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. |