - The character can eliminate up to 1/2 points of damage he just received. It's just a scratch after all!
  • 2nd Chance - Play this card immediately following a failed attempt at something. The Referee will explain why you are allowed a second chance at success (although the chances of success remains unchanged).

    For instance: you failed to leap over a chasm. You play this card and the Referee announces: "At the last moment you realize your approach is flawed, and you halt just in time before falling into the chasm. You back up and prepare yourself to try a second time."
  • Ace Maneuver - The character pulls off a tricky move that evades pursuers or lines up the character to have an unhindered shot at a vital target. +25 to an associated driving, piloting, or gunnery roll.

    Note that this card could be used if you're piloting a vehicle to give another player the +25 to a gunnery check.
  • Adrenaline! - The character receives a bonus of +15 on all actions attempted during one round. This includes avoidance rolls and damage rolls.
  • Aid Another - Play this card to provide assistance to another character. The assisted character gets a bonus of +15 to a single action, because of your expertise. Obviously, you can only provide such assistance for an activity in which your character is personally skilled.
  • Aid from Above - Random chance offers you some assistance against adversity. Play and the Referee will roll 3d10. A specified foe will take this much damage (ignoring defenses) from some seemingly random source.

    For instance: faced with a difficult-to-hurt foe, you spend several turns getting nowhere. Suddenly you play this card and the Referee rolls dice and announces: "When you dodge the creature, it overextends its reach and stumbles forward, smashing its head into the stone at your back. It is obviously shaken, and took 19 points of damage!"
  • Animal Friend - A creature the character meets has an uncanny liking of him. He will follow the character around for the rest of the adventure (if possible) and be generally helpful within the scope of its intelligence.
  • Avoid Ambush - Play this card face-up. Your character is now unsurprised by an ambush that otherwise would have surprised him. Discard after use.
  • Barroom Brawl - Play this card to force the Referee to initiate a meaningless (but fun) free-for-all barroom brawl. Can only be played in a city or on a space station.
  • Betrayal - Your character is betrayed by someone he trusted. This could be an NPC (non-player character) or his patron. This adds excitement to the plot and you receive 2 development points (experience) for helping forward the story.
  • Black Market - Play this card to achieve access to illicit activities in a location your character is unfamiliar with. It allows for purchase of military and espionage equipment, black market cybernetics, ammunition, etc. This card can only be played in a civilized area.
  • Breakdown - Your vehicle/vessel breaks down for no reason. Whether of not the Referee planned for this, he now has to work it into the story. This builds suspense to the plot and your receive 1 development point (experience) for your contribution.
  • Call in the Cavalry - Play this card to summon help form others when you are against odds that you don't think you can succeed against. The help may or may not be friendly to you... but at least it's hostile to your enemies!
  • Capture! - Play this card and immediately receive 3 development points (experience) for advancing the story. The Referee will place your character in a situation in which he will be captured by the enemy. Then it's up to you to get away!
  • Connections - The character knows someone from around here... and he may be able to help! Play this card and the Referee will fill in the details. The NPC (non-player character) may be helpful in a financial, informative, or even militant way. The NPC will remain friendly until the end of the adventure. What happens after that depends on how he was treated.
  • Convincing Lie - Use this card when the character needs to lie his way out of a tricky situation. The target individual will believe just about any story as long as it is not too ridiculous. No roll is necessary.
  • Corporate Involvement - Play this card face-up immediately to ensure corporate involvement form a corporation of your choosing. The corporation may help, hinder, or just make things more interesting. Draw another card to replace it.
  • Cry Havoc! - You loose a powerful battle cry. All within earshot must make a logic (LOG) avoidance roll. Success means they hesitate... automatic initiative loss for 1 combat round/turn. Failure means they freeze - just stand there for 1 combat round/turn surprised.
  • Cult Involvement - Play this card to ensure a specified cult or cadre will be involved in the adventure. This card must be played when it is drawn and cannot be held in the player's hand. Redraw another card to replace this one.
  • Destiny - This is a sub-plot card and should be played face-up. Until the Referee uses it, you will receive 1 development point (experience) per session. The character will fulfill some destiny that will help elevate him to heroic or infamous legend. Remember, not all prophecies are of heroic saviors.

    If you prefer, make this a group destiny applying to all player characters. Each session players must decide who among them receives the extra development (experience) point until the Referee weaves the destiny card into the story.
  • Discovery - This is a sub-plot card and should be played face-up. Until the Referee uses it, you will receive 1 bonus development point (experience) per session (you're on to something big). During this adventure, your character will uncover a lost secret that will be beneficial to him or his employer.
  • Dodge - Play this card to ignore one injury. You can play it after the roll to-hit, or even after the damage is rolled. If you have already recorded the damage on your character sheet, its too late to play this card. Note that this only works on injuries that are able to be dodged.
  • Double Agent - Your complicated plot just got more complicated. Play this card and one of your allies will turn out to be a double agent, or one of your foes will turn out to be on your side. Or you will be asked by your enemy or another agency to spy for them for the duration of the adventure. Worth 1 development point (experience) per session until the Referee finds a way to weave it into the story.
  • Drama! - Your character rises to the occasion. Play this card during a dramatically appropriate scene and the Referee will step up the drama and action, while your character receives a +10 on all actions until the end of the scene. This turns a climactic situation into a dramatic one!
  • Fast Getaway - Play this card to ensure a getaway during a chase scene. It allows for a clever escape form any number of followers. If you hold this in your hand until the end of the adventure and no chase scenario is provided by the Referee, you can trade this in for a bonus development point (experience).
  • Flurry of Blows - Play this card and receive one bonus action (without penalty). Only one of the actions performed in this flurried round may be a movement action.
  • Full Recovery - The character's wounds turn out to be not as bad as he thought. Immediately recover all of your character's missing health. It is the Referee's job to describe how this could be.

    For instance: your character has been fighting for some time and is beaten within an inch of his life (only a few remaining points of health). You play this card and your Referee declares "That last bullet finds itself stuck in your belt buckle. After catching your breath, you realize the wounds you thought you endured turn out to be just a bruise."
  • Hacker - Use this card to receive a bonus to any stealth, bypass/defeat security, or to overcome electronic defenses. You receive a bonus to +10 to any such action.
  • Heroism - Play this card and be immune to all damage for one combat round/turn. This will ensure your opportunity to perform an action of heroic daring without the fear of imminent death, so take advantage of it and do something stupid!

    For instance, you're cornered atop a skyscraper by securitybots - and just fired your last bullet. You play this card, leaping off the building. Your Referee states: "You leap into the air and descend... landing in a loud >THUD< in the back seat of a passing aircar. You're safe, but the old woman piloting the vehicle starts cussing at you!"
  • Hunted - Play this card face-up. You may leave it there as long as you like, but while it is there you will be hunted by someone or something. Fending off the follower, you will receive 2 extra development point (experience) per session until the situation is resolved.
  • Insanely Cool Moves - Play this card and everything you do for one round will be the coolest damned thing anyone has ever seen! Bystanders will be enthralled with your level of coolness, and will never forget those moves. Even if all of your actions fail in the round, you still looked cool.
  • Kick Ass - The character, fueled by fury, becomes an unstoppable killing machine. For one combat round/turn, he acts twice per turn, gets a +15 to-hit, and adds +2d10 to all damage rolls. The player can continue this, but each additional round/turn after the first he must spend 1 development point (experience) to keep this bonus up.
  • Knockbout Blow - Play this card after a successful unarmed attack. The victim is knocked-out for d100 turns. If desired, play on yourself to get knocked out by an opponent. This sacrifice for the story is worth an immediate 2 development points (experience).
  • Legal Freedom - Use this card to get out of legal trouble on technicalities or loopholes (or the special favor of some local justice).
  • Lost & Found - Use this card to find something that is missing. Play it face-up on the table and specify the missing thing you seek. Until the item or location sought is found, your character will be led along by clues and fate rather than your own efforts. Sit back, relax, and let the story come to you for once. Although this makes finding the thing easier, it doesn't ensure safety along the way.
  • Mistaken ID - You character is mistaken for someone he is not. This can be beneficial or baneful, depending on the whim of the Referee. You character receives 2 development points (experience) for forwarding the story.
  • Nemesis - This is a sub-plot card and should be played face-up. At some point during the story, an NPC (non-player character) or organization will become particularly upset with your character. For the duration of this adventure, they will become your hated enemy. You must play this immediately, then replace it with a new card. This often helps bring a personal level of involvement to the player, and sometimes nets him an additional development point (experience).
  • New Lifeforms - You will encounter a lifeform that you have never encountered before. They may be beneficial or baneful, but they will be new to you. You receive 1 development point (experience) for helping to forward the story.
  • New Locale - You will travel to an exotic locale the likes of which you have never seen. It may or may not be a place you like, but it will definitely be fun. You receive 1 development point (experience) for helping to forward the story.
  • New Plan - Immediately discard and re-draw any number of cards form your character's hand.
  • Notice Detail - Play this card face-up. Your character will notice a fine detail of which die rolls otherwise would have deprived him. The Referee discards this face-up card upon use.
  • Pin Down - Use this card to 'pin down' an opponent (to buy time for some other action) - it makes him unable to do anything but take cover. You can keep him pinned down as long as you expend at least 1 short per round. Discard this card when you stop maintaining the pin.
  • Recovery - The character's wounds turn out to be not as bad as he thought. Immediately recover half your missing health.
  • Remain Cool - When in a combative situation you character remains calm and cool, doubling his initiative score and receiving a bonus of +10 to a single action.

    Alternatively, when the Referee states your character must act a certain way (because of nerves, intimidation, taunting, alcohol consumption, etc.) you can play this card to maintain control of your character's actions.
  • Robbed - The character is robbed of some of his randomly-determined gear. He may or may not find the culprit, but for advancing the suspense of the story the character is awarded 3 development points (experience) immediately.
  • Robot Malfunction - A robot malfunctions, losing the use of a random weapon, tool or limb. If the robot is yours, you are awarded 1 development point (experience) for helping to forward the suspense of the story.
  • Ruins - Play this card to come upon ruins of some sort. It may be a vehicle, vessel, village, mining colony, etc. The Referee must work it into the story. The character receives 1 development point (experience) for helping forward the suspense of the story.
  • Scuffle - Play this card to get your character into a scuffle... a fight or encounter that could be dangerous but is definitely fun. Receive 1 development point (experience) for helping forward the story.
  • Second Wind - The character's wounds turn out to be not as bad as he thought. Immediately recover 2d10 of you character's depleted health. Obviously, you cannot recover more than your full health score.
  • Soliloquy - Use this card to stop action and force those within earshot to list to reason. You will receive a +15 bonus on an persuasion, personality, or leadership roll (or perhaps more if your role-playing is very good).
  • Surprise Foe - Play this card to automatically surprise your foe. If played in the first round of combat, it will allow you a single surprise round of action.
  • Survivor - The character can play this card to perform an incredibly heroic death-defying act for which he would normally die and be assured of survival (even if survival is a worse fate...)
  • Taunt - Force someone to attack you. When taunted, the victim will become enraged and sloppy, automatically "rolling" the lowest initiative value he can possibly have. Additionally, he has a -20 to attack for 1 combat round/turn.
  • Team Tactics - Use this card and allow multiple characters to simultaneously roll to strike a single target. All damages are summed from successful hits, and defenses are treated as if a single shot were fired.
  • Tech Savvy - The character uses his technical expertise to receive a +15 bonus for one action on any skill check using robotics, technician or computers.
  • Truth Detecor - Use this card to automatically detect the truth behind a situation. If you are being hoodwinked, setup, conned, lied to, or are in the face of an otherwise convincing hologram, you will know the truth - not just that it is false, but what the actual truth is behind the deception.
  • Unusual Ally - This card is used to turn an otherwise hostile NPC/Villain into an unexpected ally. He will aid the character as necessary to further his own agenda (which may or may not be the same as the character's). The ally will remain friendly until the end of the adventure (or until your character does something to anger him...)
  • Weapon Jam! - Play this card to disable an opponent's weapon.

    Or play this card to cause your own weapon to be damaged or jammed. This is not helpful for your character, but adds tension to the story and as a reward your receive 1 development point (experience) immediately.
  • Weaponry - Play when you really need a weapon and none is around (or yours just ran out of ammunition or jammed). This card allows you to come across a weapon. The Referee will specify the type of weapon and ammunition available, but it will somehow be a weapon with which your character has training and experience.
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