Drama Cards Core v2.01
Table of contents
Based on the idea of Drama Cards for DnD 4e
Drama Cards are a series of cards to introduce drama into your Reclaim the Wild campaign while simultaneously giving your players a small measure of say in what goes on. They are awarded at the GM’s discretion, mostly for being a good player, and then played by the player at any time.
They’re available for download here.
Lastly updated: September 13th, 2020
Concept
Drama cards are a set of printable cards that you, as a GM, can introduce into your game as a reward for your players; give them out as a reward for your players providing you with a character history, story log, or if they go above and beyond with their in-game actions, do something amazing/funny in-game, or just outright bribe you.
This set of cards contains 135 different cards; some with mechanical effects, many with, appropriately enough, dramatic effects that may change the course of actions of an NPC, a monster, the environment or the story as a whole. The cards are sorted into different “values” - copper, silver, gold and platinum; generally reflecting how rarely you should award these cards. As a rule of thumb, a good ratio would one of 8:4:2:1, so that the copper cards show up a great deal more often. Whatever the case, I recommend you only use these cards if you’re confident as a GM.
The cards are also sorted by type of action - Adventure, Assist, Attack, Combat, Defense, Movement, Recovery, Subplot and Meta; these categories are pretty self-explanatory, and their purposes for drama cards are deliberately vague; it’s just another means to allow you to sort through cards you may or may not want your players to have access to, or perhaps only use in certain situations.
Using a card itself, in-game, takes no action, although there are cards that can only be used under special circumstances. There is no limit to how many cards a player may have, or how many a player may use at any given time; however, once again, this is just how I’m using them; you can limit a player to a set “hand” of cards, forcing them to discard a card if they want a new one, you may limit how many can be used at once, or when they can be used. Find the way they best suit your campaign, and use them as you see fit.
If you don’t want to print each low-rarity card multiple times, or for some online solutions, you may prefer to roll for card rarity. In that case, you should use the following guidelines:
d20 | Rarity |
---|---|
1-10 | Copper |
11-16 | Silver |
17-19 | Gold |
20 | Platinum |
If you want to suggest some new cards, feel free to hit me up on Discord !
Copper Cards
Code | Name | Subtype | Description |
---|---|---|---|
C01 | Vigor | Drama - Recovery | Use this card when you would suffer a Critical Hit, and before a Reaction. Treat it as a Normal Hit instead. |
C02 | Unity | Drama - Defense | Until the end of the encounter, anytime you or your allies are adjacent to another ally, apply a +(2 x [number of adjacent allies]) bonus to your Evasion, Vitality or Concentration. |
C03 | Think Fast | Drama - Combat | Use this card at the beginning of a battle. Add a +3 bonus to your Initiative roll. |
C04 | Technical Difficulties | Drama - Combat | Choose an enemy with a Rank 2 or lower weapon. The weapon that enemy is using is now broken. This enemy may able to user another, weaker, weapon at GM’s discretion |
C05 | Bottomless Quiver | Drama - Subplot | Use this card if you have just run out of normal arrows. Turns out you had or find ten more immediately. |
C06 | Sure Step | Drama - Movement | You may ignore Difficult Terrain until the start of your next turn. |
C07 | The Weight of Command | Drama - Assist, Recovery | You may reduce your health points by up to 10; restore an equal number of health points to an adjacent ally. You may split this healing along multiple allies. |
C08 | Perfect Parry | Drama - Defense | Your next Deflect or Parry Reaction reduces the damage received by 100% instead. |
C09 | Recklessness | Drama - Combat | You may take two Standard Actions this turn. If you were Extremely Hard-To-Hit, you become Hard-To-Hit. If you were Hard-To-Hit, you can now be hit as normal. If you were neither, enemies get a +3 bonus on their To-Hit roll when trying to hit you. |
C10 | Moment of Respite | Drama - Recovery | You regain health points equal to your Fortitude trait. |
C11 | Knockback | Drama - Attack | Use this card when you hit with an attack; the target is forced back two squares, if possible. |
C12 | Kick Down The Door | Drama - Action | You immediately destroy an obstacle in your path (At GM’s discretion). |
C13 | If only we had a… | Drama - Subplot | You happen upon a mundane tool, of rank 2 or lower (At GM’s discretion), or are able to craft something useful out of whatever is available. |
C14 | Hack And Slash! | Drama - Attack | When you render an enemy Helpless or dead with a Melee Attack, choose an adjacent enemy and make a Melee Attack against it. For this attack, the enemy is Hard-To-Hit. |
C15 | Fleet of Foot | Drama - Movement | You may make 1.5x your usual movement this turn. |
C16 | Teamwork | Drama - Assist, Attack | Choose an enemy and an ally. Until the start of your next turn, the ally gains a +2 Bonus to either Accuracy, Combat, or Willpower (your choice) against that enemy. |
C17 | Protect the Fallen | Drama - Combat | Choose an ally which as been rendered Helpless. As long as you’re conscious and adjacent to that ally, they cannot be harmed further while remaining Helpness. |
C18 | Leap Back | Drama - Movement | Use this card when an Attack misses you. You may move up to 2 squares immediately, but not in the direction of the enemy which attacked you. |
C19 | Retribution | Drama - Attack | Use this card after an opponent deals Critical Damage to you. You can make an immediate Minor Action, or a Basic Melee Attack against that foe. |
C20 | Charmed | Drama - Adventure | Choose a NPC. Their disposition towards you and/or you group is slightly improved (At GM’s discretion). |
C21 | Charge! | Drama - Attack | You and allies within hearing range may execute a Charge Battle Maneuver. All characters who do so lose their Movement next turn. |
C22 | Caution | Drama - Defense | Choose an enemy. Until the end of the encounter, apply a +2 bonus to your Evasion, Vitality or Concentration rolls against that enemy. |
C23 | Catch Your Breath | Drama - Recovery, Master Mode | You may remove up to two injuries. You may split this along multiple allies. Alternatively, you may recover 8 health points |
C24 | Roll With It | Drama - Recovery | Use this card when you would become Prone to avoid becoming Prone. |
C25 | Better things to do | Drama - Subplot | Choose an area of Blast 3. NPCs in this area become preoccupied and cannot do Reactions until the start of their next turn. (Off-balance) |
C26 | Accuracy! | Drama - Attack | Gain a +1 bonus Accuracy and +1 Critical Hit range to your next attack roll. |
C27 | Aptitude | Drama - Adventure | Gain a +2 bonus to your next non-combat Difficulty Check (DC). |
C28 | On the tip of my tongue | Drama - Subplot | Use this card when you’re unsastified with a Learn Lore action. You can reroll it. You must keep the new result. |
C29 | HEYYYYYY! | Drama - Subplot | Regardless of location or circumstance, a Postman arrives, eager to deliver mail. |
C30 | Pathetic! | Drama - Defense | Use when an enemy has hit you with an attack. They re-roll that attack, and must use the worse of the two results. |
C31 | Cheap Shot | Drama - Attack | Use this card when you hit with an attack ; the target is Off-Balance until the start of their next turn. |
Silver Cards
Code | Name | Subtype | Description |
---|---|---|---|
S01 | Disobedience | Drama - Adventure, Subplot | Use this card when a Rational creature tries to order around Limited or Instinctive creatures. Roll 2d6, on a 8 or more, commanded creatures disobeys or misunderstands the orders. |
S02 | Maggots in the Meat | Drama - Subplot | Use this card when eating or drinking something that is poisonous, nauseating, or has some similar effects. You suffer no particular ill effects from the ingested item. |
S03 | Bullseye | Drama - Attack | Use this card when you would hit with an attack. That attack becomes a Critical Hit. |
S04 | Blunder | Drama - Subplot | Use this card when an enemy successes at a non-attack roll. This roll is now treated as a failure (At GM’s discretion). |
S05 | Armory | Drama - Subplot | Use this card at any time to discover a very small cache of weaponry or supplies. You may determine what it contains (at GM’s discretion). |
S06 | Not a Good Idea… | Drama - Meta | Gain 3 tokens. You can use them to apply a +1 bonus to any roll, even after the roll. The GM gains 3 tokens as well, to use against you. |
S07 | Unlucky | Drama - Attack | Force an enemy to re-roll a roll they just made ; the enemy must use the worse of the two rolls. |
S08 | To The Rescue! | Drama - Assist,Movement, Recovery | Use this card when an ally is Helpless. Immediately move up to half your move distance towards them. If you end this move adjacent to them, they immediately recover one heart (4HP). |
S09 | This Is Nothing | Drama - Adventure,Automatically succeed a test against environmental or meteorological conditions. | |
S10 | Take It From The Top | Drama - Combat | Use this card during combat. You and your allies may re-roll initiative, or you can force enemies to re-roll initiative. |
S11 | Stomping Grounds | Drama - Subplot | You may invent a nearby location (Inn, temple, guildhall, school.. / at GM’s discretion) . Treat this invented establishment as if it were and old haunt of yours, or otherwise a place where you will be easily accepted. It cannot be a shop. |
S12 | Sidestep | Drama - Defense | Use this card when you would be hit by a Melee or Ranged attack. That attack hits and adjacent creature of your choice instead. |
S13 | Showoff | Drama - Adventure | You may use any Trait instead of your next Perform, Insight of Intimidate difficulty check. Excludes checks used to play songs. |
S14 | Scatter! | Drama - Movement | Use this card when you and at least one ally are targeted by an area attack (Blast or Burst). You and all allies subject to the attack may make an immediate move Action, up to half their move distance. The triggering attack may not be adjusted. |
S15 | Quiet | Drama - Recovery | Use this card during an Extended Rest. You will not be disturbed during this rest, and recover double health, mana and stamina. |
S16 | On The Run | Drama - Subplot | You come across a creature or group of creatures being pursued by, or escaping from something. The GM determines the exact nature of the creature’s plight. |
S17 | Narrow Escape | Drama - Movement,Subplot | Use this card as your moving through a tight spot (Squeezing). Immediately after you pass through the passage, the way behind you is blocked for any pursuers. |
S18 | Luck | Drama - Meta | Reroll a roll you just made, and take the higher of the two rolls. |
S19 | Cheaper Shot | Drama - Attack | Use this card when you hit with an attack ; the target is Off-Balance until the start of the turn after their next. |
S20 | Leadership | Drama - Meta | Play with another card. You may use that second card’s effects on a number of allies equal to (Command Trait / 2). Resolve the effects as if they had played the card. |
S21 | Randomizer | Drama - Subplot | Use this card when opening a chest. You may roll Luck three times for the contents, and choose the result you want, but on 1,1, the chest becomes an Ice Trap, and the other rolls are lost. |
S22 | Inspiration | Drama - Meta | You take a card that another player has just used. The player that used that card still gains the benefit of the card they played. |
S23 | Bad Aim | Drama - Defense | You become hard to hit until the start of your next turn. |
S24 | The Machine is Resting | Drama - Subplot | A complicated mechanical or magical device fails to work for a short period of time (GM’s discretion). |
S25 | Fancy seeing you here | Drama - Adventure,Subplot | Use this card when you’re discovered somewhere you’re not supposed to be. Those that discovered you have no business being there, either. The GM determines the reason as to why they’re there. |
S26 | I know about that one | Drama - Aventure | Use this card when making a Learn Lore check. You have a Knack for it. |
S27 | Drastic Recovery | Drama - Recovery, Master Mode | Use this card when you’re entering Peril state. Recover 8 health points immediately. Alternatively, you can also choose to not suffer an Injury. |
S28 | Connections | Drama - Subplot | You know a NPC in the area that could assist you in some way. You may choose for the GM to create the NPC, or you may create it yourself (at GM’s discretion). |
S29 | Circumnavigate | Drama - Subplot | You discover a possible alternate means to get around an encounter, or to give you an edge (at GM’s discretion). |
S30 | I won’t kneel! | Drama - Recovery | Use this card when you’re supposed to fall Helpless. You can make a turn immediately. If you’re still at 0HP at the end of this turn, fall Helpless. |
S31 | Born Ready | Drama - Combat | You may take your turn right away (unless you already played this round). Your initiative moves to that point for next turns. |
S32 | All or nothing! | Drama - Meta | Instead of rolling 2d6, flip a coin. On a heads, treat it as a 1,1. On a tails, treat it as a 6,6. |
S33 | Overwhelming Menace | Drama - Subplot | You can execute a Menace Combat Maneuver with a Burst 2 attack range. |
S34 | Neat Ride | Drama - Subplot | Your party temporarily acquires a vehicle, or can get on board of one passing by. |
S35 | That’s Impossible! | Drama - Attack | Use this card before making a ranged attack. Ignore covers and solid objects (at GM’s discretion). |
S36 | Linkle ?! | Drama - Subplot | A Linkle-like character (Or Linkle herself) enters the scene. Roll 1d6 : On a 1 or 2 she’s against you. On 3 to 6, she tries to aid the party. |
Gold Cards
Code | Name | Subtype | Description |
---|---|---|---|
G01 | Windfall | Drama - Subplot | An opportunity presents itself to increase your wealth substantially. The GM determines the exact amount, and how you come accross the opportunity. |
G02 | Vengeance | Drama - Assistance, Attack | Use this card when an ally is rendered Helpless or dead. You gain a +2 bonus to your Damage against that enemy until your ally recovers or until the end of the battle. |
G03 | Travelling Merchant | Drama - Subplot | You come across a traveling merchant. The exact nature of his wares are determined by the GM. |
G04 | Time Out! | Drama - Recovery, Subplot | Use this card during combat. The encounter, for whatever reason, stops. The situation may become worse. |
G05 | Surprise! | Drama - Combat | Use this card at the beginning of an encounter. All your enemies become Off-Balance until the beginning of their turn. |
G06 | Stop Them, You Fools! | Drama - Movement, Subplot | Use this card when your party decides to flee. Instead of pursuing you immediately, your enemies stay dumbfounded for a short amount of time. |
G07 | Break Their Nerve | Drama - Attack | Use this card after successfully landing a Critical Hit. Select enemies around you up to (Intimidation Trait / 2). You can immediately execute a free Menace Combat Maneuver against them. |
G08 | Lost | Drama - Subplot | You lose your way, but stumble upon something great. |
G09 | Parley | Drama - Subplot | Change a combat encounter with at least one Rational creature into a social encounter (at GM’s discretion). Battle may resume at any moment. |
G10 | No, No, Let me see it | Drama - Subplot | Upon finding a Magical Tool, you may suggest it to be another tool, of equivalent power (at GM’s discretion). |
G11 | Nemesis | Drama - Subplot | Choose an NPC or other creature that you have previously interacted or fought with. The chosen creature becomes a recurring antagonist. |
G12 | Looking for trouble | Drama - Subplot | Use this card when not in combat. The GM must run a random combat encounter. You may suggest what kind of encounter you’re looking for. |
G13 | Get Off! | Drama - Attack | Use this card when you’re grappled by an enemy. You’re now free to go, and may immediately move up to 1 square away. |
G14 | Leap! | Drama - Movement | Use this card when you would fail an Athletics difficulty check. You succeed (at GM’s discretion). |
G15 | Guesswork | Drama - Meta | The GM must create/reveal an obscured area for you. However, he has no obligations to tell you any of the contents of that area. |
G16 | Tranquil Fury | Drama - Combat | You become immune to most non-elemental status effects for the duration of the Battle (at GM’s discretion). |
G17 | Free Samples | Drama - Subplot | You encounter an individual who willingly provides you a sample of his services or concoctions. The exact nature of this good or service is determined by the GM. |
G18 | Face-Off | Drama - Combat, Subplot | Choose an enemy. Until the end of the battle or until one of you is rendered Helpless or dead, your target may only make attacks that include you as a target, and you may only make attacks that include your chosen enemy as a target. Neither you nor your target may be targeted by attacks aside from one another. |
G19 | Enough is Enough! | Drama - Recovery, Master Mode | You may immediately recover from two Status Effects. Alternatively, you may recover 8 health points and one injury. |
G20 | Duplicity | Drama - Adventure | You gain a Knack to your next Guile difficulty check, along with a +1 bonus. |
G21 | Crashing the party | Drama - Combat, Subplot | Use this card during combat. A creature or a group of creatures, hostile to both you and your enemies enter the fray. |
G22 | I Make My Own Luck | Drama - Meta | Instead of rolling 2d6, you can roll 1d6 and add any number between 1 and 6. |
G23 | Beat Them Senseless | Drama - Attack | Use this card when you hit with an attack. The target becomes Cursed until the end of their next turn. |
G24 | Beginner’s Luck | Drama - Adventure | Choose a Trait in which you have less than 5 points. You automatially succeed at your next difficulty check involving that Trait. |
G25 | Battle Souvenir | Drama - Recovery, Subplot | Use this card when you would receive Critical Damage, be rendered unconscious, or killed. Take no damage from the attack, but instead gain some other permanent effect based on the attack you negated, like a scar (at GM’s discretion). |
G26 | Ready for Action | Drama - Combat | Use this card during your turn. You may execute another Minor or Standard Action this turn. |
G27 | Those Who Came Before | Drama - Subplot | Use to reveal a historic connection between the current events or a chosen location, which may grant you knowledge or connections. You may suggest the general type of connection. |
G28 | Just Crazy Enough | Drama - Subplot | Use this card after you have come up with an absurd, overcomplicated, or just plain stupid solution. That plan will now have favorable conditions to succeed. |
G29 | Distinguishment | Drama - Subplot | Choose a friendly NPC or creature you encountered previously. The chosen creature becomes a recurring character. |
G30 | Enough to go Around | Drama - Subplot | Use when your party acquired an item. You may be able to acquire more of them for your party (at GM’s discretion). |
G31 | Strife | Drama - Subplot | Choose two enemies. They know consider each other enemies for the remainder of the encounter. |
G32 | Linkle ! | Drama - Subplot | A Linkle-like character (Or Linkle herself) enters the scene and tries to aid the party. |
Platinum Cards
Code | Name | Subtype | Description |
---|---|---|---|
P01 | Cameo | Drama - Subplot | A famous or notorious character makes a brief apperance (at GM’s discretion). |
P02 | Change of Scenery | Drama - Combat, Subplot | Use this card during combat. The environment and/or terrain of the combat changes drastically (at GM’s discretion). |
P03 | Compelling argument | Drama - Adventure, Subplot | Choose an NPC. On a successful Menace test against that NPC, they provide you with information or an item, even if that NPC didn’t actually have the info or item in question (at GM’s discretion). |
P04 | Countdown | Drama - Subplot | The battle you are in, or the adventure you are on, has a time limit of some sort imposed on it if there was no time limit before. Rewards may become better. |
P05 | This is Weird… | Drama - Subplot | Discover a clue about your current adventure. |
P06 | Cutscene | Drama - Combat, Subplot | The GM must play out a scene involving NPCs in an upcoming encounter. |
P07 | Deus Ex Machina | Drama - Subplot | An enemy or obstacle is dealt with by some outside force (at GM’s discretion). |
P08 | Did I just say that ? | Drama - Subplot | Choose an enemy or NPC. That NPC lets something slip (at GM’s discretion). |
P09 | Dire Dreams | Drama - Subplot | Use this card while resting and sleeping. During your rest, you have dreams or visions of the future. |
P10 | Disaster! | Drama - Subplot | A disaster, natural or otherwise, occurs (at GM’s discretion). |
P11 | Dramatic Exit | Drama - Subplot | Use this card when you character would die. Instead of dying, you leave the scene in some fashion only to return at a dramatic moment later (at GM’s discretion). |
P12 | Blessed by the Goddess | Drama - Recovery | Use this card to regain all health points, and either all mana or all stamina, immediately. |
P13 | Flashback | Drama - Subplot | Your GM must run a short encounter that occured in your character’s or your party’s past. You may suggest what it is. |
P14 | Ink Spills | Drama - Subplot | Things become much worse. |
P15 | Call for Reinforcements | Drama - Subplot | Some manner of help arrives to assist your party. |
P16 | Hijack! | Drama - Subplot | Use this card when you’re traveling in a vehicle of some kind. Hostile NPCs make an attempt to take the vehicle over. Their exact intentions are determined by the GM. |
P17 | Inspiring Speech | Drama - Assist, Recovery, Subplot | Make a speech, you may take as long as you like. At the end of this speech, if it was inspiring enough (at GM’s discretion), your party may gain a passive bonus or ability until the end of the scene. |
P18 | Leap of Faith | Drama - Subplot | Use this card when you deliberately jump down from a height. You take no damage from the fall. In addition, if your allies immediately follow you, they take no damage either. |
P19 | Just as Planned | Drama - Subplot | Choose an enemy. Target enemy falls for a trap of your own design. Treat the trap as if it was prepared appropriately in advance by the party (at GM’s discretion). |
P20 | Long Time No See | Drama - Subplot | Choose an NPC you have not encountered before. From this point forward, you and the target NPC have been lifelong acquaintances/old rivals (at GM’s discretion). |
P21 | Madness | Drama - Subplot | Choose an NPC. That NPC begins to act very oddly. The GM determines the exact nature of the change in personality. |
P22 | Mistaken Identity | Drama - Subplot | Choose an NPC. Your target mistakes you for someone else entirely, for better or worse (at GM’s discretion). |
P23 | Mysterious Stranger | Drama - Subplot | A mysterious individual comes to your aid, only to leave as abruptly as he came. You may have the GM create the stranger or you may design him yourself (at GM’s discretion). |
P24 | On My Terms | Drama - Subplot | You may challenge a Rational enemy to a competition of your choosing (i.e. unarmed combat, a gambling game). Your opponent must accept, but may impose some terms (at GM’s discretion). |
P25 | Protégé | Drama - Subplot | You find yourself a protégé. You may either choose to elect a friendly NPC as your protégé, or create one who seeks you out (at GM’s discretion). |
P26 | Prepare to die ! | Drama - Subplot | A creature comes seeking revenge against you or another member of your party for either a real or imagined affront. The GM determines the exact nature of that affront. |
P27 | Curse of the Calamity | Drama - Attack, Subplot | Use this card in combat. Some manner of catastrophe occurs, putting everyone at risk. All creatures in the combat must take an Agility difficulty check. The GM decides the range of damage in xd6 inflicted to those who fails. Those who succeeds suffers half. Defense doesn’t apply. |
P28 | Safe Haven | Drama - Recovery, Subplot | You and your party come across some sort of save haven. You may stay here as long as you like, however, upon leaving, you may find it difficult to find the haven again in the future (at GM’s discretion). |
P29 | Stealing the Spotlight! | Drama - Subplot | You encounter another group whose goals resemble or conflict with your own. The GM determines the exact nature of the other party. |
P30 | Strangers | Drama - Subplot | You come across a group of strangers from a far away place. The exact nature of the strangers is determined by the GM. |
P31 | Sudden fascination | Drama - Subplot | Choose an NPC. That NPC takes a strong liking to you for one reason or another (at GM’s discretion). |
P32 | Enemy of my Enemy | Drama - Subplot | Choose an enemy, unlikely creature(s) or character(s), hostile to the enemy of your choice. They suddenly arrives on the scene (at GM’s discretion). |
P33 | Don’t lower your guard | Drama - Subplot | Something seemingly harmless becomes a dangerous threat in some fashion. |
P34 | The confession | Drama - Subplot | Confess something to another member of your party. If the GM considers it good enough of a confession, be it funny, touching, etc., you and your ally regain a number of Stamina and Mana chosen by the GM. |
P35 | True Identity | Drama - Subplot | A NPC is revealed to not be who they pretend they are. The GM determines the exact nature of this revelation. |
P36 | True Potential | Drama - Subplot | An item in your possession reveals itself to be much more than it appears. The GM determines the exact nature of the item. |