Adventure Cards.   Posted by Marshal.Group: 0
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 2020.

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
quote:
Kept:

QS - Extra Effort
“Impressive! Most impressive.”

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


20:52, Today: Kansas Kate drew the 3 cards: 6D, 9H, 8C using the Deadlands system.  Adventure!

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.

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.

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.

This message was last edited by the player at 01:55, Sun 21 June 2020.

Tamsin River
 player, 216 posts
 Flower Power
 P4 T5 W0 F0 W0 R4 B2 L0
Wed 24 Jun 2020
at 11:18
Re: Adventure Cards
Dropping Hot Iron and Whiskey. Off to draw three cards.
04:18, Today: Tamsin River drew the 3 cards: 9D, QH, QS using a deck of 54 cards.

QS - Extra Effort
“Impressive! Most impressive.”
Play to add 1d6+2 to any trait roll. This roll may Ace.

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.

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.

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 11:23, Wed 24 June 2020.

Albert Cooper
 player, 439 posts
 Gun Wizzerd
 P5 T6 W0 F0 W1 R3 B4 L0
Thu 25 Jun 2020
at 05:27
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.

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.

Two draws this time...


22:24, Today: Albert Cooper drew the 2 cards: JS, JH using a deck of 54 cards.  Ad cards.

I hate having two Jacks as my hole cards. Always lose money on them.

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.

That's actually not bad. Probably some skill I don't have that I'll need.

JH - Enemy
“We meet again.”
Play at the beginning of the game session. A villain of the Marshal’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.

Whoa. Not that I'm actually in dire need of chips, mind. Wanna talk about this one with me Marshal?
Jacinta Castillo
 player, 293 posts
 Half-breed Scout
 P4 T5 W0 F0 W5 R2 B7 L0
Tue 30 Jun 2020
at 06:45
Re: Adventure Cards
23:36, Today: Jacinta Castillo drew the 2 cards: 8S, JD using the Deadlands system.  Adventure Cards.



New:

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.

JD - Dressed To Kill
“Wow. You clean up nice, kid.”
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.”

^ Does this mean Jacinta finally gets to wear a dress?



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.

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.




Dumping:

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.
.


---


Willing to Trade:

If any of you TexArcana people think this card might be useful to you in the final fight and want to trade, let me know.

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.

Bryan Lee
 player, 445 posts
 Texas Ranger (12/20 PP)
 P7 T6 W0 F0 W2 R1 B1 L1
Wed 29 Jul 2020
at 15:59
Re: Adventure Cards
New:

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.

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.


Keeping:

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.


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.

Dumping:

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.

This message was last edited by the player at 17:31, Fri 08 Jan.

Bryan Lee
 player, 534 posts
 Texas Ranger (8/20 PP)
 P7 T6 W0 F0 W3 R1 B0 L1
Fri 12 Mar 2021
at 17:31
Re: Adventure Cards
New:

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.

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.


Keeping:

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.

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.

This message was last edited by the player at 04:02, Sun 02 May.

Albert Cooper
 player, 526 posts
 Gun Wizzerd
 P5 T6 W0 F0 W4 R1 B5 L0
Fri 12 Mar 2021
at 18:08
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.

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.


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.

New Draw:
10:05, Today: Albert Cooper drew the single card: 9S using a deck of 54 cards.  Replacing JH Adventure Card.

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.

Bwahahahaha. I'll use that on KK.

Traded that 3S for a Power Surge. I think that will give me all my power points back when used. Power Surge was used in the battle against 'Murphy'.

This message was last edited by the player at 22:38, Fri 23 Apr.

Dr. Ezekiel Q. Wayland
 player, 210 posts
 Have Science.Will Travel.
 P4 T5/7 W0 F0 W3 R2 B0 L0
Sat 13 Mar 2021
at 02:32
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.

New Draws

JH - Enemy
“We meet again.”
Play at the beginning of the game session. A villain of the Marshal’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.

QC - Bullseye!
“Even plate mail has eyeslits.”
Spend a fate chip and play after damage is rolled to double the total of a successful ranged attack.

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.
Jacinta Castillo
 player, 343 posts
 Half-breed Scout
 P4 T5 W0 F0 W5 R4 B7 L0
Mon 15 Mar 2021
at 07:30
Re: Adventure Cards
Previously Traded:

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.

Traded to Tamsin for this one -

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.


-----

00:26, Today: Jacinta Castillo drew the 2 cards: 4S, 10D using the Deadlands system.  Adventure Cards.


New:

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.


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.



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.

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.



Dumping:

JD - Dressed To Kill
“Wow. You clean up nice, kid.”
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.”

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 07:11, Tue 04 May.

Kansas Kate
 player, 596 posts
 Hot words and cold slabs
 P6 T5 W2 F0 W2 R3 B0 L#
Mon 15 Mar 2021
at 20:37
Re: Adventure Cards
quote:
Kept:
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.


15:32, Today: Kansas Kate drew the 3 cards: 9D, 3H, 8C using the Deadlands system.  The forgotten Adventure Cards.

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.

Well!

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.

Also... Well!  Useless to me but willing to trade it for any old garbage


Redrawn on Marshal's Orders!

UNREDRAWN, but traded for the same card I redrew anway LOL


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.

LOL oh God, of all the Adventure Cards that could be given to Kansas Kate, this is the Kansas Katiest.

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

This message was last edited by the player at 23:14, Tue 06 Apr.

Tamsin River
 player, 247 posts
 Flower Power
 P4 T5 W0 F0 W0 R1 B3 L0
Sat 20 Mar 2021
at 17:43
Re: Adventure Cards
Keeping Arcane Inspiration and Power Surge, drawing 2:  10:36, Today: Tamsin River drew the 2 cards: 8S, 5H using a deck of 54 cards.

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.

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.

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.

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.