Aventure Cards use!   Posted by The Stray.Group: 0
The Stray
 GM, 602 posts
 The Marshal
 'round these parts
Mon 27 May 2013
at 00:24
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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).