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Aventure Cards use!

Posted by The StrayFor group 0
The Stray
GM, 9 posts
The Marshal
'round these parts
Wed 15 Aug 2012
at 18:31
  • msg #1

Aventure Cards use!

I am implementing the Adventure Deck (with heavy modifications) for this game.

Using the Adventure Deck is as simple as everything else in Savage Worlds (TM). Just use the Deck of 54 to draw 1 card plus 1 card per Rank (Novices get two cards, Seasoned get three, and so on). Each player keeps all his cards, but may only play one each game session (defined as the periods between times I award Experience) unless they spend a Fate Chip to use the extra cards.

Players may also trade cards at any time, but this must be a trade—you can never just give them away.

The players can use these cards whenever they want during the game, or as spelled out on the individual cards. Many cards also have a Fate Chip expenditure listed on them as an additional cost to play the card. If a color isn't specified, you can use any color fate chip for the cost. Some cards allow the Marshal a draw from the fate pot - these are listed in the card description.

Any unused cards are discarded at the end of the game session.

Please use this thread to keep track of your cards, so I know what you have. You can also use the Scratch Pad to keep track.

Card List:

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.


RJ! - Relic
    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. (See GM’s Guide.)


Spades

AS - Ace
    “Never tell me the odds.”
    Play instead of rolling to make a trait test with a single automatic raise. The GM gets a Fate Chip.


KS- High Noon
    "This is between you and me, Kaje!"
    Play when in group combat. Combat stops. Your character and the leader of the opposing group settle the fight with some sort of one-on-one duel.


QS - Adrenaline Surge
    “Woah! He went Matrix on 'em!”
    Play in combat. Your hero gets an additional and immediate turn (including new movement). The GM gets a Fate Chip.


JS - Extra Effort
    Impressive! Most impressive."
    Play Anytime Add 1d6+2 to any Trait roll. This roll may Ace.


10S - Get a Clue
    “Wait! I’ve got an idea!”
    Play anytime for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.


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.


8S - Arcane Inspiration
    "I have no idea how I did that.
    Play anytime. A character with an Arcane Background can either use on of his powers as a free action or use a power he doesn't have. The GM gets a Fate Chip.


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.


6S - Renown
    "You're the man who beat Crazy Horse!"
    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!”
    Play in combat. The character acts as if he had drawn a Joker this combat round (may go at any time, +2 on Trait rolls and damage, can interrupt any character's action without an Agility roll). The GM gets a Fate Chip.


4S - Last Stand
    “Stand together now!”
    Play anytime. Your hero and any allies within 5" gain +2 Parry and Toughness. Allies who move into the area after the card is played gain the bonus as well. The effect ends when a Joker is dealt.


3S - Crossing The Line
    "My god, Bill...what have you done?!?"
    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.


2S - Out of the Frying Pan
    “Quick! Down this garbage chute!”
    Play anytime 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.


Hearts

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.


KH - Contact
    “Reggie. You old scoundrel. How you’ve been?”
    Play anytime. 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.


QH - Love Interest
    “Come here often?”
    Play anytime 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.


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.


10H - Peace
    “Wait. I know that guy…”
    Play anytime. 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, but might work on their henchmen.


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.


8H - Turncoat
    “How much are they paying you?”
    Play anytime. 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.


7H - Epiphany
    “Beginner’s luck.”
    Play anytime. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this session.


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.


5H - Villainous Verbosity
    “Hah! You fools! Did you really think you could thwart such an ingenious plan?”
    Play anytime to make an opposing Wild Card lose his next action by gloating or talking about his master plan. The Wild Card effectively takes the Defend action, gaining +2 Parry until his next action.


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.


3H - Snake Oil
    "Let's make a deal."
    Play anytime An enterprising snake oil salesman arrives in the middle of the scene (no matter where it takes place), complete with wagon and entourage, promoting his wares. He'll have something in his inventory useful for the current situation.


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.


Diamonds

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.


KD - Sagebrush and Starlight
    “Sometimes a nap in the saddle is all you need.”
    Play when a character rests for at least half an hour. The character is restored as if they'd had a good night's sleep. They regain all power points, removes all Fatigue, and may make a Natural Healing roll to remove wounds.


QD - Windfall
    “Solid gold goodness!”
    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.


JD - Dressed To Kill
    “Wow. You clean up nice, kid.”
    Play during downtime. 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.”</smallcaps>


10D - Hidden Stash
    “You need an Allen wrench? In the middle of the desert? Well, as it happens...”
    Play anytime. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, an easily-concealed weapon, a couple sticks of dynamite, etc.


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.


8D - The Pass!
    “We can head him off at the pass!”
    "Head him off at the pass? I hate that cliche!"

    Play When you need some movement. When you are in pursuit of a character or monster, the posse knows a shortcut that will put your characters ahead of whatever you were pursuing. Alternatively, the posse’s travel distance is doubled for a day, or one character gains double Pace for one encounter, or if you are in a chase, you may draw an extra card for the duration and use the better of your draws.


7D - Inspiration
    “We only have one shot at this. It’s all or nothing, gang.”
    Play anytime. Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.


6D - Rally
    “To me!”
    Play in combat. Cause all allies in sight and/or hearing to immediately lose their Shaken status.


5D - Whoops!
    “Umm...didn't see that coming.”
    Play anytime. The GM makes something strange and life-complicating happen. Could be good! Could be bad! Either way, it changes the situation, and you gain a Fate Chip.


4D - Tale Teller
    “It was a dark and stormy night…”
    Play in a non-combat situation. 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. Alternatively, Play to ignore the local Fear Level when making a Tale-Tellin' check.


3D - Mechanical Malfunction
    “SPROING!”
    Play anytime. 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. Alternatively, an Infernal Device suffers a catastrophic malfunction.


2D - Noble Sacrifice
    “Gotta take one for the team...”
    Play when an adjacent ally suffers damage. You suffer the damage instead. You gain a Fate Chip for doing so.


Clubs

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 GM gets a Fate Point.


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 GM gets a Fate Chip.


QC - Bullseye!
    “Even plate mail has eyeslits.”
    Play after damage is rolled to double the total of a successful ranged attack.


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.


9C - Let’s Settle This
    "This is ends now!"
    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 +1d6 damage for the remainder of the encounter.


7C - Payback
    “This is for my father!”
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2d6 for the duration of the scene. The Marshal gets a Fate Chip.


6C- Flesh Wound
    "'Tis but a scratch."
    Play anytime to cause a wounded Extra or Henchman to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current encounter.


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.


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.


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.


2C - Uh-Oh
    “We’re gonna need a bigger boat.”
    Give this card to the GM and draw again. He may play this card whenever he likes this session.
    Play this card at the beginning of a combat. One foe the posse is facing becomes a Wild Card with +2 Toughness, +2 Strength, +2 Fighting, and +2 Shooting. Every player gains 2 Fate Chips.

This message was last edited by the GM at 16:54, Thu 27 Oct 2016.
The Professor
player, 2 posts
Science Hero!
P5 T5 W0 F0 Cha -1 W0R0B0
Fri 17 Aug 2012
at 03:03
  • msg #2

Re: Aventure Cards use!

My Cards are :

JS - Epiphany-Used
“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.


10D - Hidden Stash - Used!
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.

This message was last edited by the player at 06:37, Sat 22 Sept 2012.
Thunder Walker
player, 5 posts
P# T# W0 F0 Cha # W0R0B0
Fri 17 Aug 2012
at 16:00
  • msg #3

Re: Aventure Cards use!

Looks like the cards I've drawn are pretty close to opposites :)

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.

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.
Moses
player, 3 posts
P# T# W0 F0 Cha # W0R0B0
Fri 17 Aug 2012
at 18:55
  • msg #4

Re: Aventure Cards use!

Discarded

7S - Karma Thief
“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).

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 07:49, Wed 24 Oct 2012.
Tan Xiaohan
player, 5 posts
No.1 servant, very good!
P# T# W0 F0 Cha # W0R0B0
Fri 17 Aug 2012
at 19:09
  • msg #5

Re: Aventure Cards use!

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.

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.
Nate Williams
player, 6 posts
Digger
P5 T5 W0 F0 Cha # W0R0B0
Mon 20 Aug 2012
at 03:26
  • msg #6

Re: Aventure Cards use!

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.

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.

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.
Zachary O'Conner
player, 8 posts
16-year-old Ace Reporter
P4 T4 W0 F0 Cha 0 W0R0B0
Thu 23 Aug 2012
at 19:06
  • msg #7

Re: Aventure Cards use!

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.

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.

Liked my private rolls better, but such is the fate of the draw.
The Stray
GM, 50 posts
The Marshal
'round these parts
Fri 24 Aug 2012
at 01:12
  • msg #8

Re: Aventure Cards use!

18:10, Today: The Stray, on behalf of Black Jack Boudreaux, drew the 2 cards: 10S, 3S using the Deadlands system. Adventure Cards!

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.

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.
Janet Weiss
player, 2 posts
I feel released!
P4 T5 W0 F0 Cha 2 W2R1B1
Wed 19 Sep 2012
at 15:35
  • msg #9

Re: Aventure Cards use!

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.

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.
Thunder Walker
player, 100 posts
Best Tracker, Worst Sneak
P5 T5 W0 F0 Cha # W3R0B0
Fri 21 Sep 2012
at 17:41
  • msg #10

Re: Aventure Cards use!

I'd like to use an Adventure Card here.

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.

The Stray
GM, 143 posts
The Marshal
'round these parts
Sat 22 Sep 2012
at 07:52
  • msg #11

Re: Aventure Cards use!

New House Rule!

Normally, you can only spend 1 Adventure Card per session, but I'm going to allow people to play Extra Adventure Cards if they are willing to spend a Fate Chip to play it.
Tan Xiaohan
player, 166 posts
Born to run
P5 T5 W0 F1 Cha 0 W2R0B1
Wed 24 Oct 2012
at 06:26
  • msg #12

Redraws

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.


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.
Moses
player, 93 posts
A prophet or a lunatic?
P6 T7 W0 F0 Cha -2 W0R0B1
Wed 24 Oct 2012
at 07:49
  • msg #13

Re: Redraws

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.

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.
This message was last edited by the player at 07:50, Wed 24 Oct 2012.
Thunder Walker
player, 139 posts
Best Tracker, Worst Sneak
P5 T5 W0 F0 Cha # W2R0B1
Wed 24 Oct 2012
at 15:40
  • msg #14

Re: Aventure Cards use!

My new draw:

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.

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.
The Professor
player, 79 posts
Science Hero!
P5 T5 W0 F0 Cha -1 W2R0B1
Thu 25 Oct 2012
at 00:07
  • msg #15

Re: Aventure Cards use!

New cards

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.

10D - Hidden Stash
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
Black Jack Boudreaux
player, 93 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha 0 w4r2b0
Fri 26 Oct 2012
at 05:27
  • msg #16

Re: Aventure Cards use!

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.


QS - Extra Effort
 “Impressive! Most impressive.”
 Play to add 1d6+2 to any trait roll. This roll may Ace.
Nate Williams
player, 90 posts
Digger
P5 T5 W0 F0 Cha # W3R0B0
Fri 26 Oct 2012
at 16:34
  • msg #17

Re: Aventure Cards use!


New Cards



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.

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

8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.
Tan Xiaohan
player, 193 posts
Born to run
P5 T5 W0 F0 Cha 0 W1R0B0
Thu 8 Nov 2012
at 18:01
  • msg #18

Re: Aventure Cards use!

Tanx used Inspiration!  Everyone useful get inspired somehow and decide to make trait rolls.
James Wilder
player, 5 posts
Gunslinger
P4 T6 W- F- FC:W R B
Thu 13 Dec 2012
at 19:36
  • msg #19

Re: Aventure Cards use!

14:34, Today: James Wilder drew the 2 cards: 6H, 9C using the Deadlands system. Adventure Cards.

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.

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.
This message was last edited by the player at 19:45, Tue 30 Apr 2013.
Cougar Weber
player, 2 posts
Travelling Blacksmith
P6 T5 W0 F0 Cha +0 W1R2B0
Sat 22 Dec 2012
at 17:54
  • msg #20

Re: Aventure Cards use!

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).

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.
Art C. Wiley
player, 3 posts
Mon 24 Dec 2012
at 04:32
  • msg #21

Re: Aventure Cards use!

22:29, Today: Art C. Wiley drew the 2 cards: 3D, 2H using the Deadlands system with rolls of . Adventure Cards.

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.

So....let me know when you guys are low on chips and feeling overconfident.

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.


Used to disintegrate a rusty bayonet.
This message was last edited by the player at 03:45, Tue 07 May 2013.
Tan Xiaohan
Screaming Rabbit, 262 posts
Born to run
P5 T5 W0 F0 Cha 0 W3R0B2
Mon 7 Jan 2013
at 18:57
  • msg #22

New cards!

AS - Ace
“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.

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.
Thunder Walker
player, 211 posts
Rather Intimidating
P5 T5 W0 F0 Cha # W1R1B3
Mon 7 Jan 2013
at 19:40
  • msg #23

Re: New cards!

Adventure Card:Description
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.
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 GM at 07:21, Fri 12 Apr 2013.
The Professor
player, 118 posts
Science Hero!
P5 T5 W0 F0 Cha -1 W2R1B1
Mon 7 Jan 2013
at 23:22
  • msg #24

Re: New cards!

My new cards...

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

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.
Moses
player, 164 posts
A prophet or a lunatic?
P6 T7 W0 F0 Cha -2 W4R0B2
Thu 10 Jan 2013
at 13:18
  • msg #25

Re: New cards!

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.

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.

EDIT: Extra card for von Steinhof
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 17:15, Fri 03 May 2013.
Matthew Broaddale
player, 1 post
Local Barfly
P5 T5 W0 F0 Cha 0
Mon 8 Apr 2013
at 00:49
  • msg #26

Re: New cards!

17:32, Today: Matthew Broaddale drew the 3 cards: QH, 8C, 5D using the Deadlands system. Adventure.

QH LOVE INTEREST
5D SPURRED ON
8C RILED UP
James Wilder
player, 85 posts
Gunslinger
P4 T6 F- W- FC:W1 R1 B-
Tue 30 Apr 2013
at 19:46
  • msg #27

Re: New cards!

Used 6H-Parley in Interlude: The Denton Affair
Janet Weiss
player, 268 posts
I feel released!
P4 T5 W0 F0 Cha4 W3R3B3L2
Tue 7 May 2013
at 06:38
  • msg #28

Re: New cards!


10D - Hidden Stash

“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.
James Wilder
player, 116 posts
Gunslinger
P4 T6 F- W- FC:W3R1B-L2
Tue 7 May 2013
at 11:16
  • msg #29

Re: New cards!

Current card
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.

New Card 07:14, Today: James Wilder drew the single card: 2C using a deck of 54 cards. Adventure!

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.
Matthew Broaddale
player, 98 posts
Local Barfly
P5 T5 W1 F0 Cha 0 w0r2b0
Tue 14 May 2013
at 07:40
  • msg #30

Re: New cards!

Used QH LOVE INTEREST in "Interlude: A tangled web we weave"
The Stray
GM, 546 posts
The Marshal
'round these parts
Tue 14 May 2013
at 16:11
  • msg #31

Re: New cards!

O_O

Oh, dear. That...that's going lead to a very tangled web indeed...
Matthew Broaddale
player, 99 posts
Local Barfly
P5 T5 W1 F0 Cha 0 w0r2b0
Tue 14 May 2013
at 16:13
  • msg #32

Re: New cards!

mwuahahahaha.
The Stray
GM, 570 posts
The Marshal
'round these parts
Wed 22 May 2013
at 21:39
  • msg #33

Re: New cards!

Does anyone have any Adventure Cards they'd be willing to use on behalf of The Professor?
The Professor
player, 191 posts
Science Hero!
P5 T5 W2 F0 Cha -1 W2R0B0
Wed 22 May 2013
at 21:41
  • msg #34

Re: New cards!

What? Huh? *sigh*
The Stray
GM, 571 posts
The Marshal
'round these parts
Wed 22 May 2013
at 21:44
  • msg #35

Re: New cards!

I'm working on the house's next turn. The failed Fear check put The Professor in a really bad position...and then the house got some nasty rolls.
Tan Xiaohan
Screaming Rabbit, 384 posts
Born to run
P5 T5 W0 F0 Cha 0 W2R3B4
Wed 22 May 2013
at 21:53
  • msg #36

Re: New cards!

I'm willing to trade Ace for Noble Sacrifice, if you want to come out of an incap. roll standing or have a cunning plan of some sort.
The Professor
player, 193 posts
Science Hero!
P5 T5 W2 F0 Cha -1 W0R0B0
Wed 22 May 2013
at 21:58
  • msg #37

Re: New cards!

Let's see if I have a chance when it gets to my turn ;-)
Tan Xiaohan
Screaming Rabbit, 394 posts
Born to run
P5 T5 W0 F0 Cha 0 W3R3B4
Sun 26 May 2013
at 21:12
  • msg #38

Re: New cards!

Discarded Ace, drew 7D - Inspiration. Again.

Keeping Spill the Beans.
Black Jack Boudreaux
player, 229 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w2r1b3
Sun 26 May 2013
at 22:53
  • msg #39

Re: New cards!

Dicared that will leave a mark,

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.
Matthew Broaddale
player, 149 posts
US Marshal
P5 T5 W1 F0 Cha 0 w1r3b0
Sun 26 May 2013
at 23:03
  • msg #40

Re: New cards!

Discarding Spurred On since I didn't use it when I ought've. I drew...

QC - Bullseye!
“Even plate has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a successful ranged attack.
15:36, Today: Matthew Broaddale drew the single card: QC using the Deadlands system. Adventure.

 I'm willing to trade 8C Riled Up to someone.

@The Stray:
Are we drawing up to max, or just dealing with the cards we have?
The Stray
GM, 602 posts
The Marshal
'round these parts
Mon 27 May 2013
at 00:24
  • msg #41

Re: New cards!

Draw back up to your max.
Matthew Broaddale
player, 150 posts
US Marshal
P5 T5 W1 F0 Cha 0 w1r3b0
Mon 27 May 2013
at 01:40
  • msg #42

Re: New cards!

I drew ...

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




18:37, Today: Matthew Broaddale drew the single card: JS using the Deadlands system. Third Adventure.
Moses
player, 241 posts
A prophet or a lunatic?
P6 T8 W0 F0 Cha -2 W8R0B2
Mon 27 May 2013
at 10:30
  • msg #43

Re: New cards!

Re-drawing for Second Wind... Will keep my two other cards. Could be... interesting.
Reposting here for the most current cards.

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.

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.

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 may immediately draw 2 random fate chips, however.
James Wilder
player, 149 posts
Gunslinger
P4 T6 F- W- FC:W-R1B-L1
Tue 28 May 2013
at 12:29
  • msg #44

Re: New cards!

Going to drop both of mine so lets roll 'em!
08:28, Today: James Wilder drew the 2 cards: 7H, 9S using a deck of 54 cards. Adventure Cards!

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.

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.

This message was last edited by the player at 16:19, Thu 13 June 2013.
Tan Xiaohan
Screaming Rabbit, 417 posts
Born to run
P5 T5 W0 F0 Cha 0 W2R1B2
Wed 5 Jun 2013
at 08:40
  • msg #45

Re: New cards!

I hereby lay down my 9H, giggling like a loon.
The Stray
GM, 660 posts
The Marshal
'round these parts
Thu 6 Jun 2013
at 16:33
  • msg #46

Re: New cards!

@Moses:

I notice you have the Reinforcements card. Discard it and draw again...the Reinforcements card goes to the GM when drawn now.
Moses
player, 254 posts
A prophet or a lunatic?
P6 T8 W0 F0 Cha -2 W7R0B2
Thu 6 Jun 2013
at 18:38
  • msg #47

Re: New cards!

Missed that, sorry. Here's the updated cards.

Re-drawing for Second Wind... Will keep my two other cards. Could be... interesting.
Reposting here for the most current cards.

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.

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.

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.

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.
Art C. Wiley
player, 111 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W4R2B1L1
Thu 6 Jun 2013
at 20:12
  • msg #48

Re: New cards!

The Stray:
@Moses:

I notice you have the Reinforcements card. Discard it and draw again...the Reinforcements card goes to the GM when drawn now.


Is this a new rule, or should I redraw my reinforcements card as well?
The Stray
GM, 662 posts
The Marshal
'round these parts
Fri 7 Jun 2013
at 02:34
  • msg #49

Re: New cards!

Yup. New house rule. I mentioned it a while back. That gives me a second instance of Reinforcements to spring on you all.
Art C. Wiley
player, 112 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W4R2B1L1
Fri 7 Jun 2013
at 02:57
  • msg #50

Re: New cards!

The Stray:
That gives me a second instance of Reinforcements to spring on you all.


I considered not mentioning it...

Instead I get the card that makes sure no one will want stand close to Art. The fluff should have been, *sniff, sniff* do my armpits stink that badly?

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.


Traded to Tanx for:

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.
This message was last edited by the player at 15:35, Fri 14 June 2013.
The Stray
GM, 663 posts
The Marshal
'round these parts
Fri 7 Jun 2013
at 03:14
  • msg #51

Re: New cards!

I appreciate your honesty. Even as I inundate you with foes. }:D

You can, in fact, redirect this attack to anyone adjacent, friend or foe...
The Stray
GM, 688 posts
The Marshal
'round these parts
Mon 10 Jun 2013
at 01:01
  • msg #52

Re: New cards!

Playing Reinforcements in the Wicasa Council thread.
James Wilder
player, 192 posts
Gunslinger
P5 T6 F- W2 FC:W2R2B-
Thu 13 Jun 2013
at 16:20
  • msg #53

Re: New cards!

Playing Eulogy in honor of Thunder Walker's passing.
Mama Avery
player, 1 post
P6 T5 W0 F0 Cha 0 WRBL
Fri 14 Jun 2013
at 08:59
  • msg #54

Re: Aventure Cards use!

AS
“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.

8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.

Fitting!
Tan Xiaohan
Screaming Rabbit, 447 posts
Born to run
P5 T5 W0 F0 Cha 0 W3R1B0
Mon 17 Jun 2013
at 20:03
  • msg #55

Re: Aventure Cards use!

Playing

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.

Raven can have that 17 - I don't want it!

Oh, and Art, if you do want to use Inspiration, you don't need to wait 'til your turn...reckon it might be useful for folks this round.
Black Jack Boudreaux
player, 265 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w2r2b6
Mon 17 Jun 2013
at 20:50
  • msg #56

Re: Aventure Cards use!

Played "That is Impressive."
Art C. Wiley
player, 122 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W5R3B1L1
Tue 18 Jun 2013
at 13:20
  • msg #57

Re: Aventure Cards use!

Tan Xiaohan:
Oh, and Art, if you do want to use Inspiration, you don't need to wait 'til your turn...reckon it might be useful for folks this round.


I was thinking I'd use it at the beginning of the next round.
Janet Weiss
player, 341 posts
I feel released!
P4 T5 W0 F0 Cha4 W3R1B5L1
Mon 1 Jul 2013
at 04:01
  • msg #58

Re: New cards!

Janet Weiss:

10D - Hidden Stash

“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.

Using Hidden Stash retroactively.... I picked up ammo and reloaded the pistol.
Art C. Wiley
player, 130 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W3R5B1L1
Wed 3 Jul 2013
at 15:23
  • msg #59

Re: New cards!

Art plays Inspiration for this round in The Wicasa Council thread.
Kate Hillary
player, 2 posts
Dance Hall Girl
P5 T5 W0 F0 Cha +2 W1R2B0
Mon 29 Jul 2013
at 04:10
  • msg #60

Re: New cards!

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.

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

QS - Extra Effort
“Impressive! Most impressive.”
Play to add 1d6+2 to any trait roll. This roll may Ace.
This message was last edited by the player at 06:57, Mon 29 July 2013.
Doctor Han Lee
player, 3 posts
Doctor or Chi Master
P7 T6 W0 F0 Cha +0 W2R0B1
Tue 30 Jul 2013
at 05:49
  • msg #61

Re: Aventure Cards use!

01:47, Today: Doctor Han Lee drew the 2 cards: 10H, 7H using a deck of 54 cards. Adventure deck.

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.

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.
Tan Xiaohan
Screaming Rabbit, 512 posts
Born to run
P5 T5 W0 F0 Cha 0 W3R1B1
Mon 26 Aug 2013
at 07:05
  • msg #62

New Cards!

All-new draw!

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.


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.


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.
Black Jack Boudreaux
player, 317 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w1r0b5
Mon 26 Aug 2013
at 07:14
  • msg #63

Re: New Cards!

00:13, Today: Black Jack Boudreaux drew the 3 cards: 7C, 4C, 8D using a deck of 54 cards.


8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.

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.

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 07:17, Mon 26 Aug 2013.
Janet Weiss
player, 387 posts
I feel released!
P4 T5 W0 F0 Cha4 W0R2B5L1
Mon 26 Aug 2013
at 08:50
  • msg #64

Re: Aventure Cards use!

In reply to Janet Weiss (msg # 9):

quote:
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.

You know, I forgot I had this card.  Do you mind if I play it now?

For my other cards: Keeping Folk Hero, but getting


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.

QS - Extra Effort
“Impressive! Most impressive.”
Play to add 1d6+2 to any trait roll. This roll may Ace.
The Stray
GM, 883 posts
The Marshal
'round these parts
Mon 26 Aug 2013
at 08:56
  • msg #65

Re: Aventure Cards use!

Sure, you can play it. Though it will count as your free card for this session (the others you'll need to spend chips to play).
Moses
player, 303 posts
A prophet or a lunatic?
P6 T8 W0 F0 Cha -2 W2R2B1
Mon 26 Aug 2013
at 11:22
  • msg #66

Re: Aventure Cards use!

I'll discard all and pull new ones.

10S, 6D, AS, 2S

AS - Ace
“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.

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.

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.


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.

Extra card for Interlude
8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.
This message was last edited by the player at 18:31, Fri 18 Oct 2013.
James Wilder
player, 228 posts
Gunslinger
P5 T6 F- W- FC:W5R-B2
Mon 26 Aug 2013
at 13:54
  • msg #67

Re: Aventure Cards use!

09:52, Today: James Wilder drew the 3 cards: 10S, JS, 8C using a deck of 54 cards. Adventure cards.

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.

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.

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.

Traided JS - Epiphany for
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 14:41, Tue 08 Oct 2013.
Doctor Han Lee
player, 33 posts
Doctor or Chi Master
P7 T6 W0 F0 Cha +0 W3R1B2
Mon 26 Aug 2013
at 15:33
  • msg #68

Re: Aventure Cards use!

11:27, Today: Doctor Han Lee drew the 4 cards: 4C, 8C, 6D, 10S using a deck of 54 cards. Adventure draw + reggie.

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.

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.

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.

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.

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.
This message was last edited by the player at 19:12, Fri 11 Oct 2013.
Tan Xiaohan
Screaming Rabbit, 517 posts
Born to run
P5 T5 W0 F0 Cha 0 W4R1B1
Wed 28 Aug 2013
at 06:34
  • msg #69

Re: New Cards!

Playin' Renown early.
Freiherr von Steinhof
player, 162 posts
Officer and Gentleman
P6 T5 W0F0 Cha:+2 W0R2B1
Sun 8 Sep 2013
at 18:48
  • msg #70

Re: New Cards!

Playing Ace with little effect.
This message was last updated by the player at 18:48, Sun 08 Sept 2013.
The Stray
GM, 924 posts
The Marshal
'round these parts
Sun 8 Sep 2013
at 19:20
  • msg #71

Re: New Cards!

That sucks. I'll let Von Steinhof use an extra Adventure Card as compensation. Oh, look! You have Out of the Frying Pan. Perhaps you'll use that? }:D
Worm Cultists
NPC, 29 posts
Hail the Conqueror Worm!
P6 T5 F0 Cha -6 Extra
Sun 8 Sep 2013
at 19:39
  • msg #72

Re: New Cards!

A sabre duel between an Austrian officer in full dress and an undead cowboy is already pretty mighty.

...a sabre duel between an Austrian officer in full dress and an undead cowboy on fire would be crazy awesome, though.
This message had punctuation tweaked by the player at 19:40, Sun 08 Sept 2013.
Freiherr von Steinhof
player, 165 posts
Officer and Gentleman
P6 T5 W0F0 Cha:+2 W0R2B1
Sun 8 Sep 2013
at 20:52
  • msg #73

Re: New Cards!

Well, you know. One round at a time.
I should've just killed him in cold blood. But that would've been very impolite.

But, who knows, maybe the dice roller turns...
Jade Underwood
player, 2 posts
Riding the Audit Trail
P6 T5 W0 F0 Cha +2 2W1RBL
Tue 10 Sep 2013
at 05:03
  • msg #74

Re: New Cards!

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.

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.

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.
Art C. Wiley
player, 156 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W2R6B1L1
Thu 12 Sep 2013
at 15:23
  • msg #75

Re: New Cards!

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.

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead.

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.
This message was last edited by the player at 16:42, Thu 12 Sept 2013.
The Stray
GM, 945 posts
The Marshal
'round these parts
Thu 12 Sep 2013
at 16:32
  • msg #76

Re: New Cards!

Art, you get 3 cards, because you gained a Rank with the last Advance and are now Seasoned level, and you get 1 card +1 per rank.
Art C. Wiley
player, 158 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W2R6B1L1
Thu 12 Sep 2013
at 16:42
  • msg #77

Re: New Cards!

In reply to The Stray (msg # 76):

Edited.
The Stray
GM, 946 posts
The Marshal
'round these parts
Thu 12 Sep 2013
at 17:00
  • msg #78

Re: New Cards!

heh. Villainous Verbosity will be handy if you need to get The Hooded One to start monologing...
Janet Weiss
player, 399 posts
I feel released!
P4 T5 W0 F0 Cha4 W1R2B5L1
Fri 13 Sep 2013
at 05:35
  • msg #79

Re: New Cards!

quote:
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.



I have a couple of plans for escape, but this is the top one on my list.  Can I play this on the Triads we just rescued?
The Stray
GM, 947 posts
The Marshal
'round these parts
Fri 13 Sep 2013
at 05:51
  • msg #80

Re: New Cards!

Depends on how good your bullshitting is. If you can convince them not to kill you on the spot (as well as helping Fei Ya-Haung save face), then yes.
This message was last edited by the GM at 05:52, Fri 13 Sept 2013.
The Stray
GM, 952 posts
The Marshal
'round these parts
Fri 13 Sep 2013
at 08:02
  • msg #81

Re: New Cards!

Yeah, I think I'm going to refund you your chip and your card. Save it for when you confront Huang Li about what a bastard Fei and his men are.
Janet Weiss
player, 434 posts
I feel released!
P4 T5 W0 F0 Cha4 W0R1B4L1
Wed 2 Oct 2013
at 05:48
  • msg #82

Re: New Cards!

Finally, I get to spend Folk Hero.  And Extra Effort, to boot!
James Wilder
player, 261 posts
Gunslinger
P5 T6 F- W- FC:W2R-B1
Tue 8 Oct 2013
at 14:57
  • msg #83

Re: New Cards!

Using 4C - Hot Iron and Whiskey in Chapter 4.4: Cult of Worms (Deadwood)
Seth Bullock
NPC, 55 posts
Deadwood's marshal
P6 T6 W0 F0 Cha 0 W4R2B0
Fri 18 Oct 2013
at 18:30
  • msg #84

Re: New Cards!

Using Out of the Frying Pan in Chapter 4.4: Cult of Worms (Deadwood)
Kohana
player, 2 posts
Gambling Indian
P6 T6 W0 F0 Cha -2
Tue 15 Apr 2014
at 02:13
  • msg #85

Re: New Cards!

My Draw:

AS - Ace
“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.

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.

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.

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.


Wow all of these seem to give the Marshal a draw from the fate pot lol
The Stray
GM, 1271 posts
The Marshal
'round these parts
Tue 15 Apr 2014
at 02:16
  • msg #86

Re: New Cards!

It was either have them each cost a chip to use, or give the marshal a draw like a Red chip. I went with the way that encouraged people to play cards more often.
Kohana
player, 3 posts
Gambling Indian
P6 T6 W0 F0 Cha -2
Tue 15 Apr 2014
at 02:17
  • msg #87

Re: New Cards!

Lol I'm not objecting. Just laughing at the fact that all the ones I drew (aside from folk hero) were giving the Marshal a draw XD
The Stray
GM, 1272 posts
The Marshal
'round these parts
Tue 15 Apr 2014
at 02:19
  • msg #88

Re: New Cards!

That's how you know they're powerful. :D
Black Jack Boudreaux
player, 365 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Sat 24 May 2014
at 05:42
  • msg #89

Re: New Cards!

Anyone got a beginner's luck they want to trade for one of my cards?
Art C. Wiley
player, 232 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W1R4B4L1
Wed 28 May 2014
at 16:29
  • msg #90

Re: New Cards!

BJB, I've got one of these:

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.

Is that what you need?
Black Jack Boudreaux
player, 368 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Thu 29 May 2014
at 02:27
  • msg #91

Re: New Cards!

Yes!!!

Can I trade you for it?

8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw from the fate pot.

 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.

 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.
Art C. Wiley
player, 233 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W1R4B4L1
Thu 29 May 2014
at 06:03
  • msg #92

Re: New Cards!

Sure thing. Give me whatever you don't think you'll need.
Black Jack Boudreaux
player, 369 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Thu 29 May 2014
at 06:23
  • msg #93

Re: New Cards!

In reply to Art C. Wiley (msg # 92):

8D - The Pass!
“We can head him off at the pass.”
Play when you are in pursuit of a character or monster. The posse knows a shortcut that will put your characters ahead of whatever you were pursuing. The Marshal gets a draw 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.
Art C. Wiley
player, 234 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W1R4B4L1
Thu 29 May 2014
at 16:55
  • msg #94

Re: New Cards!

One card is fine, and you can pick.
Black Jack Boudreaux
player, 370 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Fri 30 May 2014
at 01:24
  • msg #95

Re: New Cards!

 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.
Black Jack Boudreaux
player, 371 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Fri 30 May 2014
at 04:45
  • msg #96

Re: New Cards!

Thanks :)
Art C. Wiley
player, 235 posts
Speckled Brother
P5 T5 W0 F0 Cha0 W1R4B4L1
Fri 30 May 2014
at 05:31
  • msg #97

Re: New Cards!

No problem. Use it well!
Black Jack Boudreaux
player, 372 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Fri 30 May 2014
at 05:53
  • msg #98

Re: New Cards!

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.

Daddy needs to pick a lock
James Wilder
player, 321 posts
Gunslinger
P5 T6 F- W2 FC:W1R2B2
Fri 6 Feb 2015
at 19:39
  • msg #99

Re: New cards!

14:37, Today: James Wilder drew the 3 cards: RJ!, 3C, 8S 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 (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. (See GM’s Guide.)


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.


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.
This message was last edited by the player at 11:18, Tue 17 Feb 2015.
Moses
player, 417 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W0R1B4L1
Fri 6 Feb 2015
at 21:35
  • msg #100

Re: New cards!

Discarding all cards and drawing a-new....
22:33, Today: Moses drew the 3 cards: 4D, JC, 10D using the Deadlands system. Adventure cards.
22:34, Today: Freiherr von Steinhof drew the single card: KC using the Deadlands system. Extra card.

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.

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.

10D - Hidden Stash
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Spend a fate chip. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc.

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.
Ezekiel Starkweather
player, 58 posts
Mountain Man
P5 T8 W0 F0 Cha -2 w2r0b1
Fri 6 Feb 2015
at 21:37
  • msg #101

Re: New cards!

I rolled these:

16:03, Today: Ezekiel Starkweather drew the 3 cards: 6D, 7H, RJ! using a deck of 54 cards.

What are those?

GM edit:

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. (See GM’s Guide.)

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.

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 GM at 22:30, Fri 06 Feb 2015.
Freiherr von Steinhof
player, 222 posts
Officer and Gentleman
P6 T5 W1F0 Cha:+2 W1R0B5
Fri 6 Feb 2015
at 21:51
  • msg #102

Re: New cards!

Check the very first message of this thread. :-)
Tan Xiaohan
Screaming Rabbit, 741 posts
Born to run
P5 T5 W0 F0 Cha 0 W2R1B2
Fri 6 Feb 2015
at 21:58
  • msg #103

Re: New cards!

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.

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.

2H Reinforcements - to Stray

7S - Karma Thief
“The hell?”
Take a fate chip of any color from any other Wild Card (this may include other player characters).
Doctor Han Lee
player, 119 posts
Doctor or Chi Master
P7 T6 W0 F0 Cha +0 W2R3B1
Fri 6 Feb 2015
at 23:00
  • msg #104

Re: New cards!

My new 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.

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.

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.
Ezekiel Starkweather
player, 59 posts
Mountain Man
P5 T8 W0 F0 Cha -2 w3r4b2
Sat 7 Feb 2015
at 19:32
  • msg #105

Re: New cards!

Anyone want to do any trades?
Black Jack Boudreaux
player, 384 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r0b9L
Mon 9 Feb 2015
at 06:51
  • msg #106

Re: New cards!

22:49, Today: Black Jack Boudreaux drew the 3 cards: KC, 5H, 2S using a deck of 54 cards. adventure cards.

2S - Out of the Frying Pan
5H - Villainous Verbosity
KC - Not Today
This message was last edited by the player at 21:58, Sat 14 Feb 2015.
Logan West
player, 35 posts
U.S. Marshal
P6 T5 W0 F0 Cha+2 4W1R1B
Mon 9 Feb 2015
at 17:36
  • msg #107

Re: New cards!

To the GM, I hand you a 2C - Uh oh!

For myself:

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.

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.

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.
Janet Weiss
player, 569 posts
I feel released!
P4 T5 W0 F0 Cha4 W1R2B3L0
Tue 10 Feb 2015
at 08:59
  • msg #108

Re: New cards!

Keeping Extra Effort, and drew:

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. (See GM’s Guide.)

AS - Ace
“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.

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.
The Stray
GM, 1385 posts
The Marshal
'round these parts
Tue 10 Feb 2015
at 09:02
  • msg #109

Re: New cards!

Yeesh. How many Relics are you folks going to draw?
James Wilder
player, 326 posts
Gunslinger
P5 T6 F- W- FC:W1R2B2
Tue 10 Feb 2015
at 14:38
  • msg #110

Re: New cards!

In reply to The Stray (msg # 109):

All of them!
John Truman
player, 2 posts
P5 T5 W0 F0 Cha 0 wrb
Thu 12 Feb 2015
at 22:46
  • msg #111

Re: New cards!

I drew:

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. (See GM’s Guide.)

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.

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.
Tan Xiaohan
Screaming Rabbit, 777 posts
Born to run
P5 T5 W0 F0 Cha 0 W2R1B2
Thu 12 Feb 2015
at 23:16
  • msg #112

Re: New cards!

Ezekiel Starkweather:
Anyone want to do any trades?


I'll trade you my Karma Thief for a Relic, if you like (or Hot Iron And whiskey, though I don't see Zek having much need of that).
Ezekiel Starkweather
player, 101 posts
Mountain Man
P5 T8 W0 F0 Cha -2 w3r3b2
Thu 12 Feb 2015
at 23:44
  • msg #113

Re: New cards!

In reply to Tan Xiaohan (msg # 112):

How about Eulogy and Rally?
Art C. Wiley
Finally Listening, 257 posts
Speckled brother
P6 T5 W0 F0 Cha0 W0R0B4L1
Thu 12 Feb 2015
at 23:48
  • msg #114

Re: New cards!

15:45, Today: Art C. Wiley drew the 3 cards: JS, 3D, QD using a deck of 54 cards. Adventure Cards.

JS - Extra Effort
Impressive! Most impressive."
Play Anytime Add 1d6+2 to any Trait roll. This roll may Ace.

3D - Mechanical Malfunction
“SPROING!”
Play anytime. 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. Alternatively, an Infernal Device suffers a catastrophic malfunction.


QD - Windfall
“Solid gold goodness!”
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.

4S - Last Stand
“Stand together now!”
Play anytime. Your hero and any allies within 5" gain +2 Parry and Toughness. Allies who move into the area after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
This message was last edited by the player at 23:42, Fri 28 Oct 2016.
Tan Xiaohan
Screaming Rabbit, 779 posts
Born to run
P5 T5 W0 F0 Cha 0 W2R1B2
Thu 12 Feb 2015
at 23:50
  • msg #115

Re: New cards!

No thanks - I'm trying to keep my buddies alive! Also I have a definite use for the Relic card straight off that'd help a lot...anyone else want to trade me for one? I'm expecting crickets, but no harm in asking, right?
The Stray
GM, 1417 posts
The Marshal
'round these parts
Fri 13 Feb 2015
at 14:53
  • msg #116

Re: Aventure Cards use!

Playing this card.

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 may immediately draw 2 random fate chips, however.


Y'all will know shortly what this entails. }:D
Tan Xiaohan
Screaming Rabbit, 796 posts
Born to run
P5 T5 W0 F0 Cha 0 W4R0B2
Thu 19 Feb 2015
at 18:33
  • msg #117

Re: Aventure Cards use!

In reply to The Stray (msg # 116):

Playing 8S - Arcane Inspiration.
Black Jack Boudreaux
player, 404 posts
Charming Creole Charlatan
P4 T5 W0 F0 Cha+2 w0r1b7L
Sat 21 Feb 2015
at 08:10
  • msg #118

Re: Aventure Cards use!

In reply to Tan Xiaohan (msg # 117):

Villainous verbosity played on carrot top.
The Stray
GM, 1478 posts
The Marshal
'round these parts
Mon 23 Feb 2015
at 15:41
  • msg #119

Re: Aventure Cards use!

There are three fights in progress. 2 of those fights are getting Reinforcements of some kind or another. Everyone, draw 2 Random chips!
Janet Weiss
player, 596 posts
I feel released!
P4 T5 W0 F0 Cha4 W2R2B4L0
Mon 23 Feb 2015
at 20:01
  • msg #120

Re: Aventure Cards use!


12:00, Today: Janet Weiss rolled 28,18 using 1d36,1d36, rerolling max with rolls of 28,18. Fate Chips.

White and red for me!
Ezekiel Starkweather
player, 144 posts
Mountain Man
P6 T10 W1 F0 Cha 0 w2r2b3
Sun 15 Mar 2015
at 23:56
  • msg #121

Re: Aventure Cards use!

4S - Last Stand “Stand together now!” 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 2 random chips from the fate pot.

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.

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 20:49, Wed 05 Oct 2016.
John Truman
player, 46 posts
P5 T5 W0 F0 Cha -1 wrb
Fri 10 Apr 2015
at 21:27
  • msg #122

Re: Aventure Cards use!

Playing
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.
Belle Ivers
player, 7 posts
Iron Horse Whisperer
P:6 T:5 W:0 F:0 W0R0B0
Tue 4 Oct 2016
at 13:52
  • msg #123

Cards

18:59, Today: Belle Ivers drew the 3 cards: 3H, 10C, RJ! using a deck of 54 cards.

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. (See GM’s Guide.)

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.

3H - Snake Oil
    "Let's make a deal."
    Play anytime An enterprising snake oil salesman arrives in the middle of the scene (no matter where it takes place), complete with wagon and entourage, promoting his wares. He'll have something in his inventory useful for the current situation.
This message was last edited by the player at 01:03, Wed 01 Feb 2017.
Trace Hargrave
player, 4 posts
Drifter
P* T* W0 F0 Cha0 W0 R0 B0
Sat 22 Oct 2016
at 17:17
  • msg #124

Cards

11:52, Today: Trace Hargrave drew the 3 cards: 3S, 8H, 6C using a deck of 54 cards.  Adventure Card 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.

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).
The Stray
GM, 1778 posts
The Marshal
'round these parts
Thu 27 Oct 2016
at 16:53
  • msg #125

Announcement!

I've updated the list of Adventure Cards!

Most of them are still the same, just with updates letting you know when they can be played, but I've altered a few with specific effects (mostly stronger, but one or two are completely different). Please locate your cards and repost them so I know who has what.
Moses
player, 506 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W3R2B2L1
Thu 27 Oct 2016
at 17:26
  • msg #126

Announcement!

Moses:
Discarding all cards and drawing a-new....
22:33, Today: Moses drew the 3 cards: 4D, JC, 10D using the Deadlands system. Adventure cards.
22:34, Today: Freiherr von Steinhof drew the single card: KC using the Deadlands system. Extra card.

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 GM gets a Fate Chip.

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

10D - Hidden Stash
“You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that.”
Play anytime. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, an easily-concealed weapon, a couple sticks of dynamite, etc.

4D - Tale Teller
“It was a dark and stormy night…”
Play in a non-combat situation. 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. Alternatively, Play to ignore the local Fear Level when making a Tale-Tellin' check.

Logan West
player, 206 posts
U.S. Marshal
P6 T5 W0 F0 Cha+2 0W4R5B
Thu 27 Oct 2016
at 17:51
  • msg #127

Re: Aventure Cards use!

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.


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.


10D - Hidden Stash
    “You need an Allen wrench? In the middle of the desert? Well, as it happens...”
    Play anytime. Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, an easily-concealed weapon, a couple sticks of dynamite, etc.

Tan Xiaohan
Screaming Rabbit, 974 posts
Born to run
P5 T5 W0 F0 Cha 0 W7R1B1
Thu 27 Oct 2016
at 18:29
  • msg #128

Re: Aventure Cards use!

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.

(8S - Arcane Inspiration - used)

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 chips.
Thunder Walker
player, 423 posts
Dead
P5 T5 W0 F0 Cha # 2W0R5B
Thu 27 Oct 2016
at 18:35
  • msg #129

Re: Aventure Cards use!

10H - Peace
    “Wait. I know that guy…”
    Play anytime. 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, but might work on their henchmen.


QD - Windfall
    “Solid gold goodness!”
    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.

Matthew Broaddale
NPC, 254 posts
US Marshal
P5 T5 W0 F0 Cha 0 w2r0b1
Sun 15 Jan 2017
at 05:34
  • msg #130

Re: Aventure Cards use!

7H - Epiphany
“Beginner’s luck.”
Play anytime. Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this session.

QC - Bullseye!
“Even plate mail has eyeslits.”
Play after damage is rolled to double the total of a successful ranged attack.

8C - Riled Up
“That hurt. Now it’s my turn.”
Play after your hero sustains at least one wound. His attacks cause +1d6 damage for the remainder of the encounter.
Logan West
player, 264 posts
U.S. Marshal
P6 T5 W0 F0 Cha+2 1W3R5B
Wed 25 Jan 2017
at 07:19
  • msg #131

Re: Adventure Cards use!

Logan is trading this:

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.



For this from Thunder Walker's hand:

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.

Logan West
player, 265 posts
U.S. Marshal
P6 T5 W0 F0 Cha+2 1W3R5B
Wed 25 Jan 2017
at 07:20
  • msg #132

Re: Adventure Cards use!

Logan is playing this:

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.

Ezekiel Starkweather
player, 264 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w0r3b1
Wed 25 Jan 2017
at 14:32
  • msg #133

Re: New cards!

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.


He gives up another card, and draws two to make his current total 3.

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.

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.
This message was last edited by the player at 14:43, Tue 31 Jan 2017.
Matthew Broaddale
player, 331 posts
US Marshal
P5 T5 W0 F0 Cha 0 w0r0b1
Tue 31 Jan 2017
at 04:58
  • msg #134

Re: Aventure Cards use!

Matt redraws all 4 cards.

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.

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.

9C - Let’s Settle This
"This is ends now!"
Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.

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.

20:51, Today: Matthew Broaddale drew the 4 cards: AH, RJ!, 9C, 4C using a deck of 54 cards.
Tan Xiaohan
Screaming Rabbit, 1088 posts
Born to run
P5 T5 W0 F0 Cha 0 W5R2B1
Tue 31 Jan 2017
at 08:08
  • msg #135

Re: Aventure Cards use!

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.

Um.

JS - Extra Effort
Impressive! Most impressive."
Play Anytime. Adds 1d6+2 to any Trait roll. This roll may Ace.

10H - Peace

“Wait. I know that guy…”
Play anytime. 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, but might work on their henchmen.
Moses
player, 517 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W4R3B3L1
Tue 31 Jan 2017
at 14:35
  • msg #136

Re: Aventure Cards use!

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.
This message was last edited by the player at 21:50, Wed 01 Feb 2017.
Ezekiel Starkweather
player, 284 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w1r3b2
Tue 31 Jan 2017
at 14:42
  • msg #137

Re: Aventure Cards use!

Anyone wanna trade for this?

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.
Moses
player, 518 posts
A prophet or a lunatic?
P6 T8 W0F0 Cha-2 W4R3B3L1
Tue 31 Jan 2017
at 14:44
  • msg #138

Re: Aventure Cards use!

Ezekiel Starkweather:
Anyone wanna trade for this?

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.

What do you want?
Ezekiel Starkweather
player, 285 posts
Mountain Man
P6 T10 W0 F0 Cha 0 w1r3b2
Tue 31 Jan 2017
at 14:46
  • msg #139

Re: Aventure Cards use!

In reply to Moses (msg # 138):

Any card you can offer. They are all pretty good...
The Stray
GM, 1957 posts
The Marshal
'round these parts
Tue 31 Jan 2017
at 15:44
  • msg #140

Re: Aventure Cards use!

Looks like we have a JH! Moses, which character did you want to apply this to?
James Wilder
player, 476 posts
Gunslinger
P5 T6 F- W- FC:W3R1B0
Tue 31 Jan 2017
at 17:50
  • msg #141

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
  • msg #142

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
  • msg #143

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
  • msg #144

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
  • msg #145

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
  • msg #146

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
  • msg #147

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
  • msg #148

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
  • msg #149

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
  • msg #150

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
  • msg #151

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
  • msg #152

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
  • msg #153

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
  • msg #154

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
  • msg #155

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
  • msg #156

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
  • msg #157

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
  • msg #158

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
  • msg #159

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
  • msg #160

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
  • msg #161

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
  • msg #162

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
  • msg #163

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
  • msg #164

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
  • msg #165

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.
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