Aventure Cards use!   Posted by The Stray.Group: 0
James Wilder
 player, 476 posts
 Gunslinger
 P5 T6 F- W- FC:W3R1B0
Tue 31 Jan 2017
at 17:50
Re: Aventure Cards use!
09:47, Today: James Wilder drew the 3 cards: 7S, JC, 9H using a deck of 54 cards.  Adventure Cards.

7S - Karma Thief
“The hell?”
Play Anytime. Take a fate chip of any color from any other Wild Card (including foes and other player characters) or from the GM's pool of Fate Chips.

JC - Deadly Blow
“Oooh! That’ll leave a mark!”
Play after damage is rolled to double the total of a successful melee attack.

9H - Spill the Beans
“You don’t wanna get her riled, amigo.”
Play anytime. The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, trickery, or force.
Moses
 player, 519 posts
 A prophet or a lunatic?
 P6 T8 W0F0 Cha-2 W4R3B3L1
Tue 31 Jan 2017
at 21:50
Re: Aventure Cards use!
The Stray:
Looks like we have a JH! Moses, which character did you want to apply this to?


Depends - maybe Zek wants an enemy?
Ezekiel Starkweather
 player, 286 posts
 Mountain Man
 P6 T10 W0 F0 Cha 0 w1r3b2
Tue 31 Jan 2017
at 22:03
Re: Aventure Cards use!
In reply to Moses (msg # 142):

Are you sure? Heck I am gonna be making tons of enemies anyways - but I would not give up that card if i was you. It gives you extra fate chips, and every time that foe shows up=more fate chips.

This message was last edited by the player at 22:05, Tue 31 Jan 2017.

Logan West
 player, 277 posts
 U.S. Marshal
 P6 T5 W0 F0 Cha+2 1W0R4B
Wed 1 Feb 2017
at 00:16
Re: Aventure Cards use!
Adventure Card:Description
JC - Deadly Blow“Oooh! That’ll leave a mark!”
Play after damage is rolled to double the total of a successful melee attack.
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.
9S - Revelation“I read about this once…”
Play anytime. Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a villain's weakness, the answer to a riddle or cipher, etc. The GM gets a Fate Chip.
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.
2H - Reinforcements”They’re everywhere! Game Over, man!”
Give this card to the GM and draw again. He may play this card whenever he likes this session. Play during combat. Reinforcements arrive for the bad guys. The exact number and type is up to the GM. Every player character immediately gains 2 Fate Chips.

This message was last edited by the player at 02:37, Thu 02 Feb 2017.

The Stray
 GM, 1958 posts
 The Marshal
 'round these parts
Wed 1 Feb 2017
at 00:48
Re: Aventure Cards use!
Moses:
The Stray:
Looks like we have a JH! Moses, which character did you want to apply this to?


Depends - maybe Zek wants an enemy?


Read it. It applies immediately. It's like the Reinforcements or Uh-Oh cards.
Ezekiel Starkweather
 player, 287 posts
 Mountain Man
 P6 T10 W0 F0 Cha 0 w1r3b2
Wed 1 Feb 2017
at 00:49
Re: Aventure Cards use!
In reply to The Stray (msg # 145):

Ah, so he cant trade it to me, but the card he draws right away he could trade.
Moses
 player, 520 posts
 A prophet or a lunatic?
 P6 T8 W0F0 Cha-2 W0R0B3L1
Wed 1 Feb 2017
at 19:20
Re: Aventure Cards use!
The Stray:
Moses:
The Stray:
Looks like we have a JH! Moses, which character did you want to apply this to?


Depends - maybe Zek wants an enemy?


Read it. It applies immediately. It's like the Reinforcements or Uh-Oh cards.


Oh, I see... Then Moses shall have a new enemy. Leopold has enough going against him already. So do I re-draw another card for that?
The Stray
 GM, 1961 posts
 The Marshal
 'round these parts
Wed 1 Feb 2017
at 19:28
Re: Aventure Cards use!
Yup.
Ezekiel Starkweather
 player, 288 posts
 Mountain Man
 P6 T10 W0 F0 Cha 0 w1r3b2
Wed 1 Feb 2017
at 19:30
Re: Aventure Cards use!
In reply to Moses (msg # 147):

I still wanna trade when you are ready!

:)
Moses
 player, 521 posts
 A prophet or a lunatic?
 P6 T8 W0F0 Cha-2 W0R0B3L1
Wed 1 Feb 2017
at 20:27
Re: Aventure Cards use!

21:26, Today: Moses drew the single card: AH using the Deadlands system.  new adventure card.

Updated my entry.
Moses
 player, 522 posts
 A prophet or a lunatic?
 P6 T8 W0F0 Cha-2 W0R0B3L1
Wed 1 Feb 2017
at 20:29
Re: Aventure Cards use!
Ezekiel Starkweather:
In reply to Moses (msg # 147):

I still wanna trade when you are ready!

:)


Want NOT TODAY?
Ezekiel Starkweather
 player, 289 posts
 Mountain Man
 P6 T10 W0 F0 Cha 0 w1r3b2
Wed 1 Feb 2017
at 20:34
Re: Aventure Cards use!
In reply to Moses (msg # 151):

Sure!

:)
Trace Hargrave
 player, 74 posts
 Drifter
 P5 T6 W0 F0 Cha0 W0 R1 B1
Fri 3 Feb 2017
at 14:40
Re: Aventure Cards use!
Kept this:

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.

Discarded these:

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.

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).

Drew these:

JH - Enemy
"We meet again"
Play immediately when drawn. 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.

(Wonderful...)

9D - Liquid Courage
“Just a quick nip and I'll be fine.”
Play anytime. Your character gains a +4 bonus to Fear checks or a +2 bonus to recover from being Shaken for the rest of the current scene.
The Stray
 GM, 1963 posts
 The Marshal
 'round these parts
Fri 3 Feb 2017
at 16:28
Re: Aventure Cards use!
Redraw for the Enemy card. You get the bonus bennies right away. I'll have to think on the enemy.
Moses
 player, 524 posts
 A prophet or a lunatic?
 P6 T8 W0F0 Cha-2 W0R0B3L1
Fri 3 Feb 2017
at 16:40
Re: Aventure Cards use!
By the by...


17:38, Today: Moses rolled 68 using 2d36, rerolling max with rolls of (36+12)48,20.  Chips for enemy

Soooo... Another legend chip for Moses?
Trace Hargrave
 player, 75 posts
 Drifter
 P5 T6 W0 F0 Cha0 W0 R1 B1
Fri 3 Feb 2017
at 16:46
Re: Aventure Cards use!
10:30, Today: Trace Hargrave drew the single card: 6H using a deck of 54 cards.  Adventure Card Draw.

6H-Parley
“I call on the ancient rite of parley!”
Play anytime. 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.
The Stray
 GM, 1965 posts
 The Marshal
 'round these parts
Fri 3 Feb 2017
at 16:52
Re: Aventure Cards use!
In reply to Moses (msg # 155):

Looks like.

@Trace

Zombie Parley!
Gazes At Stars
 player, 1 post
 Portents and Omens
 P8 T6(1) Ch0 F0 W0 w0r3b0
Sun 5 Feb 2017
at 07:10
Re: Aventure Cards use!
23:07, Today: Gazes At Stars drew the 3 cards: 8C, AD, AH using a deck of 54 cards.

AD - Mysterious Treasure!
"Ah...my precious..."
Play when your hero searches an area for loot. Your character finds a minor Relic of some sort. The GM uses the Relic table, discarding Kings, Aces, and Jokers until a lower card is drawn.

This message was last edited by the player at 07:55, Sun 05 Feb 2017.

Tan Xiaohan
 Screaming Rabbit, 1104 posts
 Born to run
 P5 T5 W0 F0 Cha 0 W1R3B1
Sun 5 Feb 2017
at 17:55
Re: Aventure Cards use!
Playing my 10H (Peace) card to make Sitting Bull marginally less grumpy.
The Stray
 GM, 1983 posts
 The Marshal
 'round these parts
Tue 7 Feb 2017
at 02:11
Re: Aventure Cards use!
Playing this...

quote:
2H - Reinforcements
"They’re everywhere! Game Over, man!"
Give this card to the GM and draw again. He may play this card whenever he likes this session. Play during combat. Reinforcements arrive for the bad guys. The exact number and type is up to the GM. Every player character immediately gains 2 Fate Chips.


Except that in this case, the Reinforcements are just working at cross-purposes with the PCs, not actually bad guys...and they don't like deaders, either.
Catherine Hays Cox
 player, 205 posts
 Texas Ranger
 P5 T6 W0 F0 Cha0 W5R0B0L0
Wed 15 Feb 2017
at 16:58
Re: Aventure Cards use!
Pitching the old cards and drawing anew.


08:54, Today: Catherine Hays Cox drew the 4 cards: 4H, 7S, BJ!, JC using a deck of 54 cards.  Adv cards.

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.

7S - Karma Thief
“The hell?”
Play Anytime. Take a fate chip of any color from any other Wild Card (including foes and other player characters) or from the GM's pool of Fate Chips.

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 group adopts you and your party as local heroes, and you can always find aid with them. You gain +2 Charisma when dealing with them.

JC - Deadly Blow
“Oooh! That’ll leave a mark!”
Play after damage is rolled to double the total of a successful melee attack.
Logan West
 player, 301 posts
 U.S. Marshal
 P6 T5 W0 F0 Cha+2 1W0R4B
Sat 18 Feb 2017
at 03:45
Re: Aventure Cards use!
Drawing a card to replace my reinforcements

9H - Spill the Beans
    “You don’t wanna get her riled, amigo.”
    Play anytime. The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, trickery, or force.

Thunder Walker
 player, 468 posts
 P8 T6 W0 F0 Cha # 2W0R2B
 Lion!Walker P8 T8
Thu 16 Mar 2017
at 12:13
Re: Aventure Cards use!
Trading my 4H (Folk Hero) to Moses for his 10C (Second Wind).

Then promptly using that 10C.
Gazes At Stars
 player, 57 posts
 Omens 16/20p T11(5)
 P8 T6(1) F0 W0 w3r1b0
Thu 16 Mar 2017
at 17:51
Re: Aventure Cards use!
Playing Here Comes the Cavalry AH
Moses
 player, 565 posts
 A prophet or a lunatic?
 P6 T8 W0F0 Cha-2 W1R0B1L2
Thu 16 Mar 2017
at 18:52
Re: Aventure Cards use!
Reposting for easier reference:
Moses:
Discarding and drawing everything new...

15:33, Today: Moses drew the 4 cards: JC, JH, 10C, KC using the Deadlands system.  Adventure Cards.

AH - Here Comes The Cavalry
“I thought you guys would never get here.”
Play anytime. Help arrives on the scene from some source determined by the GM, usually in the form of allied Extras or Wild Cards.

5C- Feel It
“It’s like the gun took over and aimed itself”
Play anytime. Make a called shot with a ranged weapon with no penalties.

JC - Deadly Blow
“Oooh! That’ll leave a mark!”
Play after damage is rolled to double the total of a successful melee attack.

10C - Second Wind

“I’m feeling much better now.”
Play anytime 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 GM gets a Fate Chip.
- Traded with Thunder Walker

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.