The Adventure Deck - Q4 2017

"Go west, young man" - Horace Greeley
GM: Tribe of One
Post Reply
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

The Adventure Deck - Q4 2017

Post by Tribe of One »

Hey all, the Savage Rifts site makes use of the Adventure Deck, which if you're not familiar provides some small but significant benefit when played. Novice characters "draw" one card per quarter; More experienced characters can draw and hold one card per rank (Seasoned is two, Veteran is three, etc.) but can still only play one card per quarter. (You can also buy extra cards with EP or get them by being a Patron - those don't count toward the hold limit and can be played at any time.)

The deck can be found here (ignore the "Held By" names):
Adventure Card

Just roll a 1d54 below and look up which card that corresponds to - careful because the numbering is one off from the row numbers in the spreadsheet. Go ahead and post which card you drew below and I'll create a ledger on this post. We'll go first come first serve, so if you get a roll that has already been rolled previously just reroll.

Also, anyone who posted an Interlude can either start the quarter with an extra Bennie or draw an extra Adventure Card. Just let me know which you're doing.
GM Bennies: 7/7
User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: The Adventure Deck

Post by Sir Blurre »

[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.

Interlude Bonus Draw: [dice]1[/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.

Well, that's always fun....
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
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.
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.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: The Adventure Deck

Post by Orrin Truthseeker »

[dice]0[/dice]

In the Zone
Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

This is usable only on myself or on others also?
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: The Adventure Deck

Post by Tribe of One »

Orrin Truthseeker wrote:[dice]20293:0[/dice]

In the Zone
Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene

This is usable only on myself or on others also?
I'd let you use it on another character's behalf. Also, you are free to trade I played cards with other players in the group.
GM Bennies: 7/7
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: The Adventure Deck

Post by Rill »

Adventure Card: [dice]0[/dice] Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.

Bonus card from Interlude: [dice]1[/dice] Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
Character Sheet
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: The Adventure Deck

Post by Rill »

Let me know if anyone wants to trade for the “Boom! Head Shot!” card. Rill is a pacifist and doesn’t have any shooting skill, so he won’t have much use for it.
Character Sheet
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: The Adventure Deck

Post by Orrin Truthseeker »

Hardin wrote:Let me know if anyone wants to trade for the “Boom! Head Shot!” card. Rill is a pacifist and doesn’t have any shooting skill, so he won’t have much use for it.
I will also be happy to trade the in the zone card, as it doesn't affect skills I am unlikely to use.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: The Adventure Deck

Post by Freemage »

Note that you can always trade 'at need', so you really don't have to worry about who trades for what right at the moment.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Jasco
Diamond Patron
Diamond Patron
Posts: 51
Joined: Wed Aug 30, 2017 9:36 am

Re: The Adventure Deck

Post by Jasco »

Novice Card: [dice]0[/dice]
Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.

Seasoned Card: [dice]1[/dice]. Reroll (Rill drew this already) [dice]2[/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.

Interlude card: [dice]3[/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.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: 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.
  • 50: 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.

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: The Adventure Deck

Post by Jack 'Bullet' Jones »

Novice card: [dice]0[/dice] - Sudden Death: Your hero must do or say something that gives his foes pause. All foes within 12" lose their next action.

Seasoned card: [dice]1[/dice] - Speedy Gonzales: Expend this card to gain +2 to your Pace for rest of the scene.

Interlude card: [dice]2[/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.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: The Adventure Deck

Post by Severianna »

Novice card: [dice]0[/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.

Seasoned card: [dice]1[/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.

Interlude: I'll take an additional Benny

What do I get being a Patron? Anything else I should include? Thanks.

Happy to trade the Florence Nightingale card to anyone, or I can hold it to be used on someone else?
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • 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.
  • 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.

Image
User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: The Adventure Deck

Post by Kim Black »

[dice]0[/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.

Okay, that's great for a TW.

And I took the extra Benny for the interlude.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • 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.
  • 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.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: The Adventure Deck

Post by Rill »

Severianna wrote:Novice card: [dice]20423:0[/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.

Seasoned card: [dice]20423:1[/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.

Interlude: I'll take an additional Benny

What do I get being a Patron? Anything else I should include? Thanks.

Happy to trade the Florence Nightingale card to anyone, or I can hold it to be used on someone else?
I will happily take Florence Nightengale, provided the GM rules it applies to magical healing (which is all Rill has). Have any interest in Rill’s “Head Shot! Boom!” card?
Character Sheet
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: The Adventure Deck

Post by Tribe of One »

Severianna wrote:Novice card: [dice]20423:0[/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.

Seasoned card: [dice]20423:1[/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.

Interlude: I'll take an additional Benny

What do I get being a Patron? Anything else I should include? Thanks.

Happy to trade the Florence Nightingale card to anyone, or I can hold it to be used on someone else?
You can hold it for later use.

I think Patrons also get to draw from a separate deck used by all patrons on the site, but you'd have to ask VV or High Command. I'm not sure where that's tracked.
GM Bennies: 7/7
User avatar
Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: The Adventure Deck

Post by Tribe of One »

Rill wrote:
Severianna wrote:Novice card: [dice]20423:0[/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.

Seasoned card: [dice]20423:1[/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.

Interlude: I'll take an additional Benny

What do I get being a Patron? Anything else I should include? Thanks.

Happy to trade the Florence Nightingale card to anyone, or I can hold it to be used on someone else?
I will happily take Florence Nightengale, provided the GM rules it applies to magical healing (which is all Rill has). Have any interest in Rill’s “Head Shot! Boom!” card?
Yep, that's fine.
GM Bennies: 7/7
User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: The Adventure Deck

Post by Severianna »

Tribe of One wrote:
Rill wrote:
Severianna wrote:Novice card: [dice]20423:0[/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.

Seasoned card: [dice]20423:1[/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.

Interlude: I'll take an additional Benny

What do I get being a Patron? Anything else I should include? Thanks.

Happy to trade the Florence Nightingale card to anyone, or I can hold it to be used on someone else?
I will happily take Florence Nightengale, provided the GM rules it applies to magical healing (which is all Rill has). Have any interest in Rill’s “Head Shot! Boom!” card?
Yep, that's fine.

fine by me. Sev can shoot too.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • 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.
  • 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.

Image
User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: The Adventure Deck

Post by Rill »

Done! I’ll add it to my sheet. And thanks!
Character Sheet
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: The Adventure Deck

Post by Silverclaws »

*Come on big money. No whammies!*

Novice Draw [dice]0[/dice] Extra Effort Play to add +1d6 to any Trait roll. This roll may Ace.

Seasoned Draw [dice]1[/dice] Joker's Gone Wild Play this card to swap your Initiative Card with any Joker drawn for initiative.

Interlude Draw [dice]2[/dice] Jasco drew this already. Redraw [dice]3[/dice] Sir Blurre drew this one as well. Redraw [dice]4[/dice] Peace Your hero is able to improve the attitude of a group in an encounter.
Last edited by Silverclaws on Tue Oct 03, 2017 9:22 pm, edited 4 times in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) 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).
User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: The Adventure Deck

Post by Severianna »

I rolled a 39 on my Patron Adventure Deck grab. Posted it in the EP forums.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • 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.
  • 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.

Image
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: The Adventure Deck

Post by Orrin Truthseeker »

Silverclaws wrote:*Come on big money. No whammies!*

Novice Draw [dice]20612:0[/dice] Extra Effort Play to add +1d6 to any Trait roll. This roll may Ace.

Seasoned Draw [dice]20612:1[/dice] Joker's Gone Wild Play this card to swap your Initiative Card with any Joker drawn for initiative.
If you are interested in the "In the zone: +1 to throwing, fighting and shooting for the duration of the scene" card I have I would be happy to trade if for either of the cards you got. Its practically useless to me.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: The Adventure Deck

Post by Silverclaws »

Orrin Truthseeker wrote:
Silverclaws wrote:*Come on big money. No whammies!*

Novice Draw [dice]20612:0[/dice] Extra Effort Play to add +1d6 to any Trait roll. This roll may Ace.

Seasoned Draw [dice]20612:1[/dice] Joker's Gone Wild Play this card to swap your Initiative Card with any Joker drawn for initiative.
If you are interested in the "In the zone: +1 to throwing, fighting and shooting for the duration of the scene" card I have I would be happy to trade if for either of the cards you got. Its practically useless to me.
Certainly - take your pick on which one you want.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) 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).
User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: The Adventure Deck

Post by Orrin Truthseeker »

Silverclaws wrote:
Orrin Truthseeker wrote:
Silverclaws wrote:*Come on big money. No whammies!*

Novice Draw [dice]20612:0[/dice] Extra Effort Play to add +1d6 to any Trait roll. This roll may Ace.

Seasoned Draw [dice]20612:1[/dice] Joker's Gone Wild Play this card to swap your Initiative Card with any Joker drawn for initiative.
If you are interested in the "In the zone: +1 to throwing, fighting and shooting for the duration of the scene" card I have I would be happy to trade if for either of the cards you got. Its practically useless to me.
Certainly - take your pick on which one you want.
I'll take the Jokers Gone Wild. That could be very useful at the right time.

Btw, congrats on making probably the most powerful melee combat character I've ever seen.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: The Adventure Deck

Post by Silverclaws »

Orrin Truthseeker wrote:
I'll take the Jokers Gone Wild. That could be very useful at the right time.

Btw, congrats on making probably the most powerful melee combat character I've ever seen.
All yours my friend. looking forward to saving the squishies.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) 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).
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: The Adventure Deck

Post by Silverclaws »

I took an Interlude Draw. Anyone use the "PEACE" card?
Silverclaws wrote:Interlude Draw [dice]20612:2[/dice] Jasco drew this already. Redraw [dice]20612:3[/dice] Sir Blurre drew this one as well. Redraw [dice]20612:4[/dice] Peace Your hero is able to improve the attitude of a group in an encounter.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) 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).
User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: The Adventure Deck

Post by Jack 'Bullet' Jones »

Silverclaws wrote:I took an Interlude Draw. Anyone use the "PEACE" card?
Silverclaws wrote:Interlude Draw [dice]20612:2[/dice] Jasco drew this already. Redraw [dice]20612:3[/dice] Sir Blurre drew this one as well. Redraw [dice]20612:4[/dice] Peace Your hero is able to improve the attitude of a group in an encounter.
I might be able to, depending on the situation. This being a community outreach team, I'm sure all we'll have to do is talk to our adversary. No need for bloodshed. We might offend the preacher.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature
User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: The Adventure Deck

Post by Silverclaws »

Peace Your hero is able to improve the attitude of a group in an encounter.
Jack Bullet Jones wrote:I might be able to, depending on the situation. This being a community outreach team, I'm sure all we'll have to do is talk to our adversary. No need for bloodshed. We might offend the preacher.
You want it. I will work with whatever you want to trade for it.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) 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).
User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 103
Joined: Fri Aug 04, 2017 10:45 am

Re: The Adventure Deck

Post by Severianna »

Severianna wrote:I rolled a 39 on my Patron Adventure Deck grab. Posted it in the EP forums.
Transaction complete. added to my sig.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • 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.
  • 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.

Image
Post Reply

Return to “Tomorrow Legion: 18th COT New West”