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Adventure Card Usage.

Posted by The StrayFor group 0
Alouette
player, 1365 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Fri 14 Dec 2012
at 21:20
  • msg #102

Re: Adventure Card Usage

Since the rounds kinda got blown up with the building, gonna use 7C (Payback) on Gus.
The Stray
GM, 2316 posts
The Marshal
'round these parts
Mon 2 Dec 2013
at 23:04
  • msg #103

Re: Adventure Card Usage

Well, it's been a year, and I don't think anyone has used a card since the new session began.

So, It's time to REFRESH YOUR CARDS!

Everyone can keep one card from their stash, and redraw the rest. Since you're all Veteran Rank, you can have up to 4 cards, +1 card for each PC you're running (Extras and Henchmen don't count). And since Evans is now acting as my PC in Alouette's thread, I'm going to draw for him as well.
The Amazing Evans
NPC, 322 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Mon 2 Dec 2013
at 23:07
  • msg #104

Re: Adventure Card Usage

16:05, Mon 02 Dec 2013: The Amazing Evans drew the 4 cards: 3D, KC, 7S, 8S using the Deadlands system.

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.

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.

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.

7S - Karma Thief
“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).
Alouette
GM, 1445 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 2 Dec 2013
at 23:32
  • msg #105

Re: Adventure Card Usage

Keeping:

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.

Drawing:

RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”

Play after accomplishing an important task (such a character goal, a story point, or a dramatic event). An item associated with your victory gains magical powers, or such an object can be found after a search of the area.

2D - Noble Sacrifice
“Gotta take one for the team...”

Play when an adjacent ally suffers damage. You suffer the damage instead.

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.

3C - Better You Than Me
“Fritz! They shot Fritz!”

Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
Augustus Spotswood
NPC, 313 posts
Scientist! 3W2R1B1L
P2 T6 F/ W-0 C -2
Tue 3 Dec 2013
at 03:09
  • msg #106

Re: Adventure Card Usage

Keeping Arcane Inspiration.

New Draws:

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.

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.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.
William Pierce
player, 510 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Tue 3 Dec 2013
at 11:09
  • msg #107

Re: Adventure Card Usage

Keeping:

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.

New cards:
12:08, Today: William Pierce drew the 4 cards: 2H, 10C, 4C, KC using the Deadlands system. Adventure cards for William and Murphy.

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.


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.”

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.

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.


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.
This message was last edited by the player at 20:59, Sat 15 Mar 2014.
Charging Bear
player, 1003 posts
Native Warrior
P8(1)T6 W- F1 FC:W-R1B2
Tue 3 Dec 2013
at 14:49
  • msg #108

Re: Adventure Card Usage

Keeping
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.

09:47, Today: Charging Bear drew the 4 cards: 6C, 10H, 9C, 8C using a deck of 54 cards. Adventure cards for CB and Bitter Waters.

6C- Flesh Wound
“Get up, Hicks. You ain’t foolin’ anyone.”
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).

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.

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.

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.
Wildcat Hawkins
player, 1168 posts
Texas Ranger
P5 T6 W0 F0 B1W2R4B Cha 2
Thu 5 Dec 2013
at 02:40
  • msg #109

Re: Adventure Card Usage

20:35, Today: Wildcat Hawkins drew the 3 cards: 2H, 2D, BJ! using the Deadlands system. New Shenanigans.

Retained "Not Today", it's too good.

Holy smokes, I think that's the second time I've drawn the Black Joker ever.


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.

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.

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.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.
The Stray
GM, 2329 posts
The Marshal
'round these parts
Thu 5 Dec 2013
at 02:45
  • msg #110

Re: Adventure Card Usage

Oh look! A Reinforcements card for me. I'll take that...you draw another card to replace it, please.
Wildcat Hawkins
player, 1170 posts
Texas Ranger
P5 T6 W0 F0 B1W3R5B Cha 2
Thu 5 Dec 2013
at 02:48
  • msg #111

Re: Adventure Card Usage

I draw some good ones.

20:46, Today: Wildcat Hawkins drew the single card: KS using the Deadlands system. Reinforcements Replacer.

Wow I am on fire with the Adventure Cards.


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, 513 posts
Notorious Gunman
P6 T7 W0 F0 W0R0B0
Thu 5 Dec 2013
at 08:40
  • msg #112

Re: Adventure Card Usage

Oh - I also have reinforcements.
Here's my re-draw. I'll also edit it in up above.

09:39, Today: William Pierce drew the single card: JD using the Deadlands system. Redraw adventure card.

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.”

Huh. Could I also use that to bolster my intimidation skill?
John Smith
player, 334 posts
Bennies W:5 R:1 B:0
P: 7/8 T: 6 W: 0 F; 0
Wed 26 Mar 2014
at 01:59
  • msg #113

Re: Adventure Card Usage

Missed the redraw, so here's what I have. Accidentally drew 4, so keeping the first three and ignoring 10H, Keeping 8S - Arcane Inspiration

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.
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.

Adrian Vega
player, 625 posts
I'm dead...and I'm pissed
P4 T8 W0 F0 Cha 0 W2R3B2
Thu 27 Mar 2014
at 11:54
  • msg #114

Re: Adventure Card Usage

I'm a few months late on this as well, but I also didn't do the redraw as I was supposed to have done. I'm keeping Mysterious Treasure and drawing three more.

07:48, Today: Adrian Vega drew the 3 cards: JD, QC, 7C using the Deadlands system. Adventure Cards Redraw.

Here's what I ended up with:

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.
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.

Sister Sarah
player, 2 posts
Hellfire preachin'
P# T# W0 F0 R#W#B# Cha #
Wed 7 May 2014
at 08:12
  • msg #115

Re: Adventure Card Usage

01:07, Today: Sister Sarah drew the 4 cards: 3H, 5D, 3S, 10S using a deck of 54 cards. Adventure Cards.

Looks like I have:

3H - Snake Oil
“Step right up for Dr. Bitz’s Miracle Elixir!”
Play at any time. A snake oil salesman arrives in the middle of the scene, complete with wagon and entourage, promoting his wares.

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.

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.

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.

Is anyone interested in trading for Spurred On?
Adrian Vega
player, 702 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W5R2B2
Mon 12 May 2014
at 23:24
  • msg #116

Re: Adventure Card Usage

I'm going to play the following:

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.

Alouette
GM, 1569 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Mon 12 May 2014
at 23:37
  • msg #117

Re: Adventure Card Usage

Fair enough. You'll have to out-Agility him if you mean to attack immediately/without Taunting etc. to get him before he gets Evans. Then, in the unlikely event that the entire room isn't locked in a Mexican standoff, we can go to combat.
Adrian Vega
player, 703 posts
Conqueror of Melons
P4 T8 W0 F0 Cha 0 W4R1B2
Mon 12 May 2014
at 23:42
  • msg #118

Re: Adventure Card Usage

Oh...I didn't know we weren't in combat already - in that case, I'll hold my use of the card till we're in combat. I don't want the card's effects to expire in a scene where we're not technically in a fight.
This message was last edited by the player at 23:42, Mon 12 May 2014.
Alouette
GM, 1570 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Tue 13 May 2014
at 00:01
  • msg #119

Re: Adventure Card Usage

Remember that Adrian is peeved because Spades has shot him that afternoon (as well as for murdering him).

Spades already knows making more holes in Adrian doesn't stop him; as far as Spades is concerned, he's proving to Harry, Dave, and any other parties that might be neutral that Adrian is a monster who needs disposing of. Additionally, he understands Evans being on his case as a lawman, but the fact that Evans has now proved he knows his deputy is something Spades can only parse as a demon terrifies him.

It's basically naked vivicisim.
The Amazing Evans
NPC, 436 posts
Dodgy Marshal
P2 T5 W0 F0 B2
Tue 9 Sep 2014
at 02:16
  • msg #120

Re: Adventure Card Usage

Keeping my KC (Not Today!) and 8S (Arcane Inspiration) cards. Discarding 3D (Mechanical Malfunction) and 7S (Karma Thief) cards.

19:14, Today: The Amazing Evans drew the 2 cards: 4C, 5C using the Deadlands system.

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.

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.
The Stray
GM, 2436 posts
The Marshal
'round these parts
Tue 9 Sep 2014
at 02:18
  • msg #121

Re: Adventure Card Usage

As the GM, I still have 2 unused Reinforcements cards.Just lettin' y'all know that.
Sister Sarah
player, 86 posts
Hellfire preachin'
P5 T6 W0 F0 R1W2B2 Cha2+2
Tue 9 Sep 2014
at 08:14
  • msg #122

Re: Adventure Card Usage

01:11, Today: Sister Sarah drew the 3 cards: 5H, 9C, AD using a deck of 54 cards. Adventure Cards.

Keeping 10S: Get a Clue.  New cards:

5H - Villainous Verbosity
“Hah! You fools! Did you really think you could thwart such an ingenious plan?”
Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. 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.

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.
William Pierce
player, 678 posts
Vampire... Hunter
P6 T7 W0 F0 W0R3B1
Wed 10 Sep 2014
at 08:35
  • msg #123

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.

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.

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.


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.


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.
This message was last edited by the player at 10:01, Tue 06 Oct 2015.
Adrian Vega
player, 828 posts
Conqueror of Melons
P4 T9 W0 F0 Cha 0 W0R1B1
Wed 10 Sep 2014
at 18:28
  • msg #124

Re: Adventure Card Usage

Tossing all, here's the redraw:

13:22, Today: Adrian Vega drew the single card: 7C using the Deadlands system. Adventure Card.
13:21, Today: Adrian Vega drew the single card: 3D using the Deadlands system. Adventure Card.
13:20, Today: Adrian Vega drew the single card: 7D using the Deadlands system. Adventure Card.
11:44, Yesterday: Adrian Vega drew the single card: KD using the Deadlands system. Adventure Card.

Adventure Card:Description
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.

Alouette
GM, 1687 posts
Automaton/Angel
P4 T8(2) W0 F0 B3 Cha -3
Wed 10 Sep 2014
at 22:56
  • msg #125

Re: Adventure Card Usage

Keeping the 4 I've still got:
RJ! - Relic
“This is the sword that cleft the witchking from crotch to chin.”
Play after accomplishing an important task (such a character goal, a story point, or a dramatic event). An item associated with your victory gains magical powers, or such an object can be found after a search of the area.

2D - Noble Sacrifice

“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

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.

3C - Better You Than Me

“Fritz! They shot Fritz!”
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.


plus 1 for the advance, 1 for multiple characters:
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.

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

Wildcat Hawkins
player, 1241 posts
Texas Ranger
P5 T6 W0 F0 B1W2R5 Cha 2
Thu 11 Sep 2014
at 22:03
  • msg #126

Re: Adventure Card Usage

If her player returns, she can veto any of my choices here, but meanwhile, draw for Wildcat:

Keeping:

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.


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.



Drawing:

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.

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.


Now that's a Hawkins card.
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