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Adventure Card Usage.

Posted by The StrayFor group 0
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!
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