Q2 2018 Adventure Card Deck

GM: KahlessNestor
The heroes of Fort Hope - 5/8 Players
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KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Q2 2018 Adventure Card Deck

Post by KahlessNestor »

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
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time

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 Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Q2 2018 Adventure Card Deck

Post by Ndreare »

Time for rolling [dice]0[/dice]


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)."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Karsk
Posts: 83
Joined: Tue Mar 20, 2018 6:09 am

Re: Q2 2018 Adventure Card Deck

Post by Karsk »

[dice]0[/dice] cutting in line - draw 3 cards and choose the highest

forgot I'm seasoned
[dice]1[/dice] Deadly Blow "Play after damage is rolled to double the total of a successful melee attack."
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Vik
Posts: 187
Joined: Sat Mar 03, 2018 7:07 pm

Re: Q2 2018 Adventure Card Deck

Post by Vik »

[dice]0[/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."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 2/3 + 2/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (six times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 5/20
Active Effects: No MAP, double Pace and Running, no running penalty; +1d Shooting and one free reroll/round; Imp. Take Em Down and Imp. Signature Weapon (railgun); +4 damage to cannon, +6 damage to railgun
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Charlemagne
Posts: 108
Joined: Sat Mar 10, 2018 11:12 pm

Re: Q2 2018 Adventure Card Deck

Post by Charlemagne »

I'll partake of an adventure card!
[dice]0[/dice] - Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
Charlemagne
Charlemagne
Current Status Post
Bennies: 4
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks
Toughness: 22 (12) (cyber armor active)
ISP: 30 / 30
Active Powers: cyber armor
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • Sudden Death:
    Deadly Blow:
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
2 Silver Chainswords
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature
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Marvin
Diamond Patron
Diamond Patron
Posts: 60
Joined: Sun Mar 04, 2018 8:45 am

Re: Q2 2018 Adventure Card Deck

Post by Marvin »

Dimension the Dice: Go Dice roll!
[dice]0[/dice]
thats crazy talk mister: Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
Bennies
Bennies: 2/3
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Ashley Logan
Posts: 131
Joined: Tue Mar 06, 2018 3:55 pm

Re: Q2 2018 Adventure Card Deck

Post by Ashley Logan »

[dice]0[/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."
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Leonard IV
Posts: 32
Joined: Tue Mar 27, 2018 6:11 pm

Re: Q2 2018 Adventure Card Deck

Post by Leonard IV »

[dice]0[/dice]
Leo IV

Bennies: 5/3

Golden Bennie 1/1

Quick-Stats
  • ISP: 20/30
  • Parry 5
  • Tougness 11(5)
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