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Adventure Card Usage.

Posted by The StrayFor group 0
The Stray
GM, 2437 posts
The Marshal
'round these parts
Fri 12 Sep 2014
at 05:02
  • msg #127

Re: Adventure Card Usage

Which one, Love Interest? ;D
Wildcat Hawkins
player, 1242 posts
Texas Ranger
P5 T6 W0 F0 B1W2R5 Cha 2
Fri 12 Sep 2014
at 08:09
  • msg #128

Re: Adventure Card Usage

Yep, once Pale Moon meets her in the flesh he won't be able to resist her charming wit and personality...
Pale Moon
NPC, 14 posts
Bigoted Shaman
P6/7 T6/8 B2 W0 F0 Cha -4
Fri 12 Sep 2014
at 09:34
  • msg #129

Re: Adventure Card Usage

...which, of course, means he'll shoot her. In the head. With a hammer.
Adrian Vega
player, 837 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W0R1B1
Fri 12 Sep 2014
at 19:51
  • msg #130

Re: Adventure Card Usage

Alternatively, she could play Love Interest on Tex...
Wildcat Hawkins
player, 1243 posts
Texas Ranger
P5 T6 W0 F0 B1W2R5 Cha 2
Fri 12 Sep 2014
at 20:19
  • msg #131

Re: Adventure Card Usage

Tez, you mean. Hey, he's already had her stripped, washed and brought to him spirit-side...maybe he never was threatening to devour her, she just took it the wrong way...

(also, shoot her with a hammer? what?)
Charging Bear
player, 1073 posts
Native Warrior
P8(1)T7 W- F- FC:W0R0B7
Wed 17 Sep 2014
at 20:47
  • msg #132

Re: Adventure Card Usage

Burning all mine

16:45, Today: Charging Bear drew the 6 cards: AS, JD, 4H, 2S, 5H, KH using a deck of 54 cards. Adventure Cards.

AS - Ace
Play instead of rolling to make a trait test with a single automatic raise. The Marshal gets to draw 2 random chips from the fate pot.

JD - Dressed To Kill
Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

4H- Folk Hero
Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.

2S - Out of the Frying Pan
Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.

5H - Villainous Verbosity
Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. The Marshal gets a draw from the fate pot.

KH - Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return. The Marshal gets a draw from the fate pot.
Wildcat Hawkins
player, 1245 posts
Texas Ranger
P5 T6 W0 F0 B1W2R5 Cha 2
Wed 17 Sep 2014
at 21:10
  • msg #133

Undressed to Kill

You know, all those are good cards, but I think if CB plays his JD whilst in the altogether it should come out as a +4 Intimidate rather than Attractive bonus.

Unless he reckons he's got a shot at seducing Pale Moon, 'course.
The Amazing Evans
NPC, 447 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Thu 2 Oct 2014
at 15:40
  • msg #134

Re: Undressed to Kill

Playing 4C - Hot Iron and Whiskey

quote:
4C - Hot Iron and Whiskey
“Here, bite on this.”
Play on a wounded character. That character has ONE wound healed, but gains a permanent scar. Roll on the Injury Table in the Savage Worlds core book for location. The character gains a –1 to charisma if the scar is visible.

The Stray
GM, 2463 posts
The Marshal
'round these parts
Wed 14 Jan 2015
at 02:49
  • msg #135

Re: Undressed to Kill

Playing 8S - Arcane Inspiration

quote:
8S - Arcane Inspiration
“I have no idea how I managed that.”
A character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. The Marshal gets a draw from the fate pot.

Charging Bear
player, 1095 posts
Native Warrior
P8(1)T7 W- F1 FC:W2R0B7
Wed 14 Jan 2015
at 14:16
  • msg #136

Re: Undressed to Kill

Wildcat Hawkins:
You know, all those are good cards, but I think if CB plays his JD whilst in the altogether it should come out as a +4 Intimidate rather than Attractive bonus.

Unless he reckons he's got a shot at seducing Pale Moon, 'course.
Ha!  Maybe :)
Carl Allans
player, 524 posts
The Quiet One
P6 T6 Cha 0
Tue 20 Jan 2015
at 20:18
  • msg #137

Fangs off my Nemesis!

Carl used 2D - Noble Sacrifice.

it's super-effective!


..ouch..
Wildcat Hawkins
player, 1262 posts
Texas Ranger
P5 T6 W0 F0 W3R1B3L Cha 2
Wed 1 Apr 2015
at 18:17
  • msg #138

Re: Fangs off my Nemesis!

Wildcat swaps Alouette a High Noon card to Relicify Carl's knife.

Sorry, I got distracted by wendigoes yesterday.
Adrian Vega
player, 943 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W1R4B4
Tue 5 May 2015
at 00:26
  • msg #139

Re: Fangs off my Nemesis!

I would like to preemptively use the Payback card.
Mad Irish Murphy
player, 268 posts
Irish Dust Adder
P6 T5 W0 F0 Cha 0 W3R1B4
Thu 1 Oct 2015
at 10:57
  • msg #140

Re: Fangs off my Nemesis!

Playing Turncoat.

8H - Turncoat
“How much are they paying you?”
Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc. The Marshal gets a draw from the fate pot.
William Pierce
player, 798 posts
Vampire... Hunter
P6 T7 W0 F0 W0R1B2
Tue 6 Oct 2015
at 10:01
  • msg #141

Re: Fangs off my Nemesis!

Playing...
5S - Seize the Day!
“Out of my way!”
The character acts as if he had drawn a Joker this combat round (may go at any time, +2 on Trait rolls and damage). The Marshal gets to draw 2 random chips from the fate pot.
Alouette
GM, 1898 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 8 Oct 2015
at 21:39
  • msg #142

Re: Fangs off my Nemesis!

Alouette swaps Wildcat back her High Noon and takes her QH.
The Stray
GM, 2535 posts
The Marshal
'round these parts
Thu 8 Oct 2015
at 21:41
  • msg #143

Re: Fangs off my Nemesis!

Alouette...with a love interest?
Alouette
GM, 1899 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 8 Oct 2015
at 21:44
  • msg #144

Re: Fangs off my Nemesis!

Since Tez and/or Raven are being mean to this lot, I reckoned they might need them a new god...
Adrian Vega
player, 1050 posts
Serpentbane
P4 T9 W0 F0 Cha 0 2W2R3B
Thu 8 Oct 2015
at 22:18
  • msg #145

Re: Fangs off my Nemesis!

And this is going to be awesome.
The Amazing Evans
NPC, 521 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Sat 14 Nov 2015
at 15:58
  • msg #146

Re: Fangs off my Nemesis!

I have no idea what my last Adventure Card draw was, so I'm just going to discard the lot and redraw them

08:56, Today: The Amazing Evans drew the 5 cards: 4C, 9S, JD, 5D, 6D using the Deadlands system.


JD - Dressed To Kill
“Wow. You clean up nice, kid.”
Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”

6D - Rally
“To me!”
Spend a fate chip and play to cause all allies in sight and/or hearing to immediately lose their Shaken status.

5D - Spurred On
“Ride hard and we should make it by sundown.”
The posse’s travel distance is doubled for a day or one character gains double Pace for one encounter. If you are in a chase, this allows you to draw an extra card for the duration of the chase, and use the better of your draw.

9S - Revelation
“I read about this once…”
Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc. The Marshal gets a draw from the fate pot.

4C - Hot Iron and Whiskey
“Here, bite on this.”
Play on a wounded character. That character has ONE wound healed, but gains a permanent scar. Roll on the Injury Table in the Savage Worlds core book for location. The character gains a –1 to charisma if the scar is visible.
Alouette
GM, 1915 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sun 15 Nov 2015
at 21:55
  • msg #147

Re: Fangs off my Nemesis!

Keeping KS - High noon, drawing six:

AS - Ace
“Never tell me the odds.”

Play instead of rolling to make a trait test with a single automatic raise. The Marshal gets to draw 2 random chips from the fate pot.

5S - Seize the Day!
“Out of my way!”
The character acts as if he had drawn a Joker this combat round (may go at any time, +2 on Trait rolls and damage). The Marshal gets to draw 2 random chips from the fate pot.

3S - Shakin’ in Thar Boots

“I won’t just shoot ya. I’ll kill ya good!”

Play in a combat situation. Your character does or says something so intensely horrific and intimidating that it brings the area to a standstill. All other characters, friend or foe, are Shaken.

6C- Flesh Wound
“Get up, Hicks. You ain’t foolin’ anyone.”
Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).

2H - Reinforcements
”They’re everywhere! Game Over, man!”
Play during combat. Reinforcements arrive for the bad guys. The exact number and type is up to the GM. Every player character may immediately draw 2 random fate chips, however.

QD - Windfall
“Solid gold goodness!”
Spend a fate chip and play when your hero searches an area for treasure, loots a fallen foe, etc. He finds everything that can be found in that location. If rolling on a random table, the character gets the best possible result.
Charging Bear
player, 1158 posts
Native Warrior
P8(1)T7 W- F1 FC:W1R1B7
Mon 16 Nov 2015
at 14:52
  • msg #148

Re: Fangs off my Nemesis!

Keeping
AS - Ace
Play instead of rolling to make a trait test with a single automatic raise. The Marshal gets to draw 2 random chips from the fate pot.

Burning the rest for shiny new ones!
09:50, Today: Charging Bear drew the 6 cards: QS, 10D, 5C, 7D, 7S, 10C using a deck of 54 cards.  Adventure cards.

QS - Extra Effort
Play to add 1d6+2 to any trait roll. This roll may Ace.

10D - Hidden Stash
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.

5C- Feel It
Spend a fate chip. Make a called shot with a ranged weapon with no penalties.

7D - Inspiration
Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. The Marshal gets a draw from the fate pot.

7S - Karma Thief
Take a fate chip of any color from any other Wild Card (this may include other player characters).

10C - Second Wind
Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well. The Marshal gets to draw 2 random chips from the fate pot.
Adrian Vega
player, 1088 posts
Serpentbane
P4 T9 W0 F0 Cha 0 2W3R3B
Mon 16 Nov 2015
at 21:08
  • msg #149

Re: Fangs off my Nemesis!

Keeping Inspiration. Drawing four more. Here's my lot:

Adventure Card:Description
5S - Seize the Day“Outta my way!”
The character acts as if he had drawn a Joker this combat round (may go at any time, +2 on Trait rolls
and damage). The Marshal gets to draw 2 random chips from the fate pot.The Marshal gets a draw
from the fate pot.
7D - Inspiration“We only have one shot at this. It’s all or nothing, gang.”
Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
The Marshal gets a draw from the fate pot.
JC - Deadly Blow“Oooh! That’ll leave a mark!”
Spend a fate chip and play after damage is rolled to double the total of a successful melee attack.
10C - Second Wind“I’m feeling much better now.”
Play on your hero to automatically remove all wounds sustained in this combat (but not crippling
injuries). If Shaken, he is un-Shaken now as well. The Marshal gets to draw 2 random chips from
the fate pot.
5C- Feel It“It’s like the gun took over and aimed itself”
Spend a fate chip. Make a called shot with a ranged weapon with no penalties.
</center>
William Pierce
player, 829 posts
Vampire... Hunter
P6 T7 W0 F0 W0R0B1
Tue 17 Nov 2015
at 12:20
  • msg #150

Re: Fangs off my Nemesis!

Discarding all my cards, drawing new:
5 cards, plus one for Murphy.

10H - Peace
“Wait. I know that guy…”
Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.

6H-Parley
“I call on the ancient rite of parley!”
Spend a fate chip. All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

AD - Mysterious Treasure!
“Ah…my precious…”
Spend a fate chip and play when your hero searches an area containing treasure or loot. He finds a minor Relic of some sort. Use the Relic Table, but discard Kings, Aces, or Jokers until a lower card is drawn.

QD - Windfall
“Solid gold goodness!”
Spend a fate chip and play when your hero searches an area for treasure, loots a fallen foe, etc. He finds everything that can be found in that location. If rolling on a random table, the character gets the best possible result.


9D - Liquid Courage
“Just a quick sip and I’ll be OK.”
Play at any time to gain a +4 bonus to a single guts roll or to gain a +2 bonus to rolls to recover being Shaken for the current scene.

4C - Hot Iron and Whiskey
“Here, bite on this.”
Play on a wounded character. That character has ONE wound healed, but gains a permanent scar. Roll on the Injury Table in the Savage Worlds core book for location. The character gains a –1 to charisma if the scar is visible.
Dr. Dexter Ward
NPC, 168 posts
Southern Gentleman
P4 T5 W0 F0 B2 Cha+4
Tue 21 Mar 2017
at 16:31
  • msg #151

Knowledge is Power

09:26, Today: Dr. Dexter Ward drew the 4 cards: 8S, 8D, 6C, 4H using the Deadlands system.  Adv Cards .

8S - Arcane Inspiration
“I have no idea how I managed that.”
A character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have. The Marshal gets a draw from the fate pot.

8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.

6C- Flesh Wound
“Get up, Hicks. You ain’t foolin’ anyone.”
Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).

4H- Folk Hero
“He robbed from the rich and gave to the poor...”
Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


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