Adventure Cards 3rd Q 2018

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RFT
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Location: Black Company

Adventure Cards 3rd Q 2018

Post by RFT » Sun Jul 01, 2018 8:03 am

It is that time again.

You may either roll a new adventure card by rolling 1d28 on THIS spreadsheet or you may simply pick one that no one else has selected.


Your character may only use one adventure card per session (unless you spend the EP). You may roll once per Rank.


Ignore any card related to sharing bennies as the setting rules already allow for that.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

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Venatus Vinco
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Re: Adventure Cards 3rd Q 2018

Post by Venatus Vinco » Sun Jul 01, 2018 8:56 am

1d27 = 1: 1

A Stone in My Boot! Play at any time to reduce an opponent's Pace to one-half for that round, and they cannot run. Their Parry is also reduced by -2.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Danyar
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Location: Buffalo, NY

Re: Adventure Cards 3rd Q 2018

Post by Danyar » Sun Jul 01, 2018 10:08 am

1d28 = 14: 14

Spirit of the Ancestors - Play this card to gain +2 on Vigor rolls for the rest of the scene.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)

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Tieronar
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Location: Buffalo, NY

Re: Adventure Cards 3rd Q 2018

Post by Tieronar » Sun Jul 01, 2018 9:46 pm

1d28 = 20: 20

The Interloper: A large raven is seen, granting all Heroes and allies a +1 to any and all dies rolls for the rest of the Scene. The Heroes have caught the attention of Saidrin; their lives are about to become more intereting.
Charisma: -2; Pace: 8; Parry: 6 (8/9), -1 TO BE HIT (Skein of the Ages), Opponents at -1 Gangup against me. , Toughness: 9 (3) Bennies: 3+2+1/3 +2+1
+ 1 Golden Benny

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Krozog
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Location: Texas

Re: Adventure Cards 3rd Q 2018

Post by Krozog » Sun Jul 01, 2018 10:18 pm

Novice 1: 1d28 = 6: 6

6: Blessings of Zarvanis - Play this card to gain +4" to pace, run as a free action and add +2" to any jumps. This effect last three rounds. Alternatly this card can be used to reduce damage from falling by half.

Meh. I got this last quarter. Anyone wanna trade? :p.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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Angis Ironheart
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Re: Adventure Cards 3rd Q 2018

Post by Angis Ironheart » Sun Jul 01, 2018 10:42 pm

I rolled in the old thread and got:

Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
Character Tracker
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 4/3
Adventure Card
  • Stand at the Forge: Play during combat with the forces of the Kal-a-Nar Empire. This character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage until the end of combat.
  • False Prophets: Play during combat with the Forces of the Prelacy. This character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage until end of combat.

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RFT
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Re: Adventure Cards 3rd Q 2018

Post by RFT » Tue Jul 03, 2018 7:00 am

Krozog wrote:Novice 1: Original post: 1d28 = 6: 6

6: Blessings of Zarvanis - Play this card to gain +4" to pace, run as a free action and add +2" to any jumps. This effect last three rounds. Alternatly this card can be used to reduce damage from falling by half.

Meh. I got this last quarter. Anyone wanna trade? :p.
I would really, suggest reading the original post. I feel like no one does at this point.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

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Venatus Vinco
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Re: Adventure Cards 3rd Q 2018

Post by Venatus Vinco » Tue Jul 03, 2018 9:03 am

or you may simply pick one that no one else has selected.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Angis Ironheart
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Re: Adventure Cards 3rd Q 2018

Post by Angis Ironheart » Sun Jul 15, 2018 5:25 am

Hit Seasoned
1d28 = 20: 20 - double
1d28 = 7: 7 - Breath of Life: - When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.
Character Tracker
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 4/3
Adventure Card
  • Stand at the Forge: Play during combat with the forces of the Kal-a-Nar Empire. This character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage until the end of combat.
  • False Prophets: Play during combat with the Forces of the Prelacy. This character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage until end of combat.

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Krozog
Posts: 157
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Location: Texas

Re: Adventure Cards 3rd Q 2018

Post by Krozog » Sat Jul 21, 2018 3:29 pm

Being I got the same card last quarter, Ill nab 26 if that's alright.
Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
Krozog, Paladin of Light
Krozog, Ogre Paladin
Pace: 7; Parry: 8(2)
Toughness: 10(0)
  • +2 vs Ranged
  • +2 vs Creatures of Darkness and Flame and their servants.
  • +1 vs damage causing arcane powers.
Combat-Relevant Edges & Abilities:
  • Bad Eyes: Ogres suffer a -2 on all Trait rolls dealing with anything more than 5” away.
    Battle Hardened: +2 to Soak rolls.
    Big Target: Attackers gain +1 to attack rolls made against Ogres.
    Champion: +2 to damage and +2 to Toughness vs Supernaturally Evil creatures.
    Magical Resistance: +1 Armor vs Damaging magic, +1 to resist opposed magic (friendly spells subtract this modifier)
    Reach: Ogres have Reach 1
    Size +2: Ogres are Size+2
    Thermal Vision: Ogres have the Infravision Monstrous Ability
Wounds: 0/3; Fatigue: 0/2; Essence: 5/10
Bennies: 0/3
Adventure Cards
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