Adventure Deck
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Adventure Deck
1st Quarter Adventure Cards
Please roll those 1d54 for your card: seasoned rolls twice, vet rolls three times.
We'll go first come first serve, so if you get a roll that has already been rolled previously reroll.
Adventure Card Notes
-Each Group has their own Adventure Deck, dealt quarterly by the GM.
-Adventure Cards are held until used or hand is full. Players can only hold one card per rank (Novice = 1, Seasoned = 2, Veteran = 3, Heroic=4, Legendary =5).
-Only one card can be played per Quarter
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time
EP & Patron Cards
There is also a site-wide deck that can be drawn from with EP or via Patronage.
There are a limited number of each card in the "Community Deck", once all of each type are in play they are unavailable for use by another player.
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time
Adventure Card
Please post your current cards as a reply to your character sheet.
Please roll those 1d54 for your card: seasoned rolls twice, vet rolls three times.
We'll go first come first serve, so if you get a roll that has already been rolled previously reroll.
Adventure Card Notes
-Each Group has their own Adventure Deck, dealt quarterly by the GM.
-Adventure Cards are held until used or hand is full. Players can only hold one card per rank (Novice = 1, Seasoned = 2, Veteran = 3, Heroic=4, Legendary =5).
-Only one card can be played per Quarter
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time
EP & Patron Cards
There is also a site-wide deck that can be drawn from with EP or via Patronage.
There are a limited number of each card in the "Community Deck", once all of each type are in play they are unavailable for use by another player.
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time
Adventure Card
Please post your current cards as a reply to your character sheet.
Signature
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Adventure Deck
[dice]0[/dice]-Rally
[dice]1[/dice] woa! [dice]2[/dice]-We have the talent
- "Play to cause all allies in sight and/
or hearing to immediately lose their
Shaken status."
[dice]1[/dice] woa! [dice]2[/dice]-We have the talent
- you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
Field Team Six Bennies
Re: Adventure Deck
[dice]0[/dice]
- Epiphany 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.
- Ace: - Play instead of rolling to make a trait test with a single automatic raise.
Last edited by Merlaggon on Fri Jan 12, 2018 7:39 pm, edited 3 times in total.
Merlaggon
Re: Adventure Deck
[dice]0[/dice] Tim has. Re-roll: [dice]2[/dice]
[dice]1[/dice]
[dice]1[/dice]
Re: Adventure Deck
[dice]0[/dice] - Lucky Break: Play this card to completely negate the damage from one attack
[dice]1[/dice] - Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
[dice]1[/dice] - Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Re: Adventure Deck
Sinder
[dice]0[/dice] Theme Song It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
And he gets?
The second one
[dice]1[/dice] get a clue
[dice]0[/dice] Theme Song It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
And he gets?
The second one
[dice]1[/dice] get a clue
Last edited by Sinder on Wed Feb 28, 2018 7:55 pm, edited 2 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Re: Adventure Deck
Qoat is a Veteran
0
let's try that again.
1
reroll the 21: 2
0
let's try that again.
1
reroll the 21: 2
- 4 - Love Interest
Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well. - 21 - Second Wind
Play on your hero to automatically remove all wounds sustained in his combat (but not crippling injuries). If Shaken, he is un-Shaken now as well. - 31 - Flesh Wound
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).
Qoat
- hobo joe
- Diamond Patron
- Posts: 414
- Joined: Thu May 11, 2017 8:25 pm
- Location: Riding the Rails to Stardom
Re: Adventure Deck
[dice]0[/dice]
Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
[dice]1[/dice]
Better You Than Me:
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.
Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
[dice]1[/dice]
Better You Than Me:
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.
- Venatus Vinco
- Bronze Patron
- Posts: 2872
- Joined: Sat Jun 11, 2016 3:30 pm
Re: Adventure Deck
2nd Quarter Adventure Cards
Roll 'em up if you want 'em Same rules as above.
VV
Roll 'em up if you want 'em Same rules as above.
VV
Signature
Re: Adventure Deck
Novice: [dice]0[/dice]
- Second Wind
- 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.
- Florence Nightingale
- Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
Merlaggon
- Roderick Wolfram
- Posts: 167
- Joined: Wed Feb 28, 2018 10:42 am
Re: Adventure Deck
Veteran
0
(14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
(24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
(29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
0
(14) In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
(24) Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
(29) Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
Last edited by Roderick Wolfram on Mon Apr 02, 2018 6:26 pm, edited 1 time in total.
Re: Adventure Deck
[dice]0[/dice] 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.
[dice]1[/dice] 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 an extra Adventure Card each game session until the enemy is “retired.”
[dice]1[/dice] 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 an extra Adventure Card each game session until the enemy is “retired.”
Re: Adventure Deck
[dice]0[/dice]
44-Headshot, ignore called shot penalty for range attacks.
49-Parely, you know what to do. Party!
44-Headshot, ignore called shot penalty for range attacks.
49-Parely, you know what to do. Party!
Saul Combat data
Saul Bennies
Re: Adventure Deck
Sinder
[dice]0[/dice]
13 Speedy Gonzales Expend this card to gain +2 to your Pace for the rest of the scene.
43 Arcane Inspiration When playing this card, 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.
[dice]0[/dice]
13 Speedy Gonzales Expend this card to gain +2 to your Pace for the rest of the scene.
43 Arcane Inspiration When playing this card, 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.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
- Cory Tetrascroll
- Posts: 275
- Joined: Sat Jun 25, 2016 7:44 pm
Re: Adventure Deck
[dice]0[/dice] - Folk Hero: 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.
[dice]1[/dice] - Renown: 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).
[dice]1[/dice] - Renown: 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).
Cory Tetrascroll
PPE: 8/25 | ISP: 5/25 | Bennies: 0
Pace: 6 (8 w/armor); Parry: 5(6); Toughness: 13(6); Strain: 6
Condition: Fleet Footed, Battle Hardened, +1 Magical Resistance, Strong Willed
Worn Armor:
Custom CK Armor:
[list]+6 Armor, +1 Toughness Edge: Fleet Footed PPE: 5/10; Speed, Teleport[/list]
Overcoat:
[list]+1 Toughness[/list]
Talisman of Marduk:
[list]+1 Toughness, Battle Hardened, +1 Magical Resistance, Linguist, Clairvoyance[/list]
Weapon in Hand:
(Right) Sun’s Glaring Sting:
[list]Damage Str+2d6; AP2 Mega Damage, +1 die to Str, Activation Cost: 4 PP/3rounds, Edges: Strong Willed; PP: 0/5; Fear (2PP), Quickness (4PP), Trappings: Holy & Silver[/list]
(Left) TW Club:
[list]Damage Str+1d4; +1 Parry[/list][/OOC]
edit signature
"all about long sullen silences, followed by mean comments and then more silences"
"This is a vital magical truth: to know anything, you must become that thing; you can know nothing beyond yourself, but you are everything."
Re: Adventure Deck
[dice]0[/dice]
8 - 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.
25 - 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.
45 - 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.”
8 - 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.
25 - 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.
45 - 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.”
OOC Comments
Re: Adventure Deck
Draw for 3 Q 2018
[dice]0[/dice]
Play to add +1d6 to any trait roll.
This roll may Ace.
[dice]1[/dice]
Play instead of rolling to make a
trait test with a single automatic
raise.
[dice]0[/dice]
Play to add +1d6 to any trait roll.
This roll may Ace.
[dice]1[/dice]
Play instead of rolling to make a
trait test with a single automatic
raise.
Last edited by Sinder on Fri Jul 27, 2018 12:45 pm, edited 3 times in total.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Adventure Deck
Draw for Q3 2018
[dice]0[/dice]
Speedy Gonzales
Expend this card to gain +2 to your Pace for the rest of the scene.
Teamwork
"Your hero and any adjacent allies
add +4 to their next trait rolls. The
allies must be adjacent when the
card is played to receive the bonus."
Rally
"Play to cause all allies in sight and/
or hearing to immediately lose their
Shaken status."
[dice]0[/dice]
Speedy Gonzales
Expend this card to gain +2 to your Pace for the rest of the scene.
Teamwork
"Your hero and any adjacent allies
add +4 to their next trait rolls. The
allies must be adjacent when the
card is played to receive the bonus."
Rally
"Play to cause all allies in sight and/
or hearing to immediately lose their
Shaken status."
Field Team Six Bennies
Re: Adventure Deck
Q3!
[dice]0[/dice]
11 Lucky Break - Play this card to completely negate the damage from one attack.
15 Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
21 Second Wind - 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.
[dice]0[/dice]
11 Lucky Break - Play this card to completely negate the damage from one attack.
15 Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
21 Second Wind - 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.
OOC Comments
- Roderick Wolfram
- Posts: 167
- Joined: Wed Feb 28, 2018 10:42 am
Re: Adventure Deck
Q3 2018
0
[*]12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
[*]19 - Teamwork - Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
[*]51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
[*]29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
Trading Team work for Bullseye! with Jon.
0
[*]12 - Florence Nightingale -Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
[*]19 - Teamwork - Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.
[*]51- Let's Settle This -Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
[*]29 - Bullseye! - Play after damage is rolled to double the total of a successful ranged attack.
Trading Team work for Bullseye! with Jon.
Last edited by Roderick Wolfram on Tue Jul 03, 2018 10:07 am, edited 1 time in total.
Re: Adventure Deck
Q3: [dice]0[/dice] Ace: Play instead of rolling to make a trait test with a single automatic raise.
Reroll because Sinder’s got that one
[dice]1[/dice] Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Reroll because Sinder’s got that one
[dice]1[/dice] Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Anon
Re: Adventure Deck
Quarter 3
- Novice: [dice]0[/dice]
- Karma Thief
- Take a benny from any other Wild Card (this may include other player characters).
- Peace
- 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.
- Duplicate: [dice]3[/dice]
- Arcane Inspiration
- When playing this card, 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.
- Arcane Inspiration
- Karma Thief
Merlaggon
- hobo joe
- Diamond Patron
- Posts: 414
- Joined: Thu May 11, 2017 8:25 pm
- Location: Riding the Rails to Stardom
Re: Adventure Deck
The Third Quarter (if this was hockey, it'd be a Period and we'd be almost done!)
[dice]0[/dice] Reroll 24 [dice]1[/dice] reroll 23 (already taken) [dice]2[/dice]
6 - Rabbit Out of My Hat: Play this card to gain +2 on any Trick test until the end of the scene.
24 - Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
44 - Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
[dice]0[/dice] Reroll 24 [dice]1[/dice] reroll 23 (already taken) [dice]2[/dice]
6 - Rabbit Out of My Hat: Play this card to gain +2 on any Trick test until the end of the scene.
24 - Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
44 - Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
- Anarik Ebonlocke
- Posts: 96
- Joined: Thu Jul 12, 2018 12:57 am
Re: Adventure Deck
[dice]0[/dice] - duplicate
[dice]1[/dice] - Parley: 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.
[dice]1[/dice] - Parley: 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.
Character Tracker
- Anarik Ebonlocke
- Posts: 96
- Joined: Thu Jul 12, 2018 12:57 am
Re: Adventure Deck
Q4 2018
[dice:3f2i9kpi]43899:0[/dice:3f2i9kpi]
Arcane Inspiration: When playing this card, 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.
Oh, that's going to get used soon!
[dice:3f2i9kpi]43899:0[/dice:3f2i9kpi]
Arcane Inspiration: When playing this card, 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.
Oh, that's going to get used soon!
Character Tracker
- Roderick Wolfram
- Posts: 167
- Joined: Wed Feb 28, 2018 10:42 am
Re: Adventure Deck
Q4 2108
Heroic
[dice:1d040tzs]43907:0[/dice:1d040tzs]
[dice:1d040tzs]43907:1[/dice:1d040tzs]
[dice:1d040tzs]43907:2[/dice:1d040tzs]
[dice:1d040tzs]43907:3[/dice:1d040tzs] duplicate roll
[dice:1d040tzs]43907:4[/dice:1d040tzs]
39 Noble Sacrifice - Play when an adjacent ally suffers damage. You suffer damage instead.
28 Deadly Blow - Play after damage is rolled to double the total of a successful melee attack
31 Flesh Wound - 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).
44 Boom! Head Shot - You may ignore any Called Shot penalty on your next ranged attack.
Heroic
[dice:1d040tzs]43907:0[/dice:1d040tzs]
[dice:1d040tzs]43907:1[/dice:1d040tzs]
[dice:1d040tzs]43907:2[/dice:1d040tzs]
[dice:1d040tzs]43907:3[/dice:1d040tzs] duplicate roll
[dice:1d040tzs]43907:4[/dice:1d040tzs]
39 Noble Sacrifice - Play when an adjacent ally suffers damage. You suffer damage instead.
28 Deadly Blow - Play after damage is rolled to double the total of a successful melee attack
31 Flesh Wound - 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).
44 Boom! Head Shot - You may ignore any Called Shot penalty on your next ranged attack.
Re: Adventure Deck
Heroic
[dice:m22gg198]44089:0[/dice:m22gg198] 48 - 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.
[dice:m22gg198]44089:1[/dice:m22gg198] 35 - The character acts as if he had drawn a Joker this combat round.
[dice:m22gg198]44089:2[/dice:m22gg198] 27 - Play this card to swap your initiative card with any Joker drawn for initiative.
[dice:m22gg198]44089:3[/dice:m22gg198] 34 - Draw 3 initiative cards and keep the highest.
[dice:m22gg198]44089:0[/dice:m22gg198] 48 - 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.
[dice:m22gg198]44089:1[/dice:m22gg198] 35 - The character acts as if he had drawn a Joker this combat round.
[dice:m22gg198]44089:2[/dice:m22gg198] 27 - Play this card to swap your initiative card with any Joker drawn for initiative.
[dice:m22gg198]44089:3[/dice:m22gg198] 34 - Draw 3 initiative cards and keep the highest.
OOC Comments
Re: Adventure Deck
2018Q4
- Novice
- [dice:19woaltn]44409:0[/dice:19woaltn]
- Get A Clue
- 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.
- Get A Clue
- [dice:19woaltn]44409:1[/dice:19woaltn]
- Hidden Stash
- 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.
- Hidden Stash
- [dice:19woaltn]44409:2[/dice:19woaltn]
- Rally
- Play to cause all allies in sight and/ or hearing to immediately lose their Shaken status.
- Rally
- [dice:19woaltn]44409:0[/dice:19woaltn]
Merlaggon
Re: Adventure Deck
2018Q4
Novice
[dice:3abrd57y]44415:0[/dice:3abrd57y]
Theme Song It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
Seasoned
[dice:3abrd57y]44415:1[/dice:3abrd57y]
Duplicate of Rodericks
[dice:3abrd57y]44415:3[/dice:3abrd57y]
Duplicate of Alecto
[dice:3abrd57y]44415:4[/dice:3abrd57y]
Duplicate of Alecto
[dice:3abrd57y]44415:5[/dice:3abrd57y]
Parley: 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.
finally
Veteran
[dice:3abrd57y]44415:2[/dice:3abrd57y]
Mechanical Malfunction "A device malfunctions in some way:
guns jam, bow strings break, etc.
The device can be fixed by a Repair
roll at -4 and 10 minutes work."
Novice
[dice:3abrd57y]44415:0[/dice:3abrd57y]
Theme Song It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
Seasoned
[dice:3abrd57y]44415:1[/dice:3abrd57y]
Duplicate of Rodericks
[dice:3abrd57y]44415:3[/dice:3abrd57y]
Duplicate of Alecto
[dice:3abrd57y]44415:4[/dice:3abrd57y]
Duplicate of Alecto
[dice:3abrd57y]44415:5[/dice:3abrd57y]
Parley: 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.
finally
Veteran
[dice:3abrd57y]44415:2[/dice:3abrd57y]
Mechanical Malfunction "A device malfunctions in some way:
guns jam, bow strings break, etc.
The device can be fixed by a Repair
roll at -4 and 10 minutes work."
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Re: Adventure Deck
[dice:3r4l1lq8]46968:0[/dice:3r4l1lq8]
Reroll 41 [dice:3r4l1lq8]46968:1[/dice:3r4l1lq8]
Reroll 41 [dice:3r4l1lq8]46968:1[/dice:3r4l1lq8]
Field Team Six Bennies
Re: Adventure Deck
[dice:1nv6mboh]47739:0[/dice:1nv6mboh]
Seize the Day The character acts as if he had
drawn a Joker this combat round
Revelation 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.
Cutting In Line Draw 3 initiative cards and keep the highest.
Seize the Day The character acts as if he had
drawn a Joker this combat round
Revelation 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.
Cutting In Line Draw 3 initiative cards and keep the highest.
Sinder Baron: Burster (Master Psi)
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
http://savagerifts.com/sr/viewtopic.php?f=20&t=190
Nicknames: Little Hotfoot, Phoenix,
OOC Comments
Re: Adventure Deck
[dice:gm4apk54]47957:0[/dice:gm4apk54]
Reroll 35 [dice:gm4apk54]47957:1[/dice:gm4apk54]
Contact - 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.
Not Today- Play after any other character’s
attack roll to cause it to
automatically fail. This is a critical
failure.
Villanious Verbosity Play to make an opposing Wild
Card lose his next action by
gloating or talking about his master
plan.
Let's Settle This Play at the beginning of a combat
round with no Jokers. No character
can soak wounds until a Joker is
drawn.
Reroll 35 [dice:gm4apk54]47957:1[/dice:gm4apk54]
Contact - 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.
Not Today- Play after any other character’s
attack roll to cause it to
automatically fail. This is a critical
failure.
Villanious Verbosity Play to make an opposing Wild
Card lose his next action by
gloating or talking about his master
plan.
Let's Settle This Play at the beginning of a combat
round with no Jokers. No character
can soak wounds until a Joker is
drawn.
OOC Comments
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
- Anarik Ebonlocke
- Posts: 96
- Joined: Thu Jul 12, 2018 12:57 am
Re: Adventure Deck
Anarik: [dice:1kabdz7q]48117:0[/dice:1kabdz7q]
Reroll: [dice:1kabdz7q]48117:1[/dice:1kabdz7q]
Reroll [dice:1kabdz7q]48117:2[/dice:1kabdz7q] - Oh, wait. 28 wasn't rolled yet in this group, so I will use that.
Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
Not useful for a caster, but okay.
Reroll: [dice:1kabdz7q]48117:1[/dice:1kabdz7q]
Reroll [dice:1kabdz7q]48117:2[/dice:1kabdz7q] - Oh, wait. 28 wasn't rolled yet in this group, so I will use that.
Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
Not useful for a caster, but okay.
Character Tracker
Re: Adventure Deck
Q1 2019
- Novice: [dice:2h1lqe7o]48606:0[/dice:2h1lqe7o] - Get a Clue
- 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.
- 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.
- Play this card to completely negate the damage from one attack.
Last edited by Merlaggon on Fri May 03, 2019 3:56 pm, edited 1 time in total.
Merlaggon
- Roderick Wolfram
- Posts: 167
- Joined: Wed Feb 28, 2018 10:42 am
Re: Adventure Deck
Q1 2019
Legendary:
[dice:201z8pok]50644:0[/dice:201z8pok]
[dice:201z8pok]50644:1[/dice:201z8pok] unavailable
[dice:201z8pok]50644:2[/dice:201z8pok] unavailable
[dice:201z8pok]50644:3[/dice:201z8pok]
[dice:201z8pok]50644:4[/dice:201z8pok] unavailable
3 already pulled
[dice:201z8pok]50644:5[/dice:201z8pok] unavailable
[dice:201z8pok]50644:6[/dice:201z8pok]
[dice:201z8pok]50644:7[/dice:201z8pok] unavailable
2 already pulled
[dice:201z8pok]50644:8[/dice:201z8pok]
[dice:201z8pok]50644:9[/dice:201z8pok]
Booyah!
41 Mechanical Malfunction
19 Teamwork
10 Adrenaline Surge
45 Dressed to Kill
52 Payback
Legendary:
[dice:201z8pok]50644:0[/dice:201z8pok]
[dice:201z8pok]50644:1[/dice:201z8pok] unavailable
[dice:201z8pok]50644:2[/dice:201z8pok] unavailable
[dice:201z8pok]50644:3[/dice:201z8pok]
[dice:201z8pok]50644:4[/dice:201z8pok] unavailable
3 already pulled
[dice:201z8pok]50644:5[/dice:201z8pok] unavailable
[dice:201z8pok]50644:6[/dice:201z8pok]
[dice:201z8pok]50644:7[/dice:201z8pok] unavailable
2 already pulled
[dice:201z8pok]50644:8[/dice:201z8pok]
[dice:201z8pok]50644:9[/dice:201z8pok]
Booyah!
41 Mechanical Malfunction
19 Teamwork
10 Adrenaline Surge
45 Dressed to Kill
52 Payback