Aventure Cards use!   Posted by The Stray.Group: 0
The Stray
 GM, 1417 posts
 The Marshal
 'round these parts
Fri 13 Feb 2015
at 14:53
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Re: Aventure Cards use!
Looks like we have a JH! Moses, which character did you want to apply this to?