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Aventure Cards use!

Posted by The StrayFor group 0
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?
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