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Adventure Card Usage.

Posted by The StrayFor group 0
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)!
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