Adventure Cards.   Posted by Marshal.Group: 0
Bryan Lee
 player, 236 posts
 Texas Ranger (12/20 PP)
 P6 T6 W-1 F0 W2 R2 B1 L0
Fri 22 Mar 2019
at 17:53
Re: Adventure Cards
Well, turns out I sorta forgot about my Adventure Cards last go 'round, so I've just added the new one here.

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.

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

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 Marshal.

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.
</quote>
Kansas Kate
 player, 237 posts
 Hot words and cold slabs
 P6 T5 W0 F0 W4 R0 B1 L#
Sat 23 Mar 2019
at 22:53
Re: Adventure Cards
Dropping Power Surge, a card which does nothing for Kate!

17:51, Today: Kansas Kate drew the 2 cards: 10D, KD using the Deadlands system.

Muy interesante.


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.


Spent as discussed in PM

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.


Traded this one!  In exchange for:

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.
Got a weird +1 spirit bonus
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.

This message was last edited by the player at 20:46, Sun 23 Feb.

Albert Cooper
 player, 228 posts
 Gun Wizzerd
 P5 T6 W0 F0 W4 R1 B1 L0
Sun 24 Mar 2019
at 19:44
Re: Adventure Cards
OOC: 12:41, Today: Albert Cooper drew the 2 cards: 3C, 8D using a deck of 54 cards.  New Adventure Cards (drop Karma).

Albert likes BJs, so he keeps that one. But he will drop Karma Thief. What he should have done is use it. Oh well.

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.

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.

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.
Tamsin River
 player, 130 posts
 Flower Power
 P4 T5 W0 F0 W2 R2 B2 L0
Mon 25 Mar 2019
at 04:51
Re: Adventure Cards
Traded with Kansas Kate: Windfall for Sagebrush.

Discarded Sagebrush. (And promptly drew it again :P)

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

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.

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.
Jacinta Castillo
 player, 162 posts
 Half-breed Scout
 P4 T5 W0 F0 W4 R1 B2 L0
Sun 5 May 2019
at 06:38
Re: Adventure Cards
23:37, Today: Jacinta Castillo drew the single card: 2D using the Deadlands system.  Adventure Card.

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


Keeping:

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 Narrator gets to draw 2 random chips from the fate pot.

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 08:02, Tue 04 June 2019.

Dr. Ezekiel Q. Wayland
 player, 25 posts
 Have Science.Will Travel.
 P4 T5/7 W0 F0 W2 R1 B0 L0
Tue 28 May 2019
at 04:40
Re: 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.

9D - Power Surge
“Whoa, where'd THAT come from?”
Spend a Blue Chip. Play during combat. For the duration of this combat encounter, you can ignore the ordinary penalty (based upon the Power Point value of the spell). Any other penalties will still apply.

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.

This message was last edited by the player at 08:38, Tue 02 July 2019.

Bryan Lee
 player, 273 posts
 Texas Ranger (16/20 PP)
 P7 T6 W-1 F0 W0 R3 B1 L0
Thu 30 May 2019
at 20:28
Re: Adventure Cards
I'd like to use Karma Thief to take the best fate chip possible from either LG Murphy, Jesse Evans, Dolly Graham, Frank Baker, or the Marshal himself.

Also, Kansas Kate if you are ever interested I'd take anything you wanted to toss for 2S - Out of the Frying Pan.
Albert Cooper
 player, 268 posts
 Gun Wizzerd
 P5 T6 W0 F0 W3 R2 B1 L0
Thu 30 May 2019
at 20:56
Re: Adventure Cards
And here I was hoping I’d get to use that BJ card.
Marshal
 GM, 465 posts
 W5 R1 B0
Thu 30 May 2019
at 21:04
Re: Adventure Cards
The best that I, as the Marshal, can offer is a red chip. However, Murphy, Evans, and Baker all have blue chips that can be snagged. Take your pick.

As a reminder, should Lee use any additional adventure cards during the current chapter, he’ll need to burn a Fate Chip to activate them.
Bryan Lee
 player, 274 posts
 Texas Ranger (16/20 PP)
 P7 T6 W-1 F0 W0 R3 B2 L0
Thu 30 May 2019
at 22:51
Re: Adventure Cards
I'll take a Blue chip from Murphy then :)

Just trying to ever so slightly improve the odds for Kansas Kate.
Kansas Kate
 player, 288 posts
 Hot words and cold slabs
 P6 T5 W0 F0 W4 R0 B0 L#
Fri 31 May 2019
at 17:31
Re: Adventure Cards
Bryan Lee:
I'd like to use Karma Thief to take the best fate chip possible from either LG Murphy, Jesse Evans, Dolly Graham, Frank Baker, or the Marshal himself.

Also, Kansas Kate if you are ever interested I'd take anything you wanted to toss for 2S - Out of the Frying Pan.


It is appreciated and I did think about it, but I saw the chance to end the campaign with a string of lucky rolls and took it =P
Bryan Lee
 player, 277 posts
 Texas Ranger (16/20 PP)
 P7 T6 W-1 F0 W0 R3 B2 L0
Sat 1 Jun 2019
at 02:12
Re: Adventure Cards
Why the long face? She might come back Harrowed, if we're lucky.
Marshal
 GM, 467 posts
 W5 R1 B0
Sat 1 Jun 2019
at 05:32
Re: Adventure Cards
One of the nice things about Savage Worlds...creating a new character is a breeze.
Bryan Lee
 player, 278 posts
 Texas Ranger (16/20 PP)
 P7 T6 W-1 F0 W0 R3 B2 L0
Sat 1 Jun 2019
at 17:48
Re: Adventure Cards
In reply to Marshal (msg # 28):

It's actually my favorite thing about the system. Compared to something like D&D, even 5e, making new characters in Savage Worlds is so easy.
Kansas Kate
 player, 318 posts
 Hot words and cold slabs
 P6 T9 W0 F0 W0 R0 B0 L#
Sun 14 Jul 2019
at 19:37
Re: Adventure Cards
Kept:


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.

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.

Drew:

14:34, Today: Kansas Kate drew the single card: 10S using the Deadlands system.

10S - Get a Clue

“Wait! I’ve got an idea!”
Play this card for a clue from the Marshal for some advice or a hint on how to resolve a current predicament or problem. The Narrator gets a draw from the fate pot.

lol I may need that one presently
Jacinta Castillo
 player, 195 posts
 Half-breed Scout
 P4 T5 W0 F0 W1 R1 B4 L0
Tue 16 Jul 2019
at 06:44
Re: Adventure Cards
23:41, Today: Jacinta Castillo drew the 2 cards: JS, KC using the Deadlands system.  Adventure Cards.

New:

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 Narrator gets a draw from the fate pot.

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.



Keeping:

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 Narrator gets to draw 2 random chips from the fate pot.




Dumping:

2D - Noble Sacrifice
“Gotta take one for the team...”
Play when an adjacent ally suffers damage. You suffer the damage instead
.
Dr. Ezekiel Q. Wayland
 player, 60 posts
 Have Science.Will Travel.
 P4 T5/7 W0 F0 W4 R1 B1 L0
Fri 19 Jul 2019
at 03:39
Re: Adventure Cards
Keeping

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.

9D - Power Surge
“Whoa, where'd THAT come from?”
Spend a Blue Chip. Play during combat. For the duration of this combat encounter, you can ignore the ordinary penalty (based upon the Power Point value of the spell). Any other penalties will still apply.

New Draw

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.
Bryan Lee
 player, 313 posts
 Texas Ranger (8/20 PP)
 P7 T6 W-1 F0 W0 R3 B3 L0
Sat 27 Jul 2019
at 13:39
Re: Adventure Cards
Keeping

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.

Drawing: 12:03, Today: Bryan Lee drew the 3 cards: AH, 5H, 9H using a deck of 54 cards.  Adventure 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.

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.

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.
Albert Cooper
 player, 314 posts
 Gun Wizzerd
 P5 T6 W0 F0 W1 R4 B1 L0
Sun 28 Jul 2019
at 16:08
Re: Adventure Cards
Keeping:

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.

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.

Gives me one draw, and that is....


11:06, Today: Albert Cooper drew the single card: 3S using a deck of 54 cards.  Adventure Card.

Traded one black three for another.

3S - Shakin’ in Thar Boots
“Nobody move or I push the button!”
Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

I like this one a lot better, though.

This message was last edited by the player at 16:08, Sun 28 July 2019.

Tamsin River
 player, 161 posts
 Flower Power
 P4 T5 W0 F0 W1 R2 B2 L0
Sun 28 Jul 2019
at 16:09
Re: Adventure Cards
Kept Rally, Discarded Sagebrush and Contact, drew:

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

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.
Bryan Lee
 player, 334 posts
 Texas Ranger (12/20 PP)
 P7 T6 F0 W1 R2 B2 L0
Wed 11 Sep 2019
at 18:38
Re: Adventure Cards
An update to show what I'm currently holding.

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.


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.

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.

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.

Bryan Lee
 player, 357 posts
 Texas Ranger (8/20 PP)
 P7 T6 F0 W3 R1 B1 L1
Tue 15 Oct 2019
at 21:25
Re: Adventure Cards
Drawing these two:
16:21, Today: Bryan Lee drew the 2 cards: 10C, 7C using a deck of 54 cards.  Adventure Cards.

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.

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.

And keeping these:

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.

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.
Tamsin River
 player, 173 posts
 Flower Power
 P4 T5 W0 F0 W0 R3 B2 L0
Fri 18 Oct 2019
at 18:53
Re: Adventure Cards
Dropping Folk Hero, leaving me with:

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.


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.

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 22:44, Sun 10 May.

Albert Cooper
 player, 351 posts
 Gun Wizzerd
 P5 T6 W0 F0 W0 R3 B2 L0
Sun 20 Oct 2019
at 01:56
Re: Adventure Cards
Albert Cooper:
Keeping:

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.

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.

Gives me one draw, and that is....


11:06, Today: Albert Cooper drew the single card: 3S using a deck of 54 cards.  Adventure Card.

Traded one black three for another.

3S - Shakin’ in Thar Boots
“Nobody move or I push the button!”
Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

I like this one a lot better, though.


I think I'll stand pat.
Kansas Kate
 player, 386 posts
 Hot words and cold slabs
 P6 T9 W0 F0 W3 R2 B1 L#
Sun 20 Oct 2019
at 15:31
Re: Adventure Cards
Kept:


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.

Redrew 2 cards:

10:29, Today: Kansas Kate drew the 2 cards: QS, 9C using the Deadlands system.


QS - Extra Effort

“Impressive! Most impressive.”

Play to add 1d6+2 to any trait roll. This roll may Ace.

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.