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Adventure Card Usage.

Posted by The StrayFor group 0
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
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