View unanswered posts | View active topics It is currently Sun Dec 10, 2017 10:44 pm



Reply to topic  [ 7 posts ] 
 Q4 Adventure Cards 
Author Message
Online
Bronze Patron
Bronze Patron
User avatar

Joined: Thu May 11, 2017 7:09 am
Posts: 687
Reply with quote
And just in time for you all to encounter the CS (or not), you get new Adventure Cards. Everyone re-draws! You get one draw per Rank.

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


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

_________________
GM Bennies (7th SET, Joker's Jokers): 3/7
GMC Bennies: Big H, 0/2
T: 2/2
P: 0/2





Sun Oct 01, 2017 1:06 pm
Profile
User avatar

Joined: Fri May 12, 2017 7:13 pm
Posts: 77
Reply with quote
1d54 (7)

Not Today
"Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure."

_________________
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature


Sun Oct 01, 2017 1:10 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Tue May 23, 2017 7:43 pm
Posts: 103
Reply with quote
On Behalf of Echo 1d54 (10)

Wow, that one is pretty awesome.

Adrenaline Surge: Your character gets an additional immediate turn, including movement.

_________________
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+1, Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Metamorphosis Superior, Matter Shaping, and Energy Shaping at will.
Wounds: 0/4 | Fatigue: 0/2
Action Cards: Adrenaline Surge: Your character gets an additional immediate turn, including movement.
Bennies: 1
  • +1 From 3Q posting rate
  • -1 Extra Effort to kill CS zombies
  • +1 Scored a Raise in Quick Combat on Frozen Lake
  • -1 Reroll Fear Check versus Thornhead Demon
  • -1 Roll Soak versus Thronhead's Dispel
  • -1 Extra Effort in Neuron Beast


GM Quick Reference


Sun Oct 01, 2017 1:11 pm
Profile
Silver Patron
Silver Patron
User avatar

Joined: Fri Jun 09, 2017 11:25 pm
Posts: 142
Location: Castle Refuge
Reply with quote
1d54 (32) - Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.

_________________
Zakkael
Zakkael
Current Status: 0 wounds / 0 Fatigue
Bennies: 3 (+1 max post quarter reward, -1 extra effort quick combat, +1 raise in quick combat, +1 heroically healing Herra, -1 extra effort QC lake, +1 success QC lake, -1 extra effort activating deflection, -1 extra effort resist dispel, +1 joker, -1 EE dispel NB)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7); 18 (13) vs. Ranged Attacks
PPE: 20/20 / ISP: 10/10
Active Powers: None
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
    Extra Effort: Play to add 1d6 to any Trait roll. This roll may Ace.
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
Edit Signature


Sun Oct 01, 2017 8:01 pm
Profile
Bronze Patron
Bronze Patron
User avatar

Joined: Thu Sep 07, 2017 7:43 am
Posts: 24
Reply with quote
Adventure Card, 4th Quarter: 1d54 (41).

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.

Wow. that's actually really cool and thematic for a Zapper.

_________________
Calyx Calder
Character Summary
Human Zapper
Active effects:
Parry: 6 (7 w/ vambraces); Toughness: 11(6)
Weapon in hand: NG-33 Laser Pistol or Vibro-Blade Vambraces
Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich
Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
Charisma: 0
ISP: 25/30
Bennies: 2
Adventure Card: 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.)

Currently playing in: 7th Set Joker's Jokers


Sun Oct 01, 2017 9:09 pm
Profile
Diamond Patron
Diamond Patron
User avatar

Joined: Fri Aug 18, 2017 7:42 am
Posts: 43
Reply with quote
1d54 (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.

_________________
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 (d10) ; Parry: 8; Toughness: 13 (4)
ISP: 10 / 10

Active Powers:
None

Bennies: 4/3
  • -1 vs. Zombies
  • +1 for Raise in Quick Combat vs. Zombies in Forest at Night
  • +1 from Camping Alone
  • +1 from Raise in Quick Combat vs. Zombies on Frozen Lake
  • -1 from Undead in Cavern
    -1 to Recover from Herra
    +1 from SnackHappy's Joker
    -1 for Extra Effort on Neuron Beast

OOC Comments
Skills
  • Notice: 1d8 (+2 with Scent; +2 for Traps)
  • Survival: 1d8 (+2 With Woodsman)
  • Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
  • Stealth 1d10 (+2 in Wilderness or Urban)
  • Fighting: 1d12
  • Shooting: 1d12
  • Knowledge (Arcana): 1d4
  • Psionics: 1d8
  • Intimidation: 1d6
  • Taunt: 1d6

Abilities
  • Exceptional Rapid Recharge (1 ISP/5 Minutes)
  • Slow Regeneration (Natural Healing Roll Each Day)
  • +4 vs. Fear, Mind Control, and Magic
  • +2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties

ucp.php?i=profile&mode=signature


Sun Oct 01, 2017 10:09 pm
Profile
User avatar

Joined: Fri May 26, 2017 8:20 am
Posts: 69
Reply with quote
1d54 (29)

Bullseye!
Play after damage is rolled to double the total of a successful ranged attack.

Hmm...Missiles anyone?

_________________
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver
Skills: Notice d8, Repair d8 +2, Knowledge(Electronics) d6, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium RailGun (chest) | (Range 100/200/400, Damage 3d10+4, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • 2 × Mini-Missile Launchers (chest) | (Range 100/200/400, Damage 5d6, RoF 1, AP 6, 12 Shots, Mega Damage, SBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Ammo:
    70 mini-missiles
    450 railgun rounds
    80 shots for Flamethrower

Credits: 7,790

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Peace, Spill the Beans, Renown
Bennies: 2

Currently playing in: 7th Set Joker's Jokers


Mon Oct 02, 2017 6:46 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 7 posts ] 

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group Color scheme created with Colorize It.
Designed by ST Software.