Q3 Adventure Cards
Q3 Adventure Cards
Time to dole out adventure cards, so go ahead and roll those 1d54, seasoned rolls twice. If you could put the card you drew, I'll update a ledger below. We'll go first come first serve, so if you get a roll that has already been rolled previously reroll.
In addition, since everyone met the 'Theme" challenge for the Interludes, everyone gets a bonus draw/hold (but not an extra play).
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
In addition, since everyone met the 'Theme" challenge for the Interludes, everyone gets a bonus draw/hold (but not an extra play).
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
Re: Q3 Adventure Cards
Draw [dice]0[/dice]
Bonus [dice]1[/dice]
Rally - All allies in sight and or hearing lose Shaken status!
Cutting in Line - Draw 3 initiative cards and use the best one.
Wow, both of those are awesome.
As a note does Rally work through radio, so I could Rally our robot pilot friend or from outside the seen if I knew there was trouble in the works?
Bonus [dice]1[/dice]
Rally - All allies in sight and or hearing lose Shaken status!
Cutting in Line - Draw 3 initiative cards and use the best one.
Wow, both of those are awesome.
As a note does Rally work through radio, so I could Rally our robot pilot friend or from outside the seen if I knew there was trouble in the works?
Echo (Rob T)
GM Quick Reference
Re: Q3 Adventure Cards
[dice]0[/dice]
Extra Effort - play to add 1d6 to any trait roll. This roll may ace.
Extra Effort - play to add 1d6 to any trait roll. This roll may ace.
Re: Q3 Adventure Cards
First draw: [dice]0[/dice] -- 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.
Second draw: [dice]1[/dice] -- Boom! Head Shot! - You may ignore any Called Shot penalty on your next ranged attack.
Second draw: [dice]1[/dice] -- Boom! Head Shot! - You may ignore any Called Shot penalty on your next ranged attack.
Zakkael
- SnackHappy
- Bronze Patron
- Posts: 191
- Joined: Fri May 26, 2017 8:20 am
Re: Q3 Adventure Cards
[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]
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.
Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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]
[dice]2[/dice]
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.
Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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).
Last edited by SnackHappy on Mon Jul 10, 2017 9:35 am, edited 2 times in total.
Character Summary
- Artemeisia
- Gold Patron
- Posts: 42
- Joined: Mon May 08, 2017 11:43 pm
Re: Q3 Adventure Cards
First Roll: [dice]0[/dice]
37 Villanious Verbosity Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
Second Roll: [dice]1[/dice]
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.
Third Roll: [dice]2[/dice]
42 Ace Play instead of rolling to make a trait test with a single automatic raise.
37 Villanious Verbosity Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.
Second Roll: [dice]1[/dice]
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.
Third Roll: [dice]2[/dice]
42 Ace Play instead of rolling to make a trait test with a single automatic raise.
Artemeisia Harpe Discipula
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol
"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
Edit Signature
Bennies: 1
Pace: 6 ; Parry: 8 6; Toughness: 7 / w/ armor 13 (5)
Worn Armor: SFD Bushman Full Composite Armor
Weapon in Hand: R.Hand: Chain-Longsword, L.Hand Wilks 227 Pulse Laser Pistol
"Unless the enemy has studied his Agrippa… which I have." - Inigo Montoya
"Well then, I seem to recall a rather pleasant little restaurant not far from here. Care to see if it's still standing?" - Ciaphas Cain
"Excuse me, did we come to your planet and blow stuff up?" - Nick Fury
Re: Q3 Adventure Cards
We're allowed to trade cards, yes? I'll put my Head Shot card up on the trading block, as I don't see myself popping off with my pea-shooter instead of my various bolts and what-not. (Unless one can do a called shot with a bolt, and the card would apply accordingly.)
Zakkael
Re: Q3 Adventure Cards
Bolt absolutely can do a called shot, actually, so long as it makes sense for the Trapping in question.
And note--while you can trade cards, generally it can be done at any time, so you don't have to declare 'trades' as such, so much as note when a card gets handed to a different player.
And note--while you can trade cards, generally it can be done at any time, so you don't have to declare 'trades' as such, so much as note when a card gets handed to a different player.
Re: Q3 Adventure Cards
I'm less inclined to trade, then, if I can head bolt. If someone can put it to better use, though, I'm game.
Zakkael
Re: Q3 Adventure Cards
Do remember that it applies only to one of the rolls--so if you're doing a 4-bolt Onslaught, only one gets the 'easy head shot'--you're probably better off using it on the 6d6 BOOM from Onslaught.
Re: Q3 Adventure Cards
Go big or go home.Freemage wrote:Do remember that it applies only to one of the rolls--so if you're doing a 4-bolt Onslaught, only one gets the 'easy head shot'--you're probably better off using it on the 6d6 BOOM from Onslaught.
Guess now we should all hope that we don't run into something that we'll need an Onslaught for.
Zakkael
Re: Q3 Adventure Cards
It would be a bad card for Echo. She has no mega damage ability, her strongest ranged attack is 2d6 damage and only had a 12" range.
She is melee/croud control.
But I do think I will plan on using the Initiative card if combat happens, so that means the other can be traded if anyone wants it.
She is melee/croud control.
But I do think I will plan on using the Initiative card if combat happens, so that means the other can be traded if anyone wants it.
- Peta Chante
- Bronze Patron
- Posts: 246
- Joined: Fri May 12, 2017 7:13 pm
Re: Q3 Adventure Cards
Draw: [dice]0[/dice]
Seize the Day "The character acts as if he had drawn a Joker this combat round."
[dice]2[/dice]
Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
Seize the Day "The character acts as if he had drawn a Joker this combat round."
[dice]2[/dice]
Speedy Gonzalez: Expend this card to gain +2 to your Pace for the rest of the scene.
Duplicate
HerraCharacter Information
Re: Q3 Adventure Cards
Hassun, SnackHappy, Artemeisia and Herra still get one more roll each--You get one per Rank, plus one for those most excellent Interludes. Just edit the extra rolls into your original post, to keep the thread a bit neater. (I'm going to be clearing out the extraneous fluff once all the draws are done). And Scyleia still gets three draws, as well.
- SnackHappy
- Bronze Patron
- Posts: 191
- Joined: Fri May 26, 2017 8:20 am