Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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“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. | |
Play this card to completely negate the damage from one attack. The Marshal gets to draw 2 random chips from the fate pot. | |
“To me!” Spend a fate chip and play to cause all allies in sight and/or hearing to immediately lose their Shaken status. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |
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. |
Adventure Card: | Description |
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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. |
Adventure Card: | Description |
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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. |