Adventure Card: | Description |
---|---|
JC - Deadly Blow | “Oooh! That’ll leave a mark!” Play after damage is rolled to double the total of a successful melee attack. |
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. |
9S - Revelation | “I read about this once…” Play anytime. Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a villain's weakness, the answer to a riddle or cipher, etc. The GM gets a Fate Chip. |
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. |
2H - Reinforcements | ”They’re everywhere! Game Over, man!” Give this card to the GM and draw again. He may play this card whenever he likes this session. Play during combat. Reinforcements arrive for the bad guys. The exact number and type is up to the GM. Every player character immediately gains 2 Fate Chips. |