RolePlay onLine RPoL Logo

, welcome to Sixguns & Spellslingers: The Storm [Deadlands: Reloaded]

22:37, 26th April 2024 (GMT+0)

Adventure Card Usage.

Posted by The StrayFor group 0
The Stray
GM, 520 posts
The Marshal
'round these parts
Tue 12 Oct 2010
at 17:53
  • msg #1

Adventure Card Usage

Use this thread to keep track of your Adventure Cards.

Card List:

Jokers!

BJ! - Quick Funeral
“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou has control of that character for the first 24 hours after he has risen.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task (such a character goal, a story point, or a dramatic event). An item associated with your victory gains magical powers, or such an object can be found after a search of the area. (See GM’s Guide.)

Spades

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.

KS- High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

QS - Extra Effort
“Impressive! Most impressive.”
Play to add 1d6+2 to any trait roll. This roll may Ace.

JS - Epiphany
“Beginner’s luck.”
Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. The Marshal gets a draw from the fate pot.

10S - Get a Clue
“Wait! I’ve got an idea!”
Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. The Marshal gets a draw from the fate pot.

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.

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.

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

6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.

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.

4S - Last Stand
“Stand together now!”
Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt. 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.

2S - Out of the Frying Pan
“Quick! Down this garbage chute!”
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.

Hearts

AH - Here Comes The Cavalry
“I thought you guys would never get here.”
Help arrives on the scene from some source determined by the GM. The Marshal gets a draw from the fate pot.

KH - Contact
“Reggie. You old scoundrel. How you’ve been?”
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.

QH - Love Interest
“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.

JH - Enemy
“We meet again.”
Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw 2 extra fate chips each game session until the enemy is “retired.” You may only have one sworn enemy at a time.

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.

9H - Spill the Beans
“You don’t wanna get her riled, amigo.”
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force. The Marshal gets a draw from the fate pot.

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.

7H - Eulogy
“Arthur was a good man. Not so good with explosives, but a good man…”
Play after a PC dies and say a few words about his life to your comrades. Every PC present gets to draw 2 random fate chips. If at the end of an adventure, the extra draw occurs in the next game session.

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.

5H - Villainous Verbosity
“Hah! You fools! Did you really think you could thwart such an ingenious plan?”
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.

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.

3H - Snake Oil
“Step right up for Dr. Bitz’s Miracle Elixir!”
Play at any time. A snake oil salesman arrives in the middle of the scene, complete with wagon and entourage, promoting his wares.

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.

Diamonds

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.

KD - Sagebrush and Starlight
“Sometimes a nap in the saddle is all you need!”
Play when a character has at least a half hour of undisturbed downtime to restore a character as if she had a full night’s rest. This restores all power points and removes all fatigue. The Marshal gets a draw from the fate pot.

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.

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.”

10D - Hidden Stash
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
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.

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.

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.

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.

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.

4D - Tale Teller
“It was a dark and stormy night…”
Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

3D - Mechanical Malfunction
“SPROING!”
A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

Clubs

AC - Lucky Break
“Thank God I had that silver flask in my shirt pocket!”
Play this card to completely negate the damage from one attack. The Marshal gets to draw 2 random chips from the fate pot.

KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

QC - Bullseye!
“Even plate mail has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a successful ranged attack.

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.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

8C - Riled Up
“That hurt. Now it’s my turn.”
Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.

7C - Payback
“This is for my father!”
Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene. The Marshal gets to draw a random chip 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).

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.

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.

3C - Better You Than Me
“Fritz! They shot Fritz!”
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

2C - Uh-Oh
“We’re gonna need a bigger boat.”
Play this card at the beginning of a combat. One foe you are facing (GM’s choice) has its Size and Strength increased two steps. Every player gets to draw 2 random fate chips.
This message was last edited by the GM at 18:34, Wed 15 Aug 2012.
The Stray
GM, 521 posts
The Marshal
'round these parts
Tue 12 Oct 2010
at 17:54
  • msg #2

Re: Adventure Card Usage

Gangatsu has used her Extra Effort card. She can't use another card until the next session (which should be after the two fights are resolved).
Charging Bear
player, 262 posts
Native Warrior
P6T5 W:- F:2 FC:WWW
Thu 14 Oct 2010
at 15:32
  • msg #3

Re: Adventure Card Usage

Redraw for me

11:31, Today: Charging Bear drew the 2 cards: 4C, 6D using a deck of 54 cards. Adventure Cards.

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.

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.

Something tells me I won't be using either of these....
Robert Micklethwait
player, 258 posts
Lawyer - 3w 4ar 2b
P6 T4 W0 F0 B3 Cha+2
Thu 14 Oct 2010
at 17:26
  • msg #4

Re: Adventure Card Usage

10:25, Today: Robert Micklethwait drew the 2 cards: 10C, RJ! using a deck of 54 cards. two new cards.

10C - Second Wind
“I’m feeling much better now.”
Spend a blue chip and 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.

nice

RJ! - Relic“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers. (See GM’s Guide.)

droooool...
Charging Bear
player, 264 posts
Native Warrior
P6T5 W:- F:2 FC:WWW
Thu 14 Oct 2010
at 17:28
  • msg #5

Re: Adventure Card Usage

Robert - I'll trade you both my Adventure cards and all three of my fate chips for that Relic card ;)
The Stray
GM, 550 posts
The Marshal
'round these parts
Thu 14 Oct 2010
at 17:32
  • msg #6

Re: Adventure Card Usage

*grumble* it would figure that the very first Red Joker to show up in this ENTIRE GAME would be the Relic card...
Robert Micklethwait
player, 259 posts
Lawyer - 3w 4ar 2b
P6 T4 W0 F0 B3 Cha+2
Thu 14 Oct 2010
at 17:37
  • msg #7

Re: Adventure Card Usage

In reply to Charging Bear (msg #5):

<cowers back, clutching adventure card>

you want my precious?  It's mine, it's MINE.  It's my ... birthday present, yes, yes, my precious
Alouette
player, 276 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 14 Oct 2010
at 18:27
  • msg #8

Re: Adventure Card Usage

Redraw, I think, since Alouette would probably just eat treasure and isn't going to try...I dunno, gambling, riding or being less oblivious to its surroundings any time soon.

So! er...

2S - Out of the Frying Pan

6S - Renown Infamy

...y'know, I'm not sure the clank needs these ones...
Gangatsu
player, 106 posts
The 'Suicide' Samurai
P6 T5 W0 F0 B3 Cha -2
Fri 15 Oct 2010
at 22:37
  • msg #9

Re: Adventure Card Usage

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

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.


Hmm, I like the boot shaker. I know i'm going to be playing that one. ^-^
Katy Devon
player, 60 posts
Tenderfoot
P3 T5 W0 F0 B3 Cha+2
Sat 16 Oct 2010
at 01:45
  • msg #10

Re: Adventure Card Usage


8C - Riled Up
“That hurt. Now it’s my turn.”
Spend a fate chip and play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.

Nice one.
The Stray
GM, 587 posts
The Marshal
'round these parts
Thu 21 Oct 2010
at 02:28
  • msg #11

Re: Adventure Card Usage

Charging Bear has used his "Hot Iron & Whiskey" card.
The Stray
GM, 628 posts
The Marshal
'round these parts
Sat 30 Oct 2010
at 08:25
  • msg #12

Re: Adventure Card Usage

PM
Elijah Fuller
player, 2 posts
Newshound
P# T# B2 W0 F0 Cha
Sun 31 Oct 2010
at 16:11
  • msg #13

Re: Adventure Card Usage

QS - Extra Effort
“Impressive! Most impressive.”
Play to add +1d6 to any trait roll. This roll may Ace.
John Smith
player, 113 posts
Bennies W:0 R:1 B:2
P: 7/8 T: 5 W: 0 F; 0
Wed 3 Nov 2010
at 04:31
  • msg #14

Re: Adventure Card Usage

6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.

10D - Hidden Stash
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
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.
Alouette
player, 332 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sat 13 Nov 2010
at 18:35
  • msg #15

Re: Adventure Card Usage

KS - High Noon
(keeping 2S - Frying Pan)
Wildcat Hawkins
player, 358 posts
Aspiring Texas Ranger
P5 T6 W0 F0 B1W3R4B Cha 2
Sat 13 Nov 2010
at 18:59
  • msg #16

Re: Adventure Card Usage

KS was used previously

Drew 10H, Peace, to replace it.

Keeping the 4 for now.
Charging Bear
player, 362 posts
Native Warrior
P6T5 W:- F:- FC:RRRRBB
Sat 13 Nov 2010
at 22:12
  • msg #17

Re: Adventure Card Usage

17:10, Today: Charging Bear drew the 2 cards: JS, 9S using a deck of 54 cards. Adventure Cards.

JS - Epiphany
“Beginner’s luck.”
Spend a red or blue chip. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. If you spent a red chip, the Marshal gets a draw from the fate pot.


9S - Revelation
“I read about this once…”
Spend a red or blue chip. 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. If you spent a red chip, the Marshal gets a draw from the fate pot.
The Stray
GM, 759 posts
The Marshal
'round these parts
Sat 20 Nov 2010
at 19:37
  • msg #18

Re: Adventure Card Usage

John uses his Hidden Stash card for a blanket to give to Gangatsu.
The Stray
GM, 766 posts
The Marshal
'round these parts
Sun 21 Nov 2010
at 22:58
  • msg #19

Re: Adventure Card Usage

Current cards:

Alouette: KS (High Noon), 2S (Frying Pan), 9D (Liquid Courage)

John Smith: 6S (Renown), 6D (Rally), 9C (Let’s Settle This)

Gangatsu/Katy: 3C (Better You Than Me), 2C (Uh-Oh), 5H (Villainous Verbosity), RJ! (Relic)

Robert Micklethwait: 10C (Second Wind), 3S (Shakin’ in thar Boots), 4D (Tale Teller)

Wildcat Hawkins: 5D (Spurred On), 4H (Folk Hero), 3D (Mechanical Malfunction)

Augustus Spotswood/ Elijah Fuller: 10S (Get a Clue), 4S (Last Stand), QS (Extra Effort), 5D (Spurred On)

Charging Bear/Jake Lawrence: JS (Epiphany), 9S (Revelation), 4D (Tale Teller)
This message was last edited by the GM at 00:17, Sun 05 Dec 2010.
John Smith
player, 156 posts
Bennies W:1 R:1 B:2
P: 7/8 T: 6 W: 0 F; 0
Tue 23 Nov 2010
at 06:14
  • msg #20

Re: Adventure Card Usage

John currently has:

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.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

6C- Flesh Wound
“Get up, Hicks. You ain’t foolin’ anyone.”
Spend a fate chip and 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).

Swapped renown for another card.
This message was last edited by the player at 17:11, Wed 24 Nov 2010.
Wildcat Hawkins
player, 427 posts
Texas Ranger
P5 T6 W0 F0 B1W0R1B Cha 2
Tue 23 Nov 2010
at 14:18
  • msg #21

Re: Adventure Card Usage

Should now have:

Spurred On
Mechanical Malfunction
Folk Hero
Robert Micklethwait
player, 362 posts
Lawyer - WB
P6 T4 W0 F0 B3 Cha+2
Tue 30 Nov 2010
at 05:41
  • msg #22

Re: Adventure Card Usage

Per #860 in the old OOC thread I traded Relic for Bootshaker
I'll kep 2nd wind, maybe I rembember it this time

21:40, Today: Robert Micklethwait drew the single card: 4D using a deck of 54 cards. adventure card
4D - Tale Teller
“It was a dark and stormy night…”
Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

shoot, I even have the tale teller edge

so I have:

Bootshaker
2nd wind
Tale Teller
Gangatsu
player, 150 posts
The 'Suicide' Samurai
P6 T5 W0 F0 B3 Cha -2
Tue 30 Nov 2010
at 06:12
  • msg #23

Re: Adventure Card Usage

Gatsu & Katy

3C - Better You Than Me
“Fritz! They shot Fritz!”
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

2C - Uh-Oh
“We’re gonna need a bigger boat.”
Play this card at the beginning of a combat. One foe you are facing (GM’s choice) has its Size and Strength increased two steps. Every player gets to draw a random fate chip.

5H - Villainous Verbosity
“Hah! You fools! Did you really think you could thwart such an ingenious plan?”
Spend a red or blue chip and play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. If you spent a red chip, the Marshal gets a draw from the fate pot.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.
Alouette
player, 477 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sun 6 Mar 2011
at 22:54
  • msg #24

Re: Adventure Card Usage

Draw for spent card: JC - Deadly Blow (ecksdee)

Keeping the 2S (Frying Pan) and...actually, discarding the 9D, picking up a 6C (Flesh Wound)

...am I level now?
Wildcat Hawkins
player, 584 posts
Texas Ranger
P5 T6 W0 F0 B0W0R1B Cha 2
Tue 8 Mar 2011
at 16:46
  • msg #25

Re: Adventure Card Usage

Wildcat should now have:

QD - Windfall
4H - Folk Hero
2H - Reinforcements

Wow,  Reinforcements is one card Wildcat does not need ever.  XD
This message was last edited by the player at 18:41, Tue 08 Mar 2011.
Alouette
player, 480 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 8 Mar 2011
at 22:10
  • msg #26

Re: Adventure Card Usage

...also JH (sworn Enemy), which is a bemusing card.
Gangatsu
player, 174 posts
The 'Suicide' Samurai
P6 T5 W0 F0 B3 Cha -2
Fri 11 Mar 2011
at 06:56
  • msg #27

Re: Adventure Card Usage

QH - Love Interest * New*
“Come here often?”
Spend a fate chip and play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.

5H - Villainous Verbosity
“Hah! You fools! Did you really think you could thwart such an ingenious plan?”
Spend a red or blue chip and play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. If you spent a red chip, the Marshal gets a draw from the fate pot.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.

9C - Let’s Settle This *new*
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
This message was last edited by the player at 06:57, Fri 11 Mar 2011.
The Stray
GM, 1081 posts
The Marshal
'round these parts
Wed 5 Oct 2011
at 08:12
  • msg #28

Re: Adventure Card Usage

So, I'm trying to figure out who has what cards, who needs to draw, and who needs to redraw. It was a long hiatus, and everything got muddled, so let's straighten things out. Remember to use this thread when you spend and draw cards.

Wildcat had QD (Windfall), 4H (Folk Hero), and 2H (Reinforcements). I think she spent the 2H. I suppose we could count Rum Tum Tugger showing back up to spring his friends as a consequence of that card, but I advanced the chapters since that happened, so...I think you're one card short, and still can play a card this session.

I haven't heard from Gangatsu in months, so her cards are up for grabs.

Last I heard, John Smith has 6D (Rally), 9C (Let’s Settle This), and I don't know what else. I know he HAD 6C at some point, but used it, and I don't know if he drew a new card to replace it since we started new chapters.

Last I heard, Robert Micklethwait had 10C (Second Wind), 3S (Shakin’ in thar Boots), and 4D (Tale Teller), but I remember him spending Tale Teller as part of his gambit to rally the townsfolk. If I'm right, it means he has to draw a new card.

Alouette/Carl has JC (Deadly Blow), 2S (Frying Pan), 6C (Flesh Wound), and JH (Sworn Enemy), and has not spent a card for either Carl or Alouette.

Augustus Spotswood is no longer playing, so his cards are up for grabs.

At last count, Charging Bear/Jake Lawrence had JS (Epiphany), 9S (Revelation), and 4D (Tale Teller). Since this player is running two characters, he should have 4 cards total, so he needs to draw one.

Adrian Vega has 10D (Hidden Stash), AD (Mysterious Treasure!), and 7S (Karma Thief)

Oswald Franklin has 9C (Let’s Settle This) and JD (Dressed To Kill). Because someone else is in possession of the JH, you're going to need to draw a new Adventure Card to replace it.

Harry Lazarus has 4S (Last Stand), and AC (Lucky Break). He also had JS (Epiphany), but someone else might have had that one before he did, so he may need to redraw.
The Stray
GM, 1084 posts
The Marshal
'round these parts
Wed 5 Oct 2011
at 19:13
  • msg #29

Re: Adventure Card Usage

Wildcat Hawkins drew 3H (Snakeoil Salesman). That is awesome, and I hope it gets used.

Remember that you can trade Advanture Cards with other players.
Charging Bear
player, 506 posts
Native Warrior
P6T6 W:- F:- FC:Wx6B
Wed 5 Oct 2011
at 19:27
  • msg #30

Re: Adventure Card Usage

In reply to The Stray (msg #28):

15:24, Today: Charging Bear drew the single card: 6C using a deck of 54 cards.  Adventure Card.


6C- Flesh Wound
“Get up, Hicks. You ain’t foolin’ anyone.”
Spend a fate chip and 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).
The Stray
GM, 1086 posts
The Marshal
'round these parts
Wed 5 Oct 2011
at 19:37
  • msg #31

Re: Adventure Card Usage

Alouette already has Flesh Wound. Please discard and redraw, CB.
Charging Bear
player, 507 posts
Native Warrior
P6T6 W:- F:- FC:Wx6B
Wed 5 Oct 2011
at 19:47
  • msg #32

Re: Adventure Card Usage

In reply to The Stray (msg #31):

15:43, Today: Charging Bear drew the single card: 4D using a deck of 54 cards.  Adventure Card Take 2.

4D - Tale Teller
“It was a dark and stormy night…”
Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
I believe someone has this card...

15:46, Today: Charging Bear drew the single card: BJ! using a deck of 54 cards.  Adventure Card.

BJ! - Quick Funeral
“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou

has control of that character for the first 24 hours after he has risen.

Nice!
The Stray
GM, 1087 posts
The Marshal
'round these parts
Wed 5 Oct 2011
at 19:57
  • msg #33

Re: Adventure Card Usage

Whee! Harrowed card! i was hoping someone would draw it...now if only someone would actually die...
Wildcat Hawkins
player, 741 posts
Texas Ranger
P5 T6 W0 F0 B2W0R2B Cha 2
Wed 5 Oct 2011
at 22:59
  • msg #34

Re: Adventure Card Usage

The Stray:
Whee! Harrowed card! i was hoping someone would draw it...now if only someone would actually die...


cough*Robert Micklethwaite*cough*spelled it wrong*cough
The Stray
GM, 1102 posts
The Marshal
'round these parts
Fri 7 Oct 2011
at 03:12
  • msg #35

Re: Adventure Card Usage

Wildcat uses the 3H (snakeoil salesman). May god have mercy on us all...
The Stray
GM, 1107 posts
The Marshal
'round these parts
Fri 7 Oct 2011
at 15:03
  • msg #36

Re: Adventure Card Usage

Charging Bear uses the JS (Epiphany) card.
Alouette
player, 644 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 14 Oct 2011
at 17:11
  • msg #37

Re: Adventure Card Usage

Discarded 6C & JH, picked up 9D (liquid courage - chip = +4 to guts or +2 to recover from Shaken during a scene) & 6D (Rally chip = all allies lose shaken status)

Hanging on to JC (Deadly Blow) & 2S (Frying Pan). I am determined to use the latter someday.
Adrian Vega
player, 56 posts
Harrowed Huckster
P4 T5 W0 F0 Cha 0 W0R1B1
Fri 14 Oct 2011
at 18:24
  • msg #38

Re: Adventure Card Usage

I'm hanging onto my cards, which are as follows:

Adventure Card:Description
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.
7S - Karma Thief"The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).
10D - Hidden Stash“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
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.

Charging Bear
player, 527 posts
Native Warrior
P6T6 W:- F:- FC:W2R2B2
Fri 14 Oct 2011
at 18:24
  • msg #39

Re: Adventure Card Usage

I'm going to discard all 3 of mine and draw 4 new ones. Drew JD, 2D, 4D, 2H

JD - Dressed To Kill
Spend a fate chip. 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.”

4D - Tale Teller
Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

USED2H - Reinforcements
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.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.

6D - Rally from an interlude
Spend a fate chip and play to cause all allies in sight and/or hearing to immediately lose their Shaken status.
This message was last edited by the player at 18:17, Wed 30 Nov 2011.
John Smith
player, 236 posts
Bennies W:3 R:2 B:2
P: 7/8 T: 6 W: 0 F; 0
Fri 14 Oct 2011
at 19:29
  • msg #40

Re: Adventure Card Usage

2S - Out of the Frying Pan
“Quick! Down this garbage chute!”
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.

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.

AC - Lucky Break
“Thank God I had that silver flask in my shirt pocket!”
Spend a blue chip and play this card to completely negate the damage from one attack.
The Stray
GM, 1149 posts
The Marshal
'round these parts
Sat 15 Oct 2011
at 01:23
  • msg #41

Re: Adventure Card Usage

John, Frying Pan (2S) has been taken, so you'll need to draw another card.

Alouette, Rally (6D) was one of the card John had, so you'll need to draw another card.

I find it vaguely funny that CB managed to draw Tale-Teller yet again. However, Currently Oswald Franklin is in possession of the Dressed to Kill card, so you'll need to redraw that one (unless he decides to give it up for a different one)
Wildcat Hawkins
player, 785 posts
Texas Ranger
P5 T6 W0 F0 B1W2R1B Cha 2
Sat 15 Oct 2011
at 01:49
  • msg #42

Re: Adventure Card Usage

QC - Bullseye!
“Even plate mail has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a successful ranged attack.

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.

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.
This message was last updated by the player at 06:16, Mon 05 Dec 2011.
Alouette
player, 648 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sat 15 Oct 2011
at 07:26
  • msg #43

Re: Adventure Card Usage

We're smart! redraw:
KC - Not Today
“Missed me. Now it’s my turn.”
Spend a red or blue chip and play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. If you spent a red chip, the Marshal gets a draw from the fate pot.
Charging Bear
player, 529 posts
Native Warrior
P6T6 W:- F:- FC:W0R3B1
Mon 17 Oct 2011
at 14:21
  • msg #44

Re: Adventure Card Usage

10:20, Today: Charging Bear drew the single card: RJ! using a deck of 54 cards. Adventure Card redrew.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.

How's that one? I THINK someone has it though.
The Stray
GM, 1162 posts
The Marshal
'round these parts
Mon 17 Oct 2011
at 16:24
  • msg #45

Re: Adventure Card Usage

Gangatsu had it. As she isn't playing any more, it's up for grabs. Yay!
John Smith
player, 241 posts
Bennies W:3 R:2 B:2
P: 7/8 T: 6 W: 0 F; 0
Tue 18 Oct 2011
at 00:39
  • msg #46

Re: Adventure Card Usage

John Smith drew the single card: 7S using the Deadlands system. (Hey! It's taken as well!)

John Smith drew the single card: 6D using the Deadlands system. Again.  (Hey, that one looks familiar, oh look, I already have it!)

John Smith drew the single card: 5D using the Deadlands system. (Yay! One no one has! And I can see why... >.<)

5D - Spurred On
“Ride hard and we should make it by sundown.”
Spend a fate chip. The posse’s travel distance is doubled for a day or one character gains double Pace for one round.

That's like a spear of underwater action in a desert campaign. :P
The Stray
GM, 1166 posts
The Marshal
'round these parts
Tue 18 Oct 2011
at 00:59
  • msg #47

Re: Adventure Card Usage

I dunno. Double pace for one round can be kinda handy in a chase...I'll add a bit more to the card to make it useful for that very purpose.

5D - Spurred On
“Ride hard and we should make it by sundown.”
Spend a fate chip. 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.
This message was last edited by the GM at 01:00, Tue 18 Oct 2011.
John Smith
player, 242 posts
Bennies W:3 R:2 B:2
P: 7/8 T: 6 W: 0 F; 0
Tue 18 Oct 2011
at 06:57
  • msg #48

Re: Adventure Card Usage

I don't think that's necessary, I, like most message board browsing gamers, took the mature route and promptly posted a snide complaint about something they saw and didn't like before taking a good look at it.

I.E. I was only paying attention to the long term travel aspect of it. >.<
Alouette
player, 653 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 18 Oct 2011
at 06:59
  • msg #49

Re: Adventure Card Usage

Don't worry, Stray'll find you things to run away from!
The Stray
GM, 1167 posts
The Marshal
'round these parts
Tue 18 Oct 2011
at 07:00
  • msg #50

Re: Adventure Card Usage

And sooner than you think... }:D
The Stray
GM, 1247 posts
The Marshal
'round these parts
Wed 2 Nov 2011
at 18:33
  • msg #51

Re: Adventure Card Usage

Charging Bear uses his Reinforcements card! Fun (for me)!
Carl Allans
player, 205 posts
The Quiet One
P6 T5 Cha 0
Fri 4 Nov 2011
at 17:37
  • msg #52

Re: Adventure Card Usage

Used JC (Deadly Blow).
Alouette
player, 735 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Thu 10 Nov 2011
at 17:24
  • msg #53

Re: Adventure Card Usage

Intention! Barring convincing reason not to forthcoming before the Stray gets home from work, the dreaded Frying Pan card will be in play. PCs should bear in mind that a thunderstorm approaches, Alouette is the nearest thing to a metal pole in the vicinity, and everyone is standing in a wet street.
William Pierce
player, 1 post
Notorious Gunman
P5 T5 W0 F0 Cha # W2R1B0
Wed 16 Nov 2011
at 23:35
  • msg #54

Re: Adventure Card Usage

KH - Contact
“Reggie. You old scoundrel. How you’ve been?”
Spend a red or blue chip. 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. If you spent a red chip, the Marshal gets a draw from the fate pot.

BJ! - Quick Funeral

“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou
has control of that character for the first 24 hours after he has risen.

4S - Last Stand

“Stand together now!”
Spend a red or blue chip. Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt. The Marshal gets to draw a random chip from the fate pot.
The Stray
GM, 1322 posts
The Marshal
'round these parts
Thu 17 Nov 2011
at 02:06
  • msg #55

Re: Adventure Card Usage

After just mentioning to another player that chips can't be used to enhance damage, Wildcat proves me wrong by using her QC (Bull's eye) Card.

Well played, Wildcat. Well Played.
August Colby
player, 49 posts
Young would-be Ranger
P:5 T:6 W:0 F:0 W3-R2-B0
Sun 4 Dec 2011
at 17:54
  • msg #56

Re: Adventure Card Usage

Posting here before I forget, and stealing Adrian's table because it's pretty sweet.

Adventure Card:Description
QH - Love Interest“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.
KD - Sagebrush and Starlight“Sometimes a nap in the saddle is all you need!”
Play when a character has at least a half hour of undisturbed downtime to restore a character as if she had a full night’s rest. This restores all power points and removes all fatigue. The Marshal gets a draw from the fate pot.
4D - Tale Teller“It was a dark and stormy night…”
Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

A sad history of rolls:
22:53, Thu 01 Dec: August Colby drew the 3 cards: AD, QH, RJ! using the Deadlands system with rolls of . Adventure cards.
23:05, Thu 01 Dec: August Colby drew the 2 cards: QH, KD using the Deadlands system. Adventure card rerolls, bah.
23:09, Thu 01 Dec: August Colby drew the single card: 6D using the Deadlands system. Another adventure card re-draw.
23:09, Thu 01 Dec: August Colby drew the single card: KC using the Deadlands system. Another adventure card!
23:16, Thu 01 Dec: August Colby drew the single card: 4D using the Deadlands system. Adventure card ahoy.


05 Dec - Edited for revised card wording.
This message was last edited by the player at 18:14, Mon 05 Dec 2011.
William Pierce
player, 52 posts
Notorious Gunman
P5 T5 W2 F2 Cha 0 W0R0B0
Mon 5 Dec 2011
at 09:48
  • msg #57

Re: Adventure Card Usage

William Pierce:
BJ! - Quick Funeral</b>
“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou has control of that character for the first 24 hours after he has risen.


Reckon' I'll be playing that card now...
Adrian Vega
player, 138 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W1R1B2
Wed 7 Dec 2011
at 03:19
  • msg #58

Re: Adventure Card Usage

I'm going to go ahead and use my 7S - Karma Thief card to take a chip from Alistair Milburn - the best chip he's got! :)
The Stray
GM, 1407 posts
The Marshal
'round these parts
Wed 7 Dec 2011
at 03:42
  • msg #59

Re: Adventure Card Usage

Alistair is not a Wildcard. Still, you can have one of my Red Chips for your efforts.
Adrian Vega
player, 140 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W1R1B2
Wed 7 Dec 2011
at 03:51
  • msg #60

Re: Adventure Card Usage

Well, I won't argue with you there!

Karma Thief is back in the deck, peoples :)
Wildcat Hawkins
player, 956 posts
Texas Ranger
P5 T6 W0 F0 B0W1R2B Cha 2
Tue 13 Dec 2011
at 00:15
  • msg #61

Re: Adventure Card Usage

KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

6S - Renown

“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.

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.
Alouette
player, 821 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 13 Dec 2011
at 13:13
  • msg #62

Re: Adventure Card Usage

Keeping my own KC, drawing...

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.

KS - High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

For Alouette and Carl.
Charging Bear
player, 647 posts
Native Warrior
P6T6 W:2 F:- FC:W3R1B0L
Tue 13 Dec 2011
at 13:26
  • msg #63

Re: Adventure Card Usage

Keeping my Relic and drawing 3 new cards

08:24, Today: Charging Bear drew the 3 cards: 9S, 8C, JC using a deck of 54 cards. Adventure Cards.

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.

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.

8C - Riled Up
“That hurt. Now it’s my turn.”
Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.

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.

This message was last edited by the player at 19:03, Thu 15 Dec 2011.
William Pierce
player, 68 posts
Notorious Gunman
P5 T7 W3 F3 Cha 0 W3R1B0
Tue 13 Dec 2011
at 14:20
  • msg #64

Re: Adventure Card Usage

I'll keep my other two cards and draw a replacement for the Quick Funeral.

KH - Contact
“Reggie. You old scoundrel. How you’ve been?”
Spend a red or blue chip. 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. If you spent a red chip, the Marshal gets a draw from the fate pot.
4S - Last Stand
“Stand together now!”
Spend a red or blue chip. Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt. The Marshal gets to draw a random chip from the fate pot.
7H - Eulogy
“Arthur was a good man. Not so good with explosives, but a good man…”
Play after a PC dies and say a few words about his life to your comrades. Every PC present gets to draw 2 random fate chips. If at the end of an adventure, the extra draw occurs in the next game session.
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.
This message was last edited by the player at 09:50, Wed 30 May 2012.
August Colby
player, 74 posts
Young would-be Ranger
P:5 T:6 W:0 F:0 W1-R0-B0
Tue 13 Dec 2011
at 19:59
  • msg #65

Re: Adventure Card Usage

Adventure Card:Description
QH - Love Interest“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.
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.
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.

Jake Lawrence
player, 172 posts
Huckster
P4 T5 W0 F0 FC:W3R1B0L
Thu 15 Dec 2011
at 19:03
  • msg #66

Re: Adventure Card Usage

Used Revelation!
Mad Irish Murphy
player, 2 posts
P6 T5 W0 F0 Cha 0 W2R1B0
Mon 30 Apr 2012
at 07:25
  • msg #67

Re: Adventure Card Usage

I drew a bunch of cards because there will some be taken already, I guess...
09:25, Today: Mad Irish Murphy drew the 8 cards: JH, JS, QC, 9D, 2H, RJ!, AH, 5D using the Deadlands system. Adventure cards.

Hm. If I'm not mistaken, the first three are all available!
Adventure Card:Description
JH - Enemy“We meet again.”
Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw 2 extra fate chips each game session until the enemy is “retired.” You may only have one sworn enemy at a time.
JS - Epiphany“Beginner’s luck.”
Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session. The Marshal gets a draw from the fate pot.
QC - Bullseye!“Even plate mail has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a successful ranged attack.

</quote>
This message was last edited by the player at 07:31, Mon 30 Apr 2012.
Charging Bear
player, 758 posts
Native Warrior
P6T6 W:- F:- FC:W3R2B3L1
Mon 30 Apr 2012
at 13:05
  • msg #68

Re: Adventure Card Usage

Keeping
RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.

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.

09:03, Today: Charging Bear drew the 2 cards: 2S, 5C using a deck of 54 cards. Adventure Cards.

2S - Out of the Frying Pan
“Quick! Down this garbage chute!”
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.

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.
This message was last edited by the player at 17:00, Tue 22 May 2012.
Adrian Vega
player, 268 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R4B0
Mon 30 Apr 2012
at 18:22
  • msg #69

Re: Adventure Card Usage

Adventure Card:Description
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.
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.
6S - Renown“You’re the one who defeated the dragon
 of Innsburg?”

Play after completing a good deed of some import. You gain a permanent +1
 Charisma bonus toward those who have heard of you (typically a 50% chance).
 Charisma bonuses from multiple Renown cards do not stack.

Alouette
player, 988 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 30 Apr 2012
at 19:05
  • msg #70

Re: Adventure Card Usage

Only swapping one card, leaving...
KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

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.

KS - High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

aaand...

JH - Enemy
“We meet again.”
Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw 2 extra fate chips each game session until the enemy is “retired.” You may only have one sworn enemy at a time.

...all right, the game seems determined that Alouette makes it official.
Adrian Vega
player, 271 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R4B0
Mon 30 Apr 2012
at 19:50
  • msg #71

Re: Adventure Card Usage

By that, you mean that drawing the King of Spades makes it official that Alouette is going to challenge the Comanche war leader to a one on one fight?
Alouette
player, 990 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 30 Apr 2012
at 20:04
  • msg #72

Re: Adventure Card Usage

Oh no, just that it should draw extra chips for being beaten up by Gus (Gus literally beat it into incapacitation for following him around once, and shoots at it as often as possible because his snake spirit is terrified of it) until one day Gus hits it when the Hawk can actually get at him and ends up all over the ceiling.

Although I wouldn't be entirely surprised if the clank ended up having another danceoff with a powerful Comanche...
The Stray
GM, 1692 posts
The Marshal
'round these parts
Mon 30 Apr 2012
at 21:04
  • msg #73

Re: Adventure Card Usage

Though it's also possible Carl could use it to square off with Wildcat...
Carl Allans
player, 309 posts
The Quiet One
P6 T5 Cha 0
Mon 30 Apr 2012
at 21:14
  • msg #74

Re: Adventure Card Usage

Carl needs no card for that. Besides, he needs to not die of Comanches first, and there's always the possibility Wildcat'll realise Jesse was a person/challenge Carl to a snuggle fight instead. Which he'd lose very badly and wouldn't be able to shoot her for, since snuggling would be an overtly feminine thing to do and so attacking her would be Disrespect to Wimmin.
Carl Allans
player, 333 posts
The Quiet One
P6 T5 Cha 0
Fri 11 May 2012
at 17:36
  • msg #75

Re: Adventure Card Usage

Carl used KC *conditioningtwitch* it's super effective!
This message was last edited by the player at 17:37, Fri 11 May 2012.
Charging Bear
player, 818 posts
Native Warrior
P6T6 W:- F:- FC:W0R0B0
Tue 22 May 2012
at 17:01
  • msg #76

Re: Adventure Card Usage

Using Out of the Frying Pan
John Smith
player, 298 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Thu 9 Aug 2012
at 05:36
  • msg #77

Re: Adventure Card Usage

So these are what I last left off with. I never drew or used them. Do I still have these ones?

Adventure Card:Description
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.
AC - Lucky Break“Thank God I had that silver flask in my shirt pocket!”
Play this card to completely negate the damage from one attack. The Marshal gets to draw 2 random chips from the fate pot.
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.

This message was last edited by the player at 08:33, Thu 20 Sept 2012.
The Stray
GM, 1931 posts
The Marshal
'round these parts
Thu 9 Aug 2012
at 06:11
  • msg #78

Re: Adventure Card Usage

You still have them unless you want to discard them. I made a house rule a bit back that you can have cards others have, as long as you yourself don't have duplicate cards (since I was having trouble with the bookkeeping).

A REMINDER FOR EVERYONE!

We're coming up on the end of the session soon. Think about whether or not you want to use any of your Adventure Cards.
Adrian Vega
player, 403 posts
Harrowed Huckster
P4 T7 W0 F0 Cha 0 W2R1B1
Thu 9 Aug 2012
at 06:13
  • msg #79

Re: Adventure Card Usage

How soon is soon? :)
The Stray
GM, 1932 posts
The Marshal
'round these parts
Thu 9 Aug 2012
at 06:27
  • msg #80

Re: Adventure Card Usage

Within the next couple weeks, hopefully.
John Smith
player, 302 posts
Bennies W:1 R:0 B:2
P: 7/8 T: 6 W: 0 F; 0
Wed 15 Aug 2012
at 20:42
  • msg #81

Re: Adventure Card Usage

John will be using Spurred On should our encounter result in a chase.
William Pierce
player, 347 posts
Notorious Gunman
P6 T7 W1 F0 W0R0B0L1
Wed 22 Aug 2012
at 19:57
  • msg #82

Re: Adventure Card Usage

New cards for William and Murphy:

8S, KS, 6S

KS- High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

8S - Arcane Inspiration
Played by Murphy
“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.


6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.
This message was last edited by the player at 10:36, Sun 30 Sept 2012.
Augustus Spotswood
player, 250 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Wed 22 Aug 2012
at 20:15
  • msg #83

Re: Adventure Card Usage


Cards for Science!

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.


QH - Love Interest
“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.
Adrian Vega
player, 424 posts
Harrowed Huckster
P4 T8 W0 F0 Cha 0 W3R2B1
Wed 22 Aug 2012
at 21:52
  • msg #84

Re: Adventure Card Usage

I'm going to discard Feel It.

Redraw:
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
player, 1225 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 22 Aug 2012
at 22:05
  • msg #85

Re: Adventure Card Usage

Keeping KS (High Noon) in case of impromptu danceoffs, and drawing...

8C - Riled Up
“That hurt. Now it’s my turn.”

Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.

7S - Karma Thief

“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).

and

JH - Enemy

...every damn time! Hey, anyone want to trade for an enemy?
Charging Bear
player, 869 posts
Native Warrior
P6T6 W:1 F:- FC:W0R0B0
Tue 28 Aug 2012
at 19:01
  • msg #86

Re: Adventure Card Usage

Keeping
RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task. An item associated with your victory gains magical powers.

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.

14:59, Today: Charging Bear drew the 2 cards: 3S, JC using a deck of 54 cards. Adventure Cards.

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.

Already have the JC so pulling a new card
14:59, Today: Charging Bear drew the single card: 7S using a deck of 54 cards. Adventure Cards.

7S - Karma Thief
“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).
William Pierce
player, 373 posts
Notorious Gunman
P6 T7 W1 F0 W0R1B0
Sat 15 Sep 2012
at 07:41
  • msg #87

Re: Adventure Card Usage

Murphy uses Arcane Inspiration!
Alouette
player, 1277 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 21 Sep 2012
at 09:07
  • msg #88

Re: Adventure Card Usage

Alouette used KS- High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

...
William Pierce
player, 387 posts
Notorious Gunman
P6 T7 W1 F0 W0R0B0
Tue 2 Oct 2012
at 20:23
  • msg #89

Re: Adventure Card Usage

William Pierce:
New cards for William and Murphy:

8S, KS, 6S

KS- High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

8S - Arcane Inspiration
Played by Murphy
“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.


6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.


Adding from the Interlude:
AS - Ace - Played by William
“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.


QH - Love Interest

“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.

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.
This message was last edited by the player at 08:42, Sat 20 Oct 2012.
Carl Allans
player, 449 posts
The Quiet One
P6 T6 Cha 0
Sun 7 Oct 2012
at 16:28
  • msg #90

Re: Adventure Card Usage

Carl drew AH as his Interlude reward card

Here Comes The Cavalry

“I thought you guys would never get here.”

Help arrives on the scene from some source determined by the GM. The Marshal gets a draw from the fate pot.
This message was last edited by the player at 16:29, Sun 07 Oct 2012.
Carl Allans
player, 457 posts
The Quiet One
P6 T6 Cha 0
Fri 26 Oct 2012
at 19:42
  • msg #91

Re: Adventure Card Usage

Ehh...gonna make you say Bad Words and declare I play the above AH, 'cause even Murphs' orange chest hair isn't 100% proof against the supernatural.
William Pierce
player, 413 posts
Notorious Gunman
P6 T7 W0 F0 W4R1B1
Sun 4 Nov 2012
at 13:14
  • msg #92

Re: Adventure Card Usage

Cards for William and Murphy

KS- High Noon - Played by William
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.


6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.

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.

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.

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.
This message was last edited by the player at 09:58, Thu 06 Dec 2012.
Alouette
player, 1328 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sun 4 Nov 2012
at 19:28
  • msg #93

Re: Adventure Card Usage

Carl & Alouette's cards:

Keeping:

8C - Riled Up

“That hurt. Now it’s my turn.”

Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.

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


Drawing:

7C - Payback

“This is for my father!”
Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene. The Marshal gets to draw a random chip from the fate pot.


9H - Spill the Beans

“You don’t wanna get her riled, amigo.”

The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force. The Marshal gets a draw from the fate pot.
The Stray
GM, 2177 posts
The Marshal
'round these parts
Sun 4 Nov 2012
at 19:29
  • msg #94

Re: Adventure Card Usage

Alouette, since you're controlling 2 characters, you get 5 cards (since we're now Veteran Rank)
Alouette
player, 1329 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Sun 4 Nov 2012
at 19:35
  • msg #95

Re: Adventure Card Usage

Murphs! More 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.
Adrian Vega
player, 491 posts
The New Harbinger
P4 T8 W0 F0 Cha 0 W3R2B1
Mon 5 Nov 2012
at 17:20
  • msg #96

Re: Adventure Card Usage

I drew 8D - The Pass!
Augustus Spotswood
player, 286 posts
Scientist! 4W1R1B
P2T6F/W/ C -2
Mon 5 Nov 2012
at 17:39
  • msg #97

Re: Adventure Card Usage

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.

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.

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.

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.
Charging Bear
player, 927 posts
Native Warrior
P6T6 W:- F:- FC:W3R1B1L1
Wed 7 Nov 2012
at 15:54
  • msg #98

Re: Adventure Card Usage

Using Relic in CB's thread so that's gone

Keeping
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.

So 3 new cards for me
10:52, Today: Charging Bear drew the 3 cards: KD, 9C, AH using a deck of 54 cards. Adventure Cards.

KD - Sagebrush and Starlight
“Sometimes a nap in the saddle is all you need!”
Play when a character has at least a half hour of undisturbed downtime to restore a character as if she had a full night’s rest. This restores all power points and removes all fatigue. The Marshal gets a draw from the fate pot.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

AH - Here Comes The Cavalry
“I thought you guys would never get here.”
Help arrives on the scene from some source determined by the GM. The Marshal gets a draw from the fate pot.
This message was last edited by the player at 19:01, Wed 14 Nov 2012.
John Smith
player, 320 posts
Bennies W:5 R:1 B:0
P: 7/8 T: 6 W: 0 F; 0
Sat 10 Nov 2012
at 09:44
  • msg #99

Re: Adventure Card Usage

Guess this is what I get.

Adventure Card:Description
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.
KH - Contact“Reggie. You old scoundrel. How you’ve been?”
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.
QH - Love Interest“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.
2C - Uh-Oh“We’re gonna need a bigger boat.”
Play this card at the beginning of a combat. One foe you are facing (GM’s choice) has its Size and Strength increased two steps. Every player gets to draw 2 random fate chips.

Charging Bear
player, 931 posts
Native Warrior
P8(1)T6 W- F- FC:W1R1B2
Wed 14 Nov 2012
at 19:01
  • msg #100

Re: Adventure Card Usage

Used JC - Deadly Blow in Interlude: The Dream Quest of Charging Bear
This message was last edited by the player at 19:01, Wed 14 Nov 2012.
Carl Allans
player, 481 posts
The Quiet One
P6 T6 Cha 0
Wed 28 Nov 2012
at 21:17
  • msg #101

Re: Adventure Card Usage

Carl used 7S - Karma Thief...rather badly!
Alouette
player, 1365 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 14 Dec 2012
at 21:20
  • msg #102

Re: Adventure Card Usage

Since the rounds kinda got blown up with the building, gonna use 7C (Payback) on Gus.
The Stray
GM, 2316 posts
The Marshal
'round these parts
Mon 2 Dec 2013
at 23:04
  • msg #103

Re: Adventure Card Usage

Well, it's been a year, and I don't think anyone has used a card since the new session began.

So, It's time to REFRESH YOUR CARDS!

Everyone can keep one card from their stash, and redraw the rest. Since you're all Veteran Rank, you can have up to 4 cards, +1 card for each PC you're running (Extras and Henchmen don't count). And since Evans is now acting as my PC in Alouette's thread, I'm going to draw for him as well.
The Amazing Evans
NPC, 322 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Mon 2 Dec 2013
at 23:07
  • msg #104

Re: Adventure Card Usage

16:05, Mon 02 Dec 2013: The Amazing Evans drew the 4 cards: 3D, KC, 7S, 8S using the Deadlands system.

KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

3D - Mechanical Malfunction
“SPROING!”
A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.

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.

7S - Karma Thief
“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).
Alouette
GM, 1445 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 2 Dec 2013
at 23:32
  • msg #105

Re: Adventure Card Usage

Keeping:

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.

Drawing:

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”

Play after accomplishing an important task (such a character goal, a story point, or a dramatic event). An item associated with your victory gains magical powers, or such an object can be found after a search of the area.

2D - Noble Sacrifice
“Gotta take one for the team...”

Play when an adjacent ally suffers damage. You suffer the damage instead.

AC - Lucky Break
“Thank God I had that silver flask in my shirt pocket!”

Play this card to completely negate the damage from one attack. The Marshal gets to draw 2 random chips from the fate pot.

3C - Better You Than Me
“Fritz! They shot Fritz!”

Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Augustus Spotswood
NPC, 313 posts
Scientist! 3W2R1B1L
P2 T6 F/ W-0 C -2
Tue 3 Dec 2013
at 03:09
  • msg #106

Re: Adventure Card Usage

Keeping Arcane Inspiration.

New Draws:

6S - Renown
“You’re the one who defeated the dragon of Innsburg?”
Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). Charisma bonuses from multiple Renown cards do not stack.

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.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.
William Pierce
player, 510 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Tue 3 Dec 2013
at 11:09
  • msg #107

Re: Adventure Card Usage

Keeping:

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.

New cards:
12:08, Today: William Pierce drew the 4 cards: 2H, 10C, 4C, KC using the Deadlands system. Adventure cards for William and Murphy.

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.


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.”

KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

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.


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.
This message was last edited by the player at 20:59, Sat 15 Mar 2014.
Charging Bear
player, 1003 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B2
Tue 3 Dec 2013
at 14:49
  • msg #108

Re: Adventure Card Usage

Keeping
AH - Here Comes The Cavalry
“I thought you guys would never get here.”
Help arrives on the scene from some source determined by the GM. The Marshal gets a draw from the fate pot.

09:47, Today: Charging Bear drew the 4 cards: 6C, 10H, 9C, 8C using a deck of 54 cards. Adventure cards for CB and Bitter Waters.

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).

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.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

8C - Riled Up
“That hurt. Now it’s my turn.”
Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Wildcat Hawkins
player, 1168 posts
Texas Ranger
P5 T6 W0 F0 B1W2R4B Cha 2
Thu 5 Dec 2013
at 02:40
  • msg #109

Re: Adventure Card Usage

20:35, Today: Wildcat Hawkins drew the 3 cards: 2H, 2D, BJ! using the Deadlands system. New Shenanigans.

Retained "Not Today", it's too good.

Holy smokes, I think that's the second time I've drawn the Black Joker ever.


BJ! - Quick Funeral
“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou has control of that character for the first 24 hours after he has risen.

KC - Not Today
“Missed me. Now it’s my turn.”
Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot.

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.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.
The Stray
GM, 2329 posts
The Marshal
'round these parts
Thu 5 Dec 2013
at 02:45
  • msg #110

Re: Adventure Card Usage

Oh look! A Reinforcements card for me. I'll take that...you draw another card to replace it, please.
Wildcat Hawkins
player, 1170 posts
Texas Ranger
P5 T6 W0 F0 B1W3R5B Cha 2
Thu 5 Dec 2013
at 02:48
  • msg #111

Re: Adventure Card Usage

I draw some good ones.

20:46, Today: Wildcat Hawkins drew the single card: KS using the Deadlands system. Reinforcements Replacer.

Wow I am on fire with the Adventure Cards.


KS- High Noon
“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.
William Pierce
player, 513 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Thu 5 Dec 2013
at 08:40
  • msg #112

Re: Adventure Card Usage

Oh - I also have reinforcements.
Here's my re-draw. I'll also edit it in up above.

09:39, Today: William Pierce drew the single card: JD using the Deadlands system. Redraw adventure card.

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.”

Huh. Could I also use that to bolster my intimidation skill?
John Smith
player, 334 posts
Bennies W:5 R:1 B:0
P: 7/8 T: 6 W: 0 F; 0
Wed 26 Mar 2014
at 01:59
  • msg #113

Re: Adventure Card Usage

Missed the redraw, so here's what I have. Accidentally drew 4, so keeping the first three and ignoring 10H, Keeping 8S - Arcane Inspiration

Adventure Card:Description
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.
10S - Get a Clue“Wait! I’ve got an idea!”
Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. The Marshal gets a draw from the fate pot.
7H - Eulogy“Arthur was a good man. Not so good with explosives, but a good man…”
Play after a PC dies and say a few words about his life to your comrades. Every PC present gets to draw 2 random fate chips. If at the end of an adventure, the extra draw occurs in the next game session.
KS- High Noon“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.

Adrian Vega
player, 625 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W2R3B2
Thu 27 Mar 2014
at 11:54
  • msg #114

Re: Adventure Card Usage

I'm a few months late on this as well, but I also didn't do the redraw as I was supposed to have done. I'm keeping Mysterious Treasure and drawing three more.

07:48, Today: Adrian Vega drew the 3 cards: JD, QC, 7C using the Deadlands system. Adventure Cards Redraw.

Here's what I ended up with:

Adventure Card:Description
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.
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.”
QC - Bullseye!“Even plate mail has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a
successful ranged attack.
7C - Payback“This is for my father!”
Play on an opposing Wild Card. Your attacks and damage against him are made at
+2 for the duration of the scene. The Marshal gets to draw a random chip from
the fate pot.

Sister Sarah
player, 2 posts
Hellfire preachin'
P# T# W0 F0 R#W#B# Cha #
Wed 7 May 2014
at 08:12
  • msg #115

Re: Adventure Card Usage

01:07, Today: Sister Sarah drew the 4 cards: 3H, 5D, 3S, 10S using a deck of 54 cards. Adventure Cards.

Looks like I have:

3H - Snake Oil
“Step right up for Dr. Bitz’s Miracle Elixir!”
Play at any time. A snake oil salesman arrives in the middle of the scene, complete with wagon and entourage, promoting his wares.

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.

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.

10S - Get a Clue
“Wait! I’ve got an idea!”
Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. The Marshal gets a draw from the fate pot.

Is anyone interested in trading for Spurred On?
Adrian Vega
player, 702 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W5R2B2
Mon 12 May 2014
at 23:24
  • msg #116

Re: Adventure Card Usage

I'm going to play the following:

7C - Payback“This is for my father!”
Play on an opposing Wild Card. Your attacks and damage against him are made at
+2 for the duration of the scene. The Marshal gets to draw a random chip from
the fate pot.

Alouette
GM, 1569 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 12 May 2014
at 23:37
  • msg #117

Re: Adventure Card Usage

Fair enough. You'll have to out-Agility him if you mean to attack immediately/without Taunting etc. to get him before he gets Evans. Then, in the unlikely event that the entire room isn't locked in a Mexican standoff, we can go to combat.
Adrian Vega
player, 703 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W4R1B2
Mon 12 May 2014
at 23:42
  • msg #118

Re: Adventure Card Usage

Oh...I didn't know we weren't in combat already - in that case, I'll hold my use of the card till we're in combat. I don't want the card's effects to expire in a scene where we're not technically in a fight.
This message was last edited by the player at 23:42, Mon 12 May 2014.
Alouette
GM, 1570 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 13 May 2014
at 00:01
  • msg #119

Re: Adventure Card Usage

Remember that Adrian is peeved because Spades has shot him that afternoon (as well as for murdering him).

Spades already knows making more holes in Adrian doesn't stop him; as far as Spades is concerned, he's proving to Harry, Dave, and any other parties that might be neutral that Adrian is a monster who needs disposing of. Additionally, he understands Evans being on his case as a lawman, but the fact that Evans has now proved he knows his deputy is something Spades can only parse as a demon terrifies him.

It's basically naked vivicisim.
The Amazing Evans
NPC, 436 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 9 Sep 2014
at 02:16
  • msg #120

Re: Adventure Card Usage

Keeping my KC (Not Today!) and 8S (Arcane Inspiration) cards. Discarding 3D (Mechanical Malfunction) and 7S (Karma Thief) cards.

19:14, Today: The Amazing Evans drew the 2 cards: 4C, 5C using the Deadlands system.

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.

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, 2436 posts
The Marshal
'round these parts
Tue 9 Sep 2014
at 02:18
  • msg #121

Re: Adventure Card Usage

As the GM, I still have 2 unused Reinforcements cards.Just lettin' y'all know that.
Sister Sarah
player, 86 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B2 Cha2+2
Tue 9 Sep 2014
at 08:14
  • msg #122

Re: Adventure Card Usage

01:11, Today: Sister Sarah drew the 3 cards: 5H, 9C, AD using a deck of 54 cards. Adventure Cards.

Keeping 10S: Get a Clue.  New cards:

5H - Villainous Verbosity
“Hah! You fools! Did you really think you could thwart such an ingenious plan?”
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.

9C - Let’s Settle This
“You gonna skin that smokewagon or just stand there and bleed?”
Spend a fate chip and play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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.
William Pierce
player, 678 posts
Vampire... Hunter
P6 T7 W0 F0 W0R3B1
Wed 10 Sep 2014
at 08:35
  • msg #123

Re: Adventure Card Usage

2S - Out of the Frying Pan
“Quick! Down this garbage chute!”
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.

10S - Get a Clue
“Wait! I’ve got an idea!”
Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. The Marshal gets a draw 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.


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.


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.
This message was last edited by the player at 10:01, Tue 06 Oct 2015.
Adrian Vega
player, 828 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W0R1B1
Wed 10 Sep 2014
at 18:28
  • msg #124

Re: Adventure Card Usage

Tossing all, here's the redraw:

13:22, Today: Adrian Vega drew the single card: 7C using the Deadlands system. Adventure Card.
13:21, Today: Adrian Vega drew the single card: 3D using the Deadlands system. Adventure Card.
13:20, Today: Adrian Vega drew the single card: 7D using the Deadlands system. Adventure Card.
11:44, Yesterday: Adrian Vega drew the single card: KD using the Deadlands system. Adventure Card.

Adventure Card:Description
KD - Sagebrush and Starlight“Sometimes a nap in the saddle is all you need!”
Play when a character has at least a half hour of undisturbed downtime to restore a character
as if she had a full night’s rest. This restores all power points and removes all fatigue.
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.
3D - Mechanical Malfunction“SPROING!”
A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
7C - Payback“This is for my father!”
Play on an opposing Wild Card. Your attacks and damage against him are made at
+2 for the duration of the scene. The Marshal gets to draw a random chip from
the fate pot.

Alouette
GM, 1687 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 10 Sep 2014
at 22:56
  • msg #125

Re: Adventure Card Usage

Keeping the 4 I've still got:
RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task (such a character goal, a story point, or a dramatic event). An item associated with your victory gains magical powers, or such an object can be found after a search of the area.

2D - Noble Sacrifice

“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

AC - Lucky Break

“Thank God I had that silver flask in my shirt pocket!”
Play this card to completely negate the damage from one attack. The Marshal gets to draw 2 random chips from the fate pot.

3C - Better You Than Me

“Fritz! They shot Fritz!”
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.


plus 1 for the advance, 1 for multiple characters:
7H - Eulogy
“Arthur was a good man. Not so good with explosives, but a good man…”

Play after a PC dies and say a few words about his life to your comrades. Every PC present gets to draw 2 random fate chips. If at the end of an adventure, the extra draw occurs in the next game session.

KC - Not Today
“Missed me. Now it’s my turn.”

Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. The Marshal gets a draw from the fate pot

Wildcat Hawkins
player, 1241 posts
Texas Ranger
P5 T6 W0 F0 B1W2R5 Cha 2
Thu 11 Sep 2014
at 22:03
  • msg #126

Re: Adventure Card Usage

If her player returns, she can veto any of my choices here, but meanwhile, draw for Wildcat:

Keeping:

BJ! - Quick Funeral

“I guess it wasn’t my time.”
Play on any character that has died. That character returns to the game harrowed. However, the Manitou has control of that character for the first 24 hours after he has risen.


KS- High Noon

“Let’s settle this once and for all.”
Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with a one-on-one duel.



Drawing:

QH - Love Interest

“Come here often?”
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of his/her abilities, but may frequently cause trouble as well.

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.


Now that's a Hawkins card.
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.


Tres Interessant
Sign In