Adventure Deck
Adventure Deck
https://docs.google.com/spreadsheets/d/ ... Q/htmlview
Roll 1d54 twice, once for the session and one for the interlude you will do as your first post.
Roll 1d54 twice, once for the session and one for the interlude you will do as your first post.
GM bennies 6/8
Re: Adventure Deck
Main: [dice]0[/dice]
Interlude: [dice]1[/dice]Lucky Break
Play this card to completely negate
the damage from one attack.
Adrenaline Surge
Your hero gets an additional and
immediate turn (including new
movement).
Savant
Stat Block
Re: Adventure Deck
session: [dice]0[/dice]
Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
interlude: [dice]1[/dice]
Enemy -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.”
Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
interlude: [dice]1[/dice]
Enemy -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
Rolling:
Novice [dice:35272wct]7617:0[/dice:35272wct]
Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Seasoned [dice:35272wct]7617:1[/dice:35272wct]
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.
Novice [dice:35272wct]7617:0[/dice:35272wct]
Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Seasoned [dice:35272wct]7617:1[/dice:35272wct]
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.
Re: Adventure Deck
Card: [dice]0[/dice]
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: 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.
Heracles
Character Summary
Re: Adventure Deck
[dice]0[/dice]
Folk hero. After performing a heroic deed you and your team are adopted by the locals.
Nice.
Folk hero. After performing a heroic deed you and your team are adopted by the locals.
Nice.
Savant
Stat Block
Re: Adventure Deck
For a new session do you allow exchanging an unused Adventure card for a reroll?
If so I would like to exchange Parley and replace it with a new roll.
If so I would like to exchange Parley and replace it with a new roll.
Re: Adventure Deck
Posting for Q4:
[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.
Okay, I like this for an Oracle.
[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.
Okay, I like this for an Oracle.
Savant
Stat Block
Re: Adventure Deck
Totally forgot about my card last quarter. Sigh. It might have come in handy, too.
[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]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.
Heracles
Character Summary
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
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force
Freya Kay -
Techno-Wizard
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Adventure Deck
New Card [dice]0[/dice]
In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
- Penny Wise
- Bronze Patron
- Posts: 191
- Joined: Tue Feb 28, 2017 8:39 pm
Re: Adventure Deck
[dice]0[/dice] Roll for adventure card.
Result: Rabbit Out of My Hat: play card to gain +2 to to any trick.
Result: Rabbit Out of My Hat: play card to gain +2 to to any trick.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
Re: Adventure Deck
did not know we were supposed to be rerolling this each session so rolling now.
Assuming I still have the Enemy from the interlude
Roll one [dice]0[/dice]
-- Card taken, reroll[dice]2[/dice]
Roll two [dice]1[/dice]
Result one: Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
Result two: 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.
Assuming I still have the Enemy from the interlude
Roll one [dice]0[/dice]
-- Card taken, reroll[dice]2[/dice]
Roll two [dice]1[/dice]
Result one: Joker's Gone Wild - Play this card to swap your initiative card with any Joker drawn for initiative.
Result two: 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.
Re: Adventure Deck
Rolling for New quarter card...
[dice]0[/dice]
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
[dice]0[/dice]
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Freya Kay -
Techno-Wizard
Re: Adventure Deck
Q1/18:
Novice: [dice]0[/dice] Out of the Frying Pan 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 GM.
Seasoned: [dice]1[/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).
Well, THAT's appropriate for Savant...
Novice: [dice]0[/dice] Out of the Frying Pan 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 GM.
Seasoned: [dice]1[/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).
Well, THAT's appropriate for Savant...
Savant
Stat Block
- Penny Wise
- Bronze Patron
- Posts: 191
- Joined: Tue Feb 28, 2017 8:39 pm
Re: Adventure Deck
Session: [dice]0[/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.
Veteran: [dice]2[/dice]
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Interlude: [dice]1[/dice]
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.
Well, you win some, you lose some. Hopefully nothing serious breaks.
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.
Veteran: [dice]2[/dice]
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Interlude: [dice]1[/dice]
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.
Well, you win some, you lose some. Hopefully nothing serious breaks.
Last edited by Penny Wise on Sun Jan 07, 2018 11:11 pm, edited 2 times in total.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
Re: Adventure Deck
Note that you can play that Malfunction card on any gear, including the enemy's.
Savant
Stat Block
- Penny Wise
- Bronze Patron
- Posts: 191
- Joined: Tue Feb 28, 2017 8:39 pm
Re: Adventure Deck
So I've been informed! So if we have to fight a big stompy robot I think it'll be handy to have.
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
Re: Adventure Deck
https://docs.google.com/spreadsheets/d/ ... sp=sharing
Created an Adventure deck we can put out names on.
There is also an XP tracker that shows how much total XP we have. How many cards we get. It shows also how many cards people have selected.
Not sure what has been used from the original interlude cards drawn. Alex used mine so I get an extra draw until my personal enemy is slain.
Kid said he used his Interlude. I don't know if Savant used theirs. Noone else ever drew one. Penny drew one in her latest post. Not sure is that is the original or a new Interlude card.
Some people noted they have the wrong cards.
Penny is 4/4 cards.
Kid has one card from Q4 and gets 2 cards this Quarter.
Heracles has one card from Q4 and gets 2 cards this Quarter and never rolls for his original interlude card.
I am returning 2 card to the deck, Contact and Joker's Gone Wild. keeping 1 card and I get 2 more from Veteran and my bonus card from the enemy. for a total of 3 cards I need to draw now.
Savant has 3 cards unless they used Adrenaline Surge already.
Langdon never drew a card and get 1
White Hoof is on LoA but never drew a card
Freya Kay has 1 card and never drew a Interlude card.
Do we get new interlude card from the new interlude? not sure how you are working that.
Created an Adventure deck we can put out names on.
There is also an XP tracker that shows how much total XP we have. How many cards we get. It shows also how many cards people have selected.
Not sure what has been used from the original interlude cards drawn. Alex used mine so I get an extra draw until my personal enemy is slain.
Kid said he used his Interlude. I don't know if Savant used theirs. Noone else ever drew one. Penny drew one in her latest post. Not sure is that is the original or a new Interlude card.
Some people noted they have the wrong cards.
Penny is 4/4 cards.
Kid has one card from Q4 and gets 2 cards this Quarter.
Heracles has one card from Q4 and gets 2 cards this Quarter and never rolls for his original interlude card.
I am returning 2 card to the deck, Contact and Joker's Gone Wild. keeping 1 card and I get 2 more from Veteran and my bonus card from the enemy. for a total of 3 cards I need to draw now.
Savant has 3 cards unless they used Adrenaline Surge already.
Langdon never drew a card and get 1
White Hoof is on LoA but never drew a card
Freya Kay has 1 card and never drew a Interlude card.
Do we get new interlude card from the new interlude? not sure how you are working that.
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Adventure Deck
I thought I had rolled already, but I keep terrible track of these.
[dice]0[/dice] = used Jan 28, 2018 - Cutting In Line Draw 3 initiative cards and keep the highest.
[dice]1[/dice] = Dressed to Kill 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.”
[dice]0[/dice] = used Jan 28, 2018 - Cutting In Line Draw 3 initiative cards and keep the highest.
[dice]1[/dice] = Dressed to Kill 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.”
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: Adventure Deck
You can hold cards over to the next round, but I chose not to with Savant. If I had, I wouldn't have drawn twice (Savant is only Seasoned).
Re: Adventure Deck
Thanks!Mica Nowel wrote:Created an Adventure deck we can put out names on.
Freya Kay -
Techno-Wizard
- Langdon Steed
- Gold Patron
- Posts: 110
- Joined: Sun Jul 23, 2017 3:01 am
Re: Adventure Deck
Adv. Card: [dice]0[/dice]
Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
Langdon Steed
Re: Adventure Deck
Bonus from enemy: Keep "Deadly Blow"
novice: [dice]0[/dice]
seasoned: [dice]1[/dice]
taken - reroll: [dice]4[/dice]
veteran: [dice]2[/dice]
dup - reroll: [dice]3[/dice]
novice: [dice]0[/dice]
seasoned: [dice]1[/dice]
taken - reroll: [dice]4[/dice]
veteran: [dice]2[/dice]
dup - reroll: [dice]3[/dice]
Re: Adventure Deck
[dice]0[/dice]: Extra Effort (Play to add +1d6 to any trait roll. This roll may Ace.).
Also still holding "Get a Clue", discarded "Hidden Stash" last quarter.
Also still holding "Get a Clue", discarded "Hidden Stash" last quarter.
Heracles
Character Summary
Re: Adventure Deck
[dice]0[/dice] Peace - Improve reaction by 1 step if not true enemy.
New Quarter: [dice]1[/dice] Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
New Quarter: [dice]1[/dice] Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
Sula
Re: Adventure Deck
[dice]0[/dice] - taken by Pennywise already.
[dice]1[/dice] - taken by Mica already.
[dice]2[/dice]
[dice]1[/dice] - taken by Mica already.
[dice]2[/dice]
Heracles
Character Summary
- Langdon Steed
- Gold Patron
- Posts: 110
- Joined: Sun Jul 23, 2017 3:01 am
Re: Adventure Deck
Carried over: Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
Veteran (3)
[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.
[dice]1[/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]2[/dice]: 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.
Keeping Sudden Death, Theme Song, Folk Hero
Veteran (3)
[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.
[dice]1[/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]2[/dice]: 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.
Keeping Sudden Death, Theme Song, Folk Hero
Langdon Steed
Re: Adventure Deck
[dice]0[/dice]
[dice]1[/dice]
32: Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.
20: Last Stand
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.
[dice]1[/dice]
32: Extra Effort
Play to add +1d6 to any trait roll. This roll may Ace.
20: Last Stand
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.
Heracles
Character Summary
Re: Adventure Deck
Q3 2018 Rolls (Seasoned = 2 Draws):
[dice]0[/dice] 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.
[dice]1[/dice] Out of the Frying Pan 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 GM.
[dice]0[/dice] 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.
[dice]1[/dice] Out of the Frying Pan 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 GM.
Savant
Stat Block
Re: Adventure Deck
Q3 2018 Rolls (Seasoned = 2 Draws): [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.
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.
- Vivian Parker
- Posts: 88
- Joined: Thu Jul 12, 2018 1:47 am
Re: Adventure Deck
[dice]0[/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] - Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
[dice]1[/dice] - Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
- Vivian Parker
- Posts: 88
- Joined: Thu Jul 12, 2018 1:47 am
- Ndreare
- Savage Siri
- Posts: 4412
- Joined: Tue Aug 08, 2017 12:55 pm
- Location: Skagit County, Washington
- Contact:
Re: Adventure Deck
Can I please keep these cards?Kidemonas wrote: ↑Sat Jul 07, 2018 11:19 pm Q3 2018 Rolls (Seasoned = 2 Draws): [dice:28nxtm87]0[/dice:28nxtm87]
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.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: Adventure Deck
Q4-18 Draws
Novice: [dice:1q03p829]43288:0[/dice:1q03p829]
Seasoned: [dice:1q03p829]43288:1[/dice:1q03p829]
28: Deadly Blow Play after damage is rolled to double the total of a successful melee attack.
... Well, that's sick and wrong.
52: Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
That's almost as bad. Savant gets my best draws this session.
Novice: [dice:1q03p829]43288:0[/dice:1q03p829]
Seasoned: [dice:1q03p829]43288:1[/dice:1q03p829]
28: Deadly Blow Play after damage is rolled to double the total of a successful melee attack.
... Well, that's sick and wrong.
52: Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
That's almost as bad. Savant gets my best draws this session.
Savant
Stat Block
Re: Adventure Deck
[dice:3av1540c]43326:0[/dice:3av1540c] = 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).
[dice:3av1540c]43326:1[/dice:3av1540c] = Bullseye! (Play after damage is rolled to double the total of a successful ranged attack).
Dropping "Last Stand" and "Bullseye!". Keeping "Extra Effort" and "Flesh Wound".
[dice:3av1540c]43326:1[/dice:3av1540c] = Bullseye! (Play after damage is rolled to double the total of a successful ranged attack).
Dropping "Last Stand" and "Bullseye!". Keeping "Extra Effort" and "Flesh Wound".
Heracles
Character Summary
Re: Adventure Deck
[dice:px4kdl49]43418:0[/dice:px4kdl49]
Oops, I've been silly. I was holding 2 cards for Sula. Can I just keep Tale Teller (#17)?
Oops, I've been silly. I was holding 2 cards for Sula. Can I just keep Tale Teller (#17)?
Sula
- Vivian Parker
- Posts: 88
- Joined: Thu Jul 12, 2018 1:47 am
Re: Adventure Deck
Q1-2019 Draws Start Here
Remember that the Cell numbers are offset by one from the card numbers when you roll....
Also, because Savant is certain to hit V1 when the awards are posted, I did three draws. Folks who are on the cusp of advancing to the next Rank may want to do similar.
Novice [dice:2sc8qoa0]47866:0[/dice:2sc8qoa0]
Seasoned [dice:2sc8qoa0]47866:1[/dice:2sc8qoa0]
Veteran [dice:2sc8qoa0]47866:2[/dice:2sc8qoa0]
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).
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.
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.
Remember that the Cell numbers are offset by one from the card numbers when you roll....
Also, because Savant is certain to hit V1 when the awards are posted, I did three draws. Folks who are on the cusp of advancing to the next Rank may want to do similar.
Novice [dice:2sc8qoa0]47866:0[/dice:2sc8qoa0]
Seasoned [dice:2sc8qoa0]47866:1[/dice:2sc8qoa0]
Veteran [dice:2sc8qoa0]47866:2[/dice:2sc8qoa0]
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).
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.
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.
Savant
Stat Block
Re: Adventure Deck
Q1 2019 draws:
[dice:2ne6rl80]48042:0[/dice:2ne6rl80] - 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:2ne6rl80]48042:1[/dice:2ne6rl80]: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
[dice:2ne6rl80]48042:2[/dice:2ne6rl80]: Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
[dice:2ne6rl80]48042:0[/dice:2ne6rl80] - 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:2ne6rl80]48042:1[/dice:2ne6rl80]: In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
[dice:2ne6rl80]48042:2[/dice:2ne6rl80]: Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
Heracles
Character Summary
- Vivian Parker
- Posts: 88
- Joined: Thu Jul 12, 2018 1:47 am
Re: Adventure Deck
[dice:1exsu1k1]48113:0[/dice:1exsu1k1]
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.
Bullseye: Play after damage is rolled to double the total of a successful ranged attack.
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.
Bullseye: Play after damage is rolled to double the total of a successful ranged attack.
Character Tracking
Re: Adventure Deck
Novice [dice:3vjahuz6]48208:0[/dice:3vjahuz6]
Seasoned [dice:3vjahuz6]48208:1[/dice:3vjahuz6]
Veteran [dice:3vjahuz6]48208:2[/dice:3vjahuz6]
2 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.
52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
36 Power Surge Immediately recover all spent Power Points.
Seasoned [dice:3vjahuz6]48208:1[/dice:3vjahuz6]
Veteran [dice:3vjahuz6]48208:2[/dice:3vjahuz6]
2 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.
52 Payback Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
36 Power Surge Immediately recover all spent Power Points.
Re: Adventure Deck
Q2-19 DRAWS START HERE
[dice:2lr92n6g]52285:0[/dice:2lr92n6g]
Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
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.
Dressed to Kill - 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.”
[dice:2lr92n6g]52285:0[/dice:2lr92n6g]
Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
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.
Dressed to Kill - 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.”
Savant
Stat Block
Re: Adventure Deck
Novice [dice:2k51jmp4]52290:0[/dice:2k51jmp4]
Seasoned [dice:2k51jmp4]52290:1[/dice:2k51jmp4]
Veteran [dice:2k51jmp4]52290:2[/dice:2k51jmp4]
49 Parely 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.
30 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.
7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
Seasoned [dice:2k51jmp4]52290:1[/dice:2k51jmp4]
Veteran [dice:2k51jmp4]52290:2[/dice:2k51jmp4]
49 Parely 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.
30 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.
7 Not Today Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
Re: Adventure Deck
[dice:eopze151]52319:0[/dice:eopze151]
Novice: 15
Novice: 15
- Sudden Death
- Riled Up
- Ace
- Better You Then Me
Status Tracker: 3rd
Re: Adventure Deck
Novice! [dice:25wmwurd]52324:0[/dice:25wmwurd]
Cutting In Line: Draw 3 initiative cards and keep the highest.
Cutting In Line: Draw 3 initiative cards and keep the highest.
- Vivian Parker
- Posts: 88
- Joined: Thu Jul 12, 2018 1:47 am
Re: Adventure Deck
[dice:1gna87ox]52653:0[/dice:1gna87ox]
Reroll 53: [dice:1gna87ox]52653:1[/dice:1gna87ox]
In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
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.
Reroll 53: [dice:1gna87ox]52653:1[/dice:1gna87ox]
In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
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.
Character Tracking