Looks like we will be dealing out adventure cards so go ahead and roll those 1d54, seasoned rolls twice, vet rolls thrice. If you could put the card you drew, +1 to someone wanting to update and keep track of the adventure card ledger... If you do a really good job I'll see if VV can approve 1-2EP at the end of the Quad. 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
Q1 2018 Adventure Cards
- Pender Lumkiss
- Diamond Patron
- Posts: 3648
- Joined: Thu Mar 09, 2017 9:00 pm
Q1 2018 Adventure Cards
Field Team Six Bennies
Re: Q1 2018 Adventure Cards
[dice]0[/dice] Let's Settle This
[dice]1[/dice] Inspiration
[dice]1[/dice] Inspiration
Jitters
Temp Stats
Adventure Card
Contact
Enemy
Better You Than Me
- Maximilian
- Silver Patron
- Posts: 548
- Joined: Wed Mar 08, 2017 2:37 pm
Re: Q1 2018 Adventure Cards
Novice: [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.
Seasoned: [dice]1[/dice] -- Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
Veteran: [dice]2[/dice] -- Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Taken Adventure Cards
4: Love Interest - (Markus Berger)
7: Not Today - (Jude Maverick)
14: In the Zone - (Libertas)
15: Sudden Death - (Markus Berger)
18: Karma Thief - (Jude Maverick)
23: Rally - (Maximilian)
24: Inspiration - (Jitters)
25: Hidden Stash - (Cantrell)
27: Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative (Z)
28: Deadly Blow - Play after damage is rolled to double the total of a successful melee attack (Z)
31: Flesh Wound - (Jude Maverick)
40: That's Crazy Talk Mister - (Libertas)
41: Mechanical Malfunction - (Jude Maverick)
44: Boom! Head Shot - (Maximilian)
47: Epiphany - (Maximilian)
49: Parley - (Markus Berger)
51: Let's Settle This - (Jitters)
52: Payback - (Cantrell)
53: Riled Up - (Cantrell)
Seasoned: [dice]1[/dice] -- Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
Veteran: [dice]2[/dice] -- Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Taken Adventure Cards
4: Love Interest - (Markus Berger)
7: Not Today - (Jude Maverick)
14: In the Zone - (Libertas)
15: Sudden Death - (Markus Berger)
18: Karma Thief - (Jude Maverick)
23: Rally - (Maximilian)
24: Inspiration - (Jitters)
25: Hidden Stash - (Cantrell)
27: Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative (Z)
28: Deadly Blow - Play after damage is rolled to double the total of a successful melee attack (Z)
31: Flesh Wound - (Jude Maverick)
40: That's Crazy Talk Mister - (Libertas)
41: Mechanical Malfunction - (Jude Maverick)
44: Boom! Head Shot - (Maximilian)
47: Epiphany - (Maximilian)
49: Parley - (Markus Berger)
51: Let's Settle This - (Jitters)
52: Payback - (Cantrell)
53: Riled Up - (Cantrell)
Last edited by Maximilian on Wed Jan 03, 2018 4:35 pm, edited 7 times in total.
Maximilian
Re: Q1 2018 Adventure Cards
[dice]0[/dice] 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."
[dice]1[/dice] Payback "Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene."
[dice]2[/dice] Riled Up "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
[dice]1[/dice] Payback "Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene."
[dice]2[/dice] Riled Up "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
- Libertas Magicum
- Bronze Patron
- Posts: 642
- Joined: Fri Feb 17, 2017 3:02 pm
Re: Q1 2018 Adventure Cards
Base Draw [dice]0[/dice]
Seasoned Draw [dice]1[/dice] Dupe: Reroll [dice]2[/dice]
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
40: That's Crazy Talk Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Seasoned Draw [dice]1[/dice] Dupe: Reroll [dice]2[/dice]
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
40: That's Crazy Talk Mister Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Libertas Magicorum
OOC Comments
- Jude Maverick
- Diamond Patron
- Posts: 668
- Joined: Tue Feb 28, 2017 6:17 am
- Location: Chicago suburbs
Re: Q1 2018 Adventure Cards
Novice [dice]0[/dice] - Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Seasoned [dice]1[/dice] - reroll
Veteran [dice]2[/dice] Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
Bonus [dice]3[/dice] - 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).
Reroll [dice]4[/dice] - 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.
Seasoned [dice]1[/dice] - reroll
Veteran [dice]2[/dice] Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
Bonus [dice]3[/dice] - 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).
Reroll [dice]4[/dice] - 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.
Character Tracker
- Markus Berger
- Posts: 361
- Joined: Wed Dec 28, 2016 6:50 pm
Re: Q1 2018 Adventure Cards
Rolls:
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
Rerolling:
[dice]3[/dice]
[dice]4[/dice]
So...
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.
15: Sudden Death
Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
49: 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.
So a couple ones that let him stop the fight...
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
Rerolling:
[dice]3[/dice]
[dice]4[/dice]
So...
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.
15: Sudden Death
Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
49: 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.
So a couple ones that let him stop the fight...
Re: Q1 2018 Adventure Cards
[dice]6[/dice] Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
[dice]2[/dice] Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
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