Drama Cards

Drama cards are to make the game a bit more like an action movie, an anime flick or a fantasy novel – they give combats and other situations a bit more flare, and represent occasional extraordinary acts on behalf of your characters – the heroes (or anti-heroes, or vigilantes, or whatever you turn out to be)! It’s only right that the heroes (or whatever), get to do some incredible things.

Drama cards can be
played as a miscellenous free action, that does not provoke an attack
of opportunity and can be used any time, even during other people’s
turns. The actual act that card allows you to do may provoke an
attack in some situations, of course. The card can only be played
if you meet the prerequisites that are listed after "Play".
Additionally, you can trade in any number of Drama Cards you have
at the end of a session of an experience reward of 50 times your
current experience level.

Finally, Drama Cards
will be given out in three situations – once when a character first
comes into play, he’ll recieve three drama cards and once more,
at the beginning of every session, and once again when your character
does something "heroic" (without using a Drama Card) –
something that they’d hire a stuntman for in a Hollywood movie,
something that makes the audience cheer. This is a very vague requirement
to get a card, because it ultimately boils down to the DM’s call.
But, if you understand the spirit of the cards, you’ll understand
what you’ll need to do if you want more than one Drama Card a session.

And that’s that. Here
is the most current listing of the cards that are actually printed
out, and at the end, cards that we may be printing soon.

Common
Cards –

  • Ha!
    Play: Anytime you fail a save.
    Effect: You automatically make the save.
  • Riposte
    Play: After an opponent attacks you and misses.
    Effect: You get an immediate attack of opportunity against that
    opponent.
  • Feint
    Play: After making a melee attack that misses.
    Effect: Your attack was merely a feint, setting up a real attack.
    Make another melee attack.
  • Feet Don’t
    Fail Me Now

    Play: Your turn, when you are doing nothing but moving.
    Effect: Move at double your movement rate this turn.
  • Carpe Diem!
    Play: At the beginning of combat.
    Effect: Your initiative is equal to the highest rolled initiative
    plus one.
  • Lucky
    Play: Immediately after any roll.
    Effect: You may reroll your last die roll, but must keep the new
    die roll, even if it’s worse than your previous roll.
  • Break Fall

    Play: Any time you are tripped or if you fall.
    Effect: If you are tripped, you catch yourself on one knee, and
    can stand up as a free action next turn. If you fall, treat the
    fall as 10’ less than it actually was.
  • I Have a
    Bad Feeling About This…

    Play: At the beginning of combat.
    Effect: You get to act during the surprise round, even if you
    were caught unaware.
  • Kick Open
    the Door

    Play: Any time there’s an obstacle in your way.
    Effect: The obstacle is immediately either destroyed or shoved
    out of the way.
  • You Have
    My Sword
    Play: At the beginning of combat.
    Effect: Choose an ally. For the remainder of the combat, you give
    the ally a +4 bonus instead of +2 when you take the aid another
    action.
  • CHARGE!
    Play: When you make a charge attack.
    Effect: You add +4 to your attack roll during this charge, instead
    of a +2.
  • Fast on
    Your Feet

    Play: Any time during combat.
    Effect: For the remainder of the combat, your base speed is increased
    by 10’.
  • Inspiration
    Play: Your turn.
    Effect: You say a few inspirational words to an ally – that ally
    gains the benefits of a bard’s inspire courage for 5
    rounds.
  • You!
    Play: Any time.
    Effect: Choose an opponent. You gain a +2 morale bonus to hit
    that opponent, until you target another opponent.
  • Keep Your
    Eye On That One

    Play: Any time during combat.
    Effect: Choose one opponent – you gain a +2 dodge bonus to your
    AC against that opponent until the end of the combat.

Uncommon
Cards –

  • Measly
    Swipe

    Play: After being hit with a melee attack.
    Effect: Damage from that attack is reduced to one point.
  • You’ll Pay
    For That!

    Play: After being hit by an attack.
    Effect: You take no damage from the attack, but a valued possesion
    is damaged or destroyed (DM’s choice).
  • If Only
    We Had A…

    Play: Any time.
    Effect: One piece of needed mundane equipment just happens to
    be nearby.
  • What a Clever
    Idea!

    Play: Immediately after another card is played.
    Effect: Take the card that has just been played as yours. The
    original player still gets the effects of the card.
  • NOOOOOOO!
    Play: When an ally has just been dropped.
    Effect: For the remainder of the combat, you gain a +4 morale
    bonus to hit and damage.
  • John Woo
    Special

    Play: When you’re about to run out of ammunition for a ranged
    weapon.
    Effect: You do not run out of ammunition until the end of combat.
  • Beginner’s
    Luck

    Play: When making an opposed skill check in a skill which you
    have no ranks.
    Effect: You win the contest.
  • Take This!
    Play: After declaring an attack, but before making the roll.
    Effect: Add +4 to your attack roll, and add your character level
    to your damage if you hit.
  • Fade to
    Black

    Play: After being dropped (-1 or less).
    Effect: You are brought to -1 hit points, and stabalize.
  • I Know Kung-Fu
    Play: Any time during combat.
    Effect: Your unarmed attacks are treated as armed for the remainder
    of the combat, and you’re able to use flurry of blows, just as
    a monk would.
  • Junk
    Play: After declaring an attack, but before you make the roll.

    Effect: You hit ‘em where it hurts – double damage from this attack,
    but all damage is subdual. Additionally, they’re stunned for 1
    round.
  • Gritting
    Your Teeth

    Play: Your turn.
    Effect: All damage you take until your next turn is reduced by
    half (rounded down).
  • Wriggle
    Free

    Play: Your turn, when you are grappled or swallowed whole.
    Effect: You free yourself from the grapple of from the belly of
    whatever beast swallowed you.
  • All or Nothing

    Play: When you’re about to make a skill check or attack roll.

    Effect: Instead of rolling, flip a coin. Heads: natural 20, Tails:
    natural 1.
  • Butterfingers
    Play: When successfully hit with a melee attack.
    Effect: Instead of taking damage from the melee attack, you can
    drop your weapon.
  • Flurry of
    Blows

    Play: Your turn.
    Effect: You may make an additional attack at your highest base
    attack bonus this round, but all your attacks are at -2 to hit
    until your next turn.
  • Good Night’s
    Rest

    Play: After a night’s rest.
    Effect: You may either gain 1d8 temporary hit points, or prepare
    another spell, or have another slot for spellcasting available.
  • Roll With
    It

    Play: When taking damage from a melee attack.
    Effect: All damage from you take from this melee attack is changed
    from normal to subdual.
  • I Cover
    My Head and Groin!

    Play: Your turn.
    Effect: You gain a +4 circumstance bonus to your AC until your
    next turn, but you cannot make any attacks until next round, either.
  • Knockback
    Play: After declaring an attack, but before making the roll.
    Effect: If you successfully hit with this attack, your opponent
    is knocked back 5’.
  • Knockdown
    Play: After delcaring an attack, but before making the roll.
    Effect: If you successfully hit with this attack, your opponent
    falls prone.
  • Taking a
    Bullet

    Play: When an ally within your double your movement rate would
    take a hit that would drop him.
    Effect: You dive in front of the attack that would drop your friend,
    taking the damage yourself – you lose your next turn.
  • Hit and
    Run

    Play: Your turn.
    Effect: You gain the benefits of Spring Attack and Shot on the
    Run for this turn.
  • Solid Hit

    Play: When you roll a natural 20 on an attack roll (critical hit).
    Effect: You automatically confirm the critical hit.

Rare
Cards -

  • Soliloquy
    Play: Any time.
    Effect: All combat comes to a standstill, while you make a heroic
    speech. You may take as long as you like.
  • Just a Flesh
    Wound

    Play: Any time.
    Effect: You look like a mess, but, you’re really okay. You are
    back to full hit points.
  • That’s Not
    A Knife…

    Play: Your turn.
    Effect: As a free action, draw your weapon and make an Intimidate
    check with a +10 bonus.
  • I Meant
    to Do That

    Play: When you roll a natural 1 on an attack roll.
    Effect: Your opponents are caught off-guard by your ineptitude,
    allowing you to take a partial action immediately.
  • There’s
    Gotta Be a Door Around Here Somewhere

    Play: Any time not in combat.
    Effect: The next secret door you come across is revealed.
  • That Which
    Does Not Kill Us…

    Play: Any time you take damage that wouldn’t put you below 0 hit
    points.
    Effect: Instead of taking that damage, you gain the same number
    in temporary hit points.
  • …And
    Then He Threw a Chimney At Us!

    Play: Your action.
    Effect: You can pick up any object no heavier than your maximum
    load and use it as a thrown weapon with a range increment of 10’.
  • Not Me,
    You Idiot!

    Play: When hit by a melee attack while being flanked.
    Effect: The attack misses you and, instead, hits the ally that
    he’s flanking you with.
  • You’re Making
    Me Angry…

    Play: Your turn.
    Effect: You enter a rage just like a barbarian, and are winded
    after the rage ends.
  • Let’s You
    and Him Fight

    Play: Any time not in combat.
    Effect: Two NPCs begin to argue or fight. In any event, everyone
    within line of sight observes the brouhaha, giving you a +4 circumstance
    bonus to Hide or Move Silently checks.
  • Looking
    for This?
    Play: Any time.
    Effect: If you have at least one rank in Pick Pockets, you suddenly
    possess any one item of an opponent’s. If you do not, they must
    spend 1d4+1 rounds looking for said item.
  • Narrow Escape
    Play: Any time you’re near a doorway of some sort.
    Effect: A door nearby is about to be closed – you can pass through
    it, but, your enemies are temporarily blocked.
  • Gremlins
    Play: Any time.
    Effect: A mechanical device fails to work, at least for the moment.
  • We Meet
    Again!

    Play: Any time you meet a new NPC.
    Effect: The NPCs turns out to be an old acquaintance or rival
    of some sort.
  • John Woo
    Salute

    Play: When subject of a melee attack when flat-footed.
    Effects: As a free action, you may draw and make a single attack
    against the opponent attacking you. If you draw and choose not
    to attack, your opponent’s attack is negated.
  • Heroic Metabolism
    Play: Any time.
    Effects: You do not suffer any ill effects for not eating or sleeping
    for the next 72 hours.
  • Are You
    Thinking What I’m Thinking?

    Play: Any time.
    Effect: You and an ally have the same idea – you both gain a +4
    insight bonus to your next action, so long as both of you take
    the same action against the same object or foe.
  • The Enemy
    of My Enemy

    Play: Any time.
    Effect: An unlikely creature, hostile to an NPC of your choice,
    suddenly arrives on the scene.
  • You Leave
    Him Alone!
    Play: Any time.
    Effects: A bystander bashes your opponent over the head with a
    mundane object, stunning him for one round.
  • Second Thoughts
    Play: After you’ve killed or disabled an opponent.
    Effect: Instead of killing or disabling the opponent, the opponent
    repents and becomes an ally.
  • Tenacious
    Play: Any time during combat.
    Effect: Until the end of this combat, you may function until -10
    hit points without falling unconcious. You still die at -10 hit
    points, however.
  • …Hey,
    Wait a Minute!

    Play: Any time you make a bluff check involving a lie.
    Effect: Your bluff check succeeds, no matter how absurd the lie,
    but the subject will realize he’s been fooled 1d10 rounds later.
  • I Didn’t
    Know You Could Do That…

    Play: Any time.
    Effect: You’re able to perform one skill you have no ranks in,
    even trained-only skills, once, with a +10 bonus.
  • What’s That
    Girl? Billy Fell Down the Well?

    Play: Any time.
    Effect: You may Speak with Animals, as per the spell, for one
    minute, to one animal. The animal is automatically friendly towards
    you.
  • I Thought
    You Were Dead! (I Was!)

    Play: After you have died.
    Effect: You appear during a critical or dramatic moment sometime
    during the next week, alive and well.
  • Ready? I
    Was BORN Ready!
    Play: Any time.
    Effect: You may forgo your next action in order to ready an action
    now.
  • I Hope I
    Didn’t Brain My Damage

    Play: When you are subject to an Intelligence or Wisdom-draining
    effect.
    Effect: Instead of losing Intelligence or Wisdom, you are stunned
    for the same number of rounds as the amount of Intelligence or
    Wisdom you would have lost.
  • Klaatu Barrada
    Nikto

    Play: Any time.
    Effect: You learn what a magic item in your possession does, and
    how to activate it.
  • Gimme Some
    Sugar, Baby

    Play: Any time you’re negotiating with a NPC of the opposite sex.

    Effect: Add +10 to your Bluff or Diplomacy check. If you make
    the check, the NPC will be enamored with you. If you fail, they’ll
    be furious.
  • Oh, You
    Mean THIS Gate Key!

    Play: When intimidating an NPC for information or an item.
    Effect: If you successfully intimidate the NPC, he’ll give you
    one bit of information, or one item you’re looking for, even if
    he honestly didn’t have it.
  • I Have a
    Cunning Plan…

    Play: Your turn.
    Effect: You may take as long as you like to devise a plan. You
    still only get a standard turn, but, you can involve any other
    players in your plans, refer to notes and ask the DM any questions
    you like. All your rolls this round are at a +4 circumstance bonus.
  • Sucker-Punch
    Play: When a Bluff or Intimidate check fails.
    Effect: The person whom you were trying to Bluff or Intimidate
    is so unimpressed, he lets his guard down – you get a free attack
    of opportunity. You may use your fist or an improvised weapon.
  • Just Like
    Momma Used To Make

    Play: When eat or drink something that is poisonous, nauseating,
    or has some similar effect.
    Effect: You suffer no ill effects from the ingested item.
  • Something
    in My Eye

    Play: When you fail a save against a gaze attack.
    Effect: You automatically make ths save against the gaze attack,
    but are blinded until next round.
  • With My
    Last Dying Breath…

    Play: When you die.
    Effect: Before you actually die, you can give one vital item or
    valuable piece of information to an ally. Or, alternatively, you
    may place a dying curse on someone of your choice (as per the
    BoVD).
  • I Hear You
    Knockin’, But You Can’t Come In!

    Play: Any time.
    Effects: Regardless of your Strength, you’re able to hold a door
    shut for a number of rounds equal to 1d6 plus your Constitution
    modifier.
  • Bullet-Time
    Play: When being attacked by a ranged weapon.
    Effect: Until your next turn, all ranged attacks miss you. At
    the beginning of your next turn, you are considered prone.
  • How’d He
    Get Up There?

    Play: Any time, so long as you’re not being observed.
    Effect: You’re able to get somewhere that would normally be incredibly
    difficult to get to (as if with a Dimension Door, but limited
    by vision).
  • Reinforcements
    Play: Any time.
    Effect: Some of manner of help arrives.
  • That’s a
    Damned Lie!

    Play: Any time.
    Effect: Automatically succeed at one Sense Motive check when trying
    to find out if someone’s lying.
  • Stop Him,
    He’s Getting Away!

    Play: Any time.
    Effect: You can dodge around an obstacle with ease, but any pursuers
    are temporarily blocked.
  • Stop Him,
    You Fools!

    Play: Any time.
    Effect: Instead of pursuing you, your enemies stand there dumbfounded
    that you’re running for 1d4 rounds.
  • Arr, Yeh
    Scurvy Polar Bear, Prepare to Taste Steel!

    Play: After an opponent’s attack roll.
    Effect: That opponent’s roll becomes a natural 1.
  • Mumbo-Jumbo
    Play: When you are targetted, or within the area of effect of
    a spell or spell-like ability.
    Effect: If you are a spell-caster, you’re able to learn the spell
    being cast. If you’re not a spell caster, you can recognize the
    spell when it’s being cast from now on.
  • Mother Nature
    Play: Any time.
    Effect: Natural phenomenon lends timely aid.
  • Desperation
    Play: When you have one-tenth of your hit points or less.
    Effect: For the remainder of combat, so long as you have one-tenth
    of your hit points or less, you add your character level to attack
    rolls and damage.
  • Great Night’s
    Rest

    Play: After a night’s rest.
    Effect: You may either gain 2d8 temporary hit points or prepare
    1d4 extra spells, or have 1d4 extra slots available for spellcasting.
  • Father Black’s
    Touch

    Play: When trying to beat a creature’s spell resistance.
    Effect: You automatically beat the creature’s spell resistance.
  • Duke’s Charge
    Play: When making a charge attack.
    Effect: If you hit with this charge attack, it deals triple normal
    damage.
  • Kegato’s
    Agility

    Play: Any time.
    Effect: During your next Climb, Balance, Jump, Move Silently or
    Tumble check, you can add a +20 insight bonus to your roll.
  • Parn’s Reflexes
    Play: Your turn.
    Effect: If you are wielding a ranged weapon, you threaten any
    square up to 20’ away until your next turn.
  • Tara’s Knife
    Play: When making an attack.
    Effect: If attacking an opponent that is denied their Dexterity
    bonus, or is flanked, you deal sneak attack damage equal to a
    rogue of your character level. If you are already a rogue, add
    this to your normal sneak attack.
  • Jaeger’s
    Stubborness

    Play: After you die.
    Effect: You come back to life as if by a Raise Dead spell.
  • Eureka!
    Play: When making a Knowledge skill check.
    Effect: Your roll is considered to be a natural 20.
  • Lunatic
    Barrage!

    Play: Your turn.
    Effect: You may make two additional attacks at your highest base
    attack bonus this round, but all your attacks are at -4 to hit
    until your next turn.
  • Get the
    HELL Out of My Way!

    Play: Your turn.
    Effect: Make an Intimidate check. One opponent per four character
    levels turns and runs as if frightened for 1d6 rounds,
    if your check was ten or more higher than their hit dice. Otherwise,
    they are shaken for the same time.
  • Dramatic
    Entrance

    Play: When you first enter a room or location, or during combat
    before your action before anyone attacks you.
    Effect: All opponents within a 60’ radius of you are rebuked as
    if by an evil cleric for 10 rounds, or until you or an ally make
    an aggressive move.
  • I Saw a
    Gnome Once…

    Play: When you have to make a saving throw against a fear effect.

    Effect: You automatically make your save against this fear effect.
  • Oh, My,
    Gape at Me!

    Play: Any time.
    Effect: Make a Bluff or Perform check. You so harshly mock a NPC
    of your choice, that they attack you exclusively for 1d6 rounds
    if your check was ten or more higher than their hit dice. Otherwise,
    they are simply angry with you.
  • I Can BURN
    You…

    Play: When making an attack or casting a spell with the fire damage.

    Effect: The fire damage from this attack deals double damage.
  • May I Have
    This Dance?

    Play: When you and an NPC are in a social situation.
    Effect: You shift the NPCs attitude one step better, and gain
    a +4 circumstance bonus on your next Sense Motive check when dealing
    with this NPC.
  • I’ll Create
    a Diversion

    Play: Any time.
    Effect: You create a diversion of some kind – while you’re unable
    to Hide or Move Silently, your allies get a +10 circumstance bonus
    to do so.
  • Mistaken
    Identity

    Play: Any time.
    Effect: You are mistaken for someone else.
  • Why, You
    Crazy… The FALL Will Probably Kill You!

    Play: When you jump from a height on purpose.
    Effect: You take no falling damage from this fall. If your allies
    follow you at the same time, they’ll take no damage, either.
  • I Don’t
    Mean to Be a Sore Loser…

    Play: When you die.
    Effect: Choose an ally. That ally gets a bonus to attack and damage
    equal to your character level, when attacking the thing that killed
    you, until that thing is dead.
  • There’s
    Something I Ought to Tell You…

    Play: Your turn, when another ally is in earshot.
    Effect: Tell something to your ally you haven’t told him before.
    If your ally returns the sentiment, you both gain a +4 insight
    bonus to attacks and damage for the remainder of the combat.
  • Fill Your
    Hand!

    Play: Any time.
    Effect: Make an Intimidate check. They draw their weapon and are
    shaken for 1d6 rounds if your check was ten or higher
    than their hit dice. Otherwise, they are simply shaken
    for the same amount of time.
  • Do You Feel
    Lucky, Punk?

    Play: When you’re within 5’ of an opponent.
    Effect: Make an Intimidate check. If your check was ten or higher
    than your opponent’s hit dice, they back down from the fight.
    If they have less hit dice than you, they surrender altogether.
  • Badges?
    BADGES?!

    Play: When you fail a Bluff check and are caught in a lie.
    Effect: You act indignant that you’re not believed – make an Intimidate
    roll. If you succeed in Intimidating the people you tried to Bluff,
    they believe your Bluff.
  • Blaze of
    Glory

    Play: Any time during combat.
    Effect: You gain a +4 morale bonus to attack and damage, as well
    as damage reduction 5/- and one additional partial action per
    round. You die at the end of the combat – you cannot be brought
    back except by a True Resurrection.
  • Which Way
    Did He Go?

    Play: Any time.
    Effect: Even if there’s no place to Hide, you can make a Hide
    check – you manage to get behind something.
  • He Went
    Thattaway

    Play: Any time there are bystanders nearby.
    Effect: You duck behind a bystander, and the bystander misdirects
    your pursuers.
  • Let’s Take
    This From the Top

    Play: Any time during combat.
    Effect: At the beginning of the next round, all combatants reroll
    initiative.
  • Suave Tongue
    Play: When you make a Bluff check.
    Effect: Add +10 to your Bluff check. If still disbelieved, the
    target will savour your "joke", rather than feel provoked.
  • Why. Won’t.
    You. Fall. DOWN?!

    Play: After declaring an attack, but before making the roll, when
    you have hit an enemy four times, consecutively.
    Effect: If you successfully hit with this attack, do triple normal
    damage.
  • Not-So-Random
    Encounter

    Play: Any time.
    Effect: You go off stirring up trouble – force a random encounter
    to happen.
  • All For
    One…

    Play: At the beginning of combat.
    Effect: If all of your allies in this combat wait to take their
    turn at the same time, you and all of your allies get a +2 morale
    bonus to all of your rolls until the end of the combat.
  • Don’t Look
    at Me!… We’re Talkin’ About Dragons

    Play: Any time.
    Effect: You’re able to used the Innuendo skill once, even if you’re
    untrained in it, at a +10 circumstance bonus, when trying to communicate
    a message to someone.
  • Follow Through
    Play: When you make a successful melee attack.
    Effect: You make may make another melee attack at the same bonus
    as your previous attack, to another opponent which you threaten.
  • Up the Walls
    Play: Your turn.
    Effect: You may move on a vertical surface as a part of your movement,
    so long as you end up on flat ground at the end of your movement.
    If you do not, you fall prone where you stop.
  • Dire Portents
    Play: While you are sleeping.
    Effect: You receive a dream hinting to a future event.

Upcoming
Cards-

  • Yon’s Sun
    Dress
  • I Need to
    See a Man About a Horse
  • Kari’s Blade
  • Railing
    Kill
  • Work the
    Groin
  • I’m So Drunk
    I’m Liable to Do Anything…
  • Yon’s Lament
  • Stomp You
    Back to Ugly Town
  • Object Lesson
  • Theme Music

Drama Cards

"Sunday's Game" - The Exodus Fivegears Fivegears