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Swash Cards
Swash Cards
CARDS
The infamous Swashbuckling Cards, newly updated after years of playtesting, and as perfectly compatible
with True20, Mutants and Masterminds, Modern d20, Grim Tales, or Skull and Bones as D&D 3.5!
Swashbuckling cards give your players a chance to turn the forces of chance to their advantage, and
generate all sorts of fun and unpredictable excitement. Enjoy!
Players cannot trade cards, nor can cards that identify the recipient of the bonus as “you” be used to assist
characters other than the one whose player played the card. Players cannot keep cards from one game
session to the next; at the end of each session all unused cards are returned to the DM.
So stick with the first seven pages if you just want to add some spice to combats and encounters.
License
This work is licensed under the Creative Commons Attribution-NonCommercial-
ShareAlike 2.5 License. To view a copy of this license, visit http://creativecommons.org/
licenses/by-nc-sa/2.5/ or send a letter to Creative Commons, 543 Howard Street, 5th
Floor, San Francisco, California, 94105, USA.
Handy Rope Ha!
Play: Your turn Play: Any time, when you fail a saving throw
Effect: Move yourself anywhere on the battlefield, Effect: You automatically make the save.
then take your actions
Sweep Feint
Play: Your turn Play: Your turn
Effect: A weapon or leg sweep trips your opponent. Effect: Your first attack was merely a feint, setting up
One opponent you threaten falls prone. the real attack. Make a bonus melee attack.
Touche! Butterfingers
Play: Any time Play: Your turn, after a successful attack roll
Effect: Deliver a stunning insult to your opponent. If Effect: Your attack is a successful disarm against one
the other players laugh the target is flatfooted for the item the target holds. The attack deals no damage.
duration of the following round.
I’m not left-handed, either! I’ve spent the past 10 years building up an
Play: Any time immunity...
Effect: One type of penalty on your attack roll Play: When you fail a saving throw vs. poison, drug,
(circumstance, cover, etc) is completely negated. or disease
Effect: You automatically make your save (as well as
any saves for secondary damage)
Do you wanna live forever? Do the gods owe you any favors?
Play: Any time Play: Your turn
Effect: The spirit of a departed lover or comrade Effect: One character has all damage, negative levels
appears and strikes at your attackers, stunning them and ability score loss restored.
for one round.
Steel isn’t strong, boy. Flesh is stronger. Crush your enemies, see them driven before you, and
Play: Your turn hear the lamentations of their women.
Effect: One enemy’s weapon suddenly breaks. Play: Your turn
Effect: You enter a barbarian rage, receiving all
benefits and penalties. You will be winded after the
rage ends.
Your feelings betray you... I’ve got a bad feeling about this...
Play: Your turn Play: Whenever you are surprised
Effect: Make a Sense Motive check as a free action Effect: You are not surprised. You may roll initiative
with a +10 circumstance bonus. and take an action in the surprise round.
“It looks like a big...” “Johnson!” I see your Schwartz is as big as mine...
Play: Any time Play: Your turn
Effect: You and an ally have the same thought. You Effect: Succeed at a Bluff check to cause one foe to
both gain a +4 insight bonus to your next action as flee on their next action.
long as you take the same action against the same
obstacle or foe.
We’re not worthy What’s that, girl? Billy’s trapped? Let’s go!
Play: Any time Play: Any time not in combat
Effect: An NPC takes pity on you. Effect: You gain the ability to speak to a single animal.
It is automatically friendly to you.
I used to be a Junior Chipmunk. For the last time, we did not order a giant trampoline!
Play: Any time not in combat Play: Any time
Effect: You gain the ability to speak with animals for 2 Effect: A large soft object waits at the bottom of any
minutes. Coincidentally a nearby animal possesses fall that cushions the blow of the landing and negates
information you’re looking for. all falling damage.
Wrong Lever, Kronk These aren’t the dwarves you’re looking for
Play: Opponent’s turn Play: Any time not in combat
Effect: Your opponent takes the wrong action: fails to Effect: You may use suggestion on one NPC. The
attack, drinks the wrong potion... DM decides. NPC does not get a saving throw or spell resistance.