Savage Masterdeck 02b: Subplot Cards (Top)

Alertness(!)

When this card is placed face up in front of a player’s character, that person has a special sixth sense outside of all other rules and roleplaying situations that will help him to spot a previously unseen item, character, or clue selected by the GM. It is normally used to allow a character to spot something he missed before; something that is important to the adventure.

Alternatively, this card can be played as a bonus to a single Dramatic Task Trait roll – +2 for “ALERTNESS” and +3 for “ALERTNESS!”.

Campaign

This card can be used to make another subplot a permanent aspect of the character. In doing this, it makes the Subplot a permanent Hindrance to the character. In return, the character gains an Minor Edge related to this Subplot. Below is a list of subplot cards that can be made permanent and the associated (suggested) list of Hindrances and Edges that can be chosen.

Subplot CardHindranceEdge
Common GroundObligation (Minor)Connection
ConnectionObligation (Minor) Connection
Mistaken IdentityWanted (Minor) or
Obligation (Minor)
Connection or Streetwise
Nemesis Enemy (Minor) Connection
Romance Obligation (Minor) Connection
Personal Stake Vow (Minor)
or Obligation (Minor)
Common Bond or Reliable
Suspicion Wanted (Minor) or
Obligation (Minor)
Connection or Streetwise

These are suggested but if the GM and the player agree, substitute Hindrances or Edges can be used.

Unlike other subplot cards, the campaign card can be held in the player’s hand until an appropriate subplot comes up. It does count as a card in the character’s hand until it is played. When it is played or discarded, the character receives another card.

Once played on a subplot card (after GM approval), the character gains a Benny and the subplot card along with the Campaign card are discarded and the GM makes the subplot a permanent part of the story.

Common Ground (!)

When a character has this subplot in effect, the gamemaster uses it to establish a common relationship between that character and an otherwise alien or strange person, environment, or culture.

Alternatively, this card Can be used as a bonus to Networking attempts – +2 for “COMMON GROUND” and +3 for “COMMON GROUND!”.

Connection

Played face up, this card means that, sometime during the adventure, the gamemaster will introduce a NPC(s) who will help the player character in some way. This acts like a temporary Connection Edge. The player may call on a favor from the Connection.

Martyr

A last-ditch effort card, the martyr card has two major uses. After every session – GM’s call – that the Martyr has been face up in front of a character, the card acts a Lucky Edge for the character. However, sometime in the adventure, the character must sacrifice his life to perform some gamemaster-designated (and usually heroic/normally impossible) action.

When a player draws the Martyr card, he must immediately decides whether or not it is going to be used. If, later on, the player changes his mind, he must give up all his Bennies, and all his cards for that session. The character can gain new cards and Bennys during play, however.

The martyr card should be used selectively. It means killing off a character in a high-profile, exciting way. The player shouldn’t do it if he doesn’t want to, and the gamemaster should let the player know if there is likely to be some heroic/exciting way the character can die.

Mistaken Identity

According to this subplot, either the character becomes convinced that someone he meets is someone else (intentionally or unintentionally) or the character is mistaken for another person.

At the start of every session that the card is in play, the player places a d6 on the card to represent a Conviction Point he has access to once per session. If the subplot is played in an interesting manner or the subplot remains relevant in the game, he may gain it back each session.

Nemesis

Someone the character meets during the adventure (or interacts with, or who is hanging around) has or develops a grudge against the character of dangerous intensity.

At the start of every session that the card is in play, the player places a d6 on the card to represent a Conviction Point he has access to once per session. If the subplot is played in an interesting manner or the subplot remains relevant in the game, he may gain it back each session.

Personal Stake

This makes a mission, situation, or occurrence much more personal for the character. Somehow, possibly through the characters background, or even through situations arising at the moment, the character has more riding on the adventure or aspect thereof than anybody else.

At the start of every session that the card is in play, the player places a d6 on the card to represent a Conviction Point he has access to once per session. If the subplot is played in an interesting manner or the subplot remains relevant in the game, he may gain it back each session.

Romance

The character attracts a romantic interest. This does not mean the character has to fall in love – love might not even be the issue. But acceptance, rejection, or combination of the two may be part of the story.

At the start of every session that the card is in play, the player places a d6 on the card to represent a Conviction Point he has access to once per session. If the subplot is played in an interesting manner or the subplot remains relevant in the game, he may gain it back each session.

Suspicion

The character who plays this subplot card will be under a cloud of suspicion sometime during the adventure. Some NPC, or PC, will suspect that the character is not who he seems.  While under suspicion, the player suffers a -2 to any Networking attempts as he is seen as a risk to all those in his Network.

At the start of every session that the card is in play, the player places a d6 on the card to represent a Conviction Point he has access to once per session. If the subplot is played in an interesting manner or the subplot remains relevant in the game, he may gain it back each session.

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