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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.
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