Adventure Deck

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hobo joe
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Adventure Deck

Post by hobo joe »

3rd Quarter Adventure Cards
Hobo Deck

As part of the savagery GMs now have their own adventure decks to deal out each quarter. They should be used during the quarter, if they are held players can only hold 1 card per rank. Note, you can acquire additional cards from the "community deck" using EP or as part of your Patronage and these don't count to your total.

Let's begin:

Code: Select all

[b][u]Character Name[/u][/b] [Dice]1d54[/Dice]
[b][color=#FF0000]Result[/color][/b] - Description
  1. George: [dice]0[/dice]
    Karma Thief - "Take a benny from any other Wild Card (this may include other player characters)."
  2. Mercy: [dice]1[/dice]
    Riled Up - "Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene."
  3. Bronze: [dice]2[/dice]
    Turncoat - "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."
  4. Carlos: [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."
  5. Ferrax: [dice]5[/dice]
    Power Surge - "Immediately recover all spent Power Points."
  6. Hawdore 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.
  7. Simba [dice]6[/dice]
    Boom! Head Shot - "You may ignore any Called Shot penalty on your next ranged attack."
  8. Gummy [dice]4[/dice]
    Rabbit Out of My Hat - "Play this card to gain +2 on any Trick test until the end of the scene."
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Carlos
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Re: Adventure Deck

Post by Carlos »

I am not really familiar with the adventure deck, but I can make a Roll if you can tell me what it means
[dice]0[/dice]
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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hobo joe
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Re: Adventure Deck

Post by hobo joe »

Carlos wrote:I am not really familiar with the adventure deck, but I can make a Roll if you can tell me what it means
[dice]13511:0[/dice]
I'll add it to the list. It's basically an interesting bonus feature you can use during play for fun and profit!
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Carlos
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Re: Adventure Deck

Post by Carlos »

Useful card.
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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Hawdore
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Re: Adventure Deck

Post by Hawdore »

I never did roll for my card.

Hawdore [dice]0[/dice]
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.
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hobo joe
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Re: Adventure Deck

Post by hobo joe »

4th Quarter Adventure Cards
Hobo Deck

As part of the savagery GMs now have their own adventure decks to deal out each quarter. They should be used during the quarter, if they are held players can only hold 1 card per rank. Note, you can acquire additional cards from the "community deck" using EP or as part of your Patronage and these don't count to your total.

Let's begin:

Code: Select all

[b][u]Character Name[/u][/b] [Dice]1d54[/Dice]
[b][color=#FF0000]Result[/color][/b] - Description
  • Simba [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."
  • George [dice]1[/dice]
    Extra Effort - "Play to add +1d6 to any trait roll. This roll may Ace."
  • Hawdore [dice]2[/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."
  • Ferrax [dice]3[/dice]
    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."
  • Carlos [dice]4[/dice]
    Once More With Feeling - "Play to take any one AdventureCard from the discard pile." Note: Pick from any card from last quarter.
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hobo joe
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Re: Adventure Deck

Post by hobo joe »

4th Quarter Adventure Cards
Hobo Deck

As part of the savagery GMs now have their own adventure decks to deal out each quarter. They should be used during the quarter, if they are held players can only hold 1 card per rank. Note, you can acquire additional cards from the "community deck" using EP or as part of your Patronage and these don't count to your total.

Let's begin:

Code: Select all

[b][u]Character Name[/u][/b] [Dice]1d54[/Dice]
[b][color=#FF0000]Result[/color][/b] - Description
  • Simba [dice]23069:0[/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."
    [dice]0[/dice]
    Cutting In Line - "Draw 3 initiative cards and keep the highest."
  • George [dice]23069:1[/dice]
    Extra Effort - "Play to add +1d6 to any trait roll. This roll may Ace."
    [dice]1[/dice] Duplicate Reroll [dice]5[/dice] Duplicate duplicate reroll [dice]6[/dice] And again! [dice]7[/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."
  • Hawdore [dice]23069:2[/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."
    [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."
  • Carlos [dice]23069:4[/dice]
    Once More With Feeling - "Play to take any one AdventureCard from the discard pile." Note: Pick from any card from last quarter.
    [dice]3[/dice] Duplicate reroll [dice]8[/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."
  • Gummy [dice]4[/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."
    [dice]9[/dice] Duplicate reroll [dice]10[/dice]
    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."
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Reiko Tanaka
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Re: Adventure Deck

Post by Reiko Tanaka »

[dice]0[/dice] - TAKEN

[dice]1[/dice] - 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.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
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John Freeman
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Re: Adventure Deck

Post by John Freeman »

John Freeman [dice]0[/dice] [dice]2[/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).

Character Name 22
Result - 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
John Freeman
Character Sheet

SAMAS: 20 (12) MDC, Pace: 30

Initiative: Quick Edge (redraw action cards of 5 or higher)
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Reiko Tanaka
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Re: Adventure Deck

Post by Reiko Tanaka »

Q3 2018, Novice

[dice]0[/dice] - [dice]Last Stand:[/dice] 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.
Conditions
Reiko Tanaka Character Sheet
Parry: 7; Toughness: 12 (4)(+2 vs supernatural evil)
ISP: 12/30
Bennies: 3/3, +1 ORP Golden Bennies
Assassin: +2 damage when striking a foe unawares.
Cyber-kinetic Combat: -2 to all attacks against her with tech; Action: extend it to all Trait rolls against her involving tech
Champion: +2 damage/+2 Toughness vs. supernatural
Giant Killer: +1d6 damage vs. Size 3+
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10.
  • Bonuses doubled on a ley line.
McGyver: No negative penalties on Trait rolls for not having tools, and may jury-rig temporary gadgets.
Mighty Blow: When dealt a Joker, the character doubles her total damage when making a successful Fighting attack this round.
Tricky Fighter (Agility): No MAP for Trick+Fighting
Adventure Card
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Gorgeous George
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Re: Adventure Deck

Post by Gorgeous George »

2018 3rd Quarter Adventure Cards

Hey, Hobos! Post your draws here. Remember, it's 1 draw per Rank, and if you draw a card someone else already has, you have to draw again. The cards are listed here.

George's Draw (Veteran = 3 cards): [dice]39866:0[/dice]
10 - Adrenaline Surge "Your hero gets an additional and immediate turn (including new movement)."
7 - Not Today "Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure."
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."
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Carlos
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Re: Adventure Deck

Post by Carlos »

Carlos [dice]0[/dice]

"Love interest", now that should be interesting to figure out. Who or what qualifies?
Low Light Vision
Alertness - Additional Benefit: Senses Presence of Supernatural Creatures and Ley Line Storms
Danger Sense - Additional Benefit: May detect of food or drink is spoiled or poisoned
Beast Master - Additional Benefit: Monstrous Animals also like the character

Bennies 3/3
Wounds 0/3
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