TEXT: Shuffle the Adventure Deck at the start 
  of each session, and deal each player one 
  card per Rank (one for Novice, two for 
  Seasoned, etc.). Each player may play one 
  card per session. Players may trade cards 
  at any time. 
  This game references the Savage Worlds game system, 
  available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated 
  logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle 
  makes no representation or warranty as to the quality, 
  viability, or suitability for purpose of this product.
  How to Use the 
  Adventure Cards
  Something reminds you of your home 
  Land. Increase your Land’s attribute 
  by one until the end of the scene.
  A Proud [X]-ian
  There’s no place like home Land.
  *gasp*! You monster!
  Play after making a Taunt Test to force 
  an opponent to lose their next turn as 
  they reveal parts of their master plan.
  But Why are You Doing 
  This?
  Oh. It’s YOU.
  There’s another Agent or a team 
  around here. They have a mission of 
  their own, and aren’t necessarily nice 
  (GM’s call).
  Chance Meeting
  Here we go!
  Play after your turn ends to 
  immediately give yourself or another 
  teammate a full turn.
  Coordinated Maneuver
  I’ve got to try this!
  Play when you’re targeted by a ranged 
  attack to roll Agility. Succeed, and you 
  can move your Pace, and the attack 
  hits someone of your choice along the 
  path. Fail, and you fall prone if the 
  attack hits you.
  Dangerous Stunt
  Defense is not the BEST defense, 
  but it’s still pretty great.
  You and your fellow teammates gain 
  +2 Parry and +2 Toughness until one of 
  you becomes Shaken.
  Defensive Positions
  Have some of my own medicine!
  A foe reacts strangely to your Crystal. 
  Any power you successfully activate 
  on them makes them Vulnerable.
  Exploitative Theme
  
  Enough is enough.
  Play after rolling damage to double
  the total.
  Finish Them
  Greetings. We are Agents of Syn.
  Add +4 to all of your social rolls 
  made to impress or Intimidate for 
  the duration of the current scene.
  Formal Tone
  Let it in...
  Play after you play out a Hindrance of 
  your Crystal, to ignore up to 4 points 
  of penalties on a Crystal Channeling 
  roll you make this turn.
  Give In
  Not gonna back down now!
  Play to ignore Wound or Fatigue 
  penalties until the end of the scene. 
  You must then make a Vigor roll (with 
  the penalties!) to avoid taking another 
  Wound or level of Fatigue.
  Give It All I’ve Got
  The best offense is more offense.
  You and all of your teammates add +2 
  to all attacks and physical Tests until 
  one of you becomes Shaken.
  Go on the Offensive
  Taking care of the 
  organization’s needs.
  Play when you recover a resource of 
  great value or establish an important 
  agreement, to gain 4 Requisition.
  Good Credit
  Play when a teammate rolls a Trait to 
  make an immediate Support roll and 
  also give them a free reroll.
  Agents should always be 
  there for each other.
  Helping Hand
  I’ve been keeping 
  something from you.
  Play to gain a Secret Hindrance of 
  your choosing, which is immediately 
  revealed. If it’s Minor, refresh your 
  starting Bennies. If it’s Major, from 
  now on you draw another Benny at the 
  start of each session, FOREVER.
  I Have to Tell You 
  Something
  
  Just... a little bit... more.
  Play when setting out on a journey 
  to gain +2 on all checks to prevent 
  Fatigue.
  I Will Survive
  I guess I just smell good.
  Play to make animals accept your 
  presence. They will not attack unless 
  you attack first.
  I’m a Friend
  It... iS just a flesh wound!
  Play after someone rolls damage 
  to make them use the minimum 
  amount possible.
  I’m Alive?..
  I swear we packed one of those.
  You scavenge around a bit in the Tank 
  and find a tool, piece of hardware, a 
  food item, or the like, as long as there’s 
  even the slightest chance it could be 
  there.
  I’ve Got That in the 
  Tank
  It just... clicked.
  Play after you activate a Power Stunt 
  to make the new power permanent 
  for you.
  I’ve Got the Hang of 
  This
  Aim for its soft spot!
  You read something about a creature 
  you’re currently fighting. You know 
  one of its weaknesses, or if it has none, 
  add +2 to your attacks and damage 
  rolls against this type of creature from 
  now on.
  I’ve Read About This
  See, on page 206 it says...
  Play when you encounter a new 
  creature, item or location. The GM 
  tells you one important detail you 
  recall about it.
  It’s In the Manual
  You’re in the zone.
  Play after taking down an enemy with 
  a ranged attack to immediately make 
  another such attack against a new 
  target, as a free action.
  Keep Going
  
  Listen to me!
  Play during combat after you make 
  a Test with Persuasion to force the 
  target to take you words seriously 
  and respond.
  Let’s Talk This Out
  Good thing I’ve brought these files.
  Play to say what Syn knows about a 
  person or organization you recently 
  met. (limited by GM approval)
  Mission Dossier
  For a brief moment, you UNDERSTAND.
  This turn all of your Crystal 
  Channeling rolls ignore up to 4 
  points of penalties.
  Moment of Harmony
  Here’s how the Crashing 
  Eagles did this...
  Play this card to have the Game 
  Master tell you how a previous group 
  of Agents encountered and resolved 
  a situation similar to the one you’re 
  currently facing.
  Organizational Memory
  Watch and learn.
  Play to gain the benefit of any one 
  Edge, regardless of requirements, for 
  the rest of the session.
  Our Supervisor Taught 
  Me This Trick
  It’s all about the timing.
  This combat round you act as if you 
  had drawn a Joker, a heart suit, or 
  both.
  Perfect Timing
  I wasn’t hurt! Wait, what’s that smell...
  Play to ignore the damage from 
  one attack. Your harness took the 
  brunt of the hit, and you roll Crystal 
  Channeling with -1 until its fixed (with 
  Engineering or Healing).
  Phew!
  Woo-hoo!
  Gain a new power until the end of the 
  scene. (Like a Power Stunt; it doesn’t 
  cost a Benny)
  Powerful Insight
  
  Think fast, Agent!
  Play after a creature attacks you in 
  melee to make an immediate Test 
  against them.
  Quick Response
  Can’t we all just get along?...
  Play when a social situation turns 
  hostile. You get +2 on one final 
  Trait roll to try and stop things 
  from escalating.
  Smooth Things Over
  I can see the chest moving, 
  they’re still breathing!
  Play to prevent someone from dying. 
  They’re stable, but only for another 
  minute or two.
  Still Kicking
  I don’t know what is 
  happening, but I like it!
  Play as you activate a power in the 
  presence of another Crystal’s power. 
  Some strange synergy empowers 
  the two, as if both got a raise on the 
  activation roll.
  Strange Synergy
  This is iT, you bastards!
  Play when you activate a damage-
  dealing power with your Crystal. You 
  roll with +2 and deal double damage. 
  You must then make a Vigor roll or 
  take a level of Fatigue.
  Sudden Empowering
  Out of my way!
  Play to move to any location in the 
  battlefield, regardless of what’s in the 
  way, and ignoring Withdrawing From 
  Melee.
  Swiftly!
  All together now!
  Play instead of rolling for a Support 
  action. You automatically succeed, 
  and give a +4 bonus instead of the 
  regular bonus.
  Teamwork
  Have there been any unusually 
  interesting deaths around here?
  You recall some rumors or notice 
  some clue as to the theme, trapping or 
  feral manifestation of a Crystal in your 
  vicinity. The GM will tell you what.
  The 3rd Sign of Crystal 
  Presence
  
  Time to cash it in.
  Play when meeting a person of 
  importance. This person owes Syn a 
  favor! Which means they owe YOU a 
  favor. It’s worth about 2 Requisition.
  They Owe Us Here
  Wait, who are THEY?
  Play during a conflict between the 
  Agents and some foes to make a third 
  party appear and become involved 
  (GM’s choice).
  This Just Got Messy
  Come on, let’s do this!
  Play to increase your Wild Die by one 
  step (to d8) until the end of the scene.
  Time to Shine
  Easy there, little fella...
  Play at the beginning of combat to 
  declare that a creature you are facing 
  is Crystal-touched. The GM rolls twice 
  on the Crystal-touched Abilities table. 
  All players get a Benny, and you can 
  draw and play another Adventure card.
  True Beast
  Say that to my face!
  Play when a teammate fails to defend 
  against a Test to force the foe to reroll, 
  this time targeting you.
  Try Someone Your
  Own Size
  This will NEVER backfire, I’m sure.
  Play after scoring a Critical Failure to 
  instead succeed with a raise. The GM 
  gets to do the same for one of their 
  NPCs later this session.
  Twist of Fate
  I’m back, with a vengeance!
  Play when you’re about to become 
  desynced. Instead, you gain +2 on all 
  Trait rolls until the end of your next 
  turn.
  Vitality Surge
  Agents who don’t stand 
  together, die alone.
  Play when a nearby Agent is hit by an 
  attack to jump in the way. The damage 
  roll is made against you, with -2.
  Watch Out!
  
  Welcome, Agents!
  Play when arriving at a new location to 
  declare that there’s a way station there. 
  It’s pretty interesting (roll twice on the 
  Quirks list) and well-equipped (ignore 
  Lacking).
  Way Station
  Oh right, I WAS in that lesson!
  Gain a d6 in a skill you don’t have for 
  the remainder of the game session.
  We Covered This in 
  Training
  Can I get a rocket launcher please?
  Get a single item or service without 
  needing to roll Requisition.
  Well-Equipped
  Just GREAT.
  Play to make things worse: 
  reinforcements arrive for the enemy; 
  the bridge collapses under you; the 
  Tank’s engine dies out; etc. It’s the 
  GM’s call. All players get a Benny, 
  and you can draw and play another 
  Adventure card.
  When It Rains
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Crystal Heart/Savage Worlds - Crystal Heart - Adventure Deck.pdf