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. |