Q3 Adventure Deck

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Stoic
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Q3 Adventure Deck

Post by Stoic »

Adventure Deck

Roll 1d54 once per rank and put your character name on the card spreadsheet. If the card is already taken, reroll.
GM Bennies 9/9
Wild Card Bennies ?
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Pender Lumkiss
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Re: Q3 Adventure Deck

Post by Pender Lumkiss »

[dice]0[/dice]
Field Team Six Bennies
3/6
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Danny
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Re: Q3 Adventure Deck

Post by Danny »

Pender Lumkiss wrote:[dice]38333:0[/dice]
21: 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."

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.
Danny Stat Block
Attributes: Agility d12(+2 from IF, 2), Smarts d8(1 FG,1), Spirit d8(2), Strength d8(2 race), Vigor d12(1 Race, 3 advances)
Pace: 6 d6 ; Parry:4 ; Toughness:13(3) Strain: 0
Edges of note: Fame, quick, level headed, improved level headed, deadshot, champion, elan, sharpshooter, trick-shot, steady hands, tail(ignore 2 pts of map), danger sense, quick draw
Skills of note:
Shooting: 1d12+2
Survival: d8
Notice: d6
Stealth: d8

Hindrences:Curious, Heroic, shame (minor), Vengful(minor), Stuff ain’t made for me, Issues with the cold, overconfident
Bennies 4/3
+1 benny for rp
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Lance
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Re: Q3 Adventure Deck

Post by Lance »

[dice]0[/dice]

Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.

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.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 18 (8) or Ranged 22 (12)
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill), Imp. Counterattack
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics (12/14 Strain):
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes, Drill
Bennies: 3/3
  • Q2/19 Adventure Cards:
    Cutting In Line Draw 3 initiative cards and keep the highest.
    Inspiration Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
“Steed” (Heavy Warhorse with Cybernetics)
[list] Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
[*]Fighting d8; Notice d6
[*]Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
[*]Size +3
[*]Kick: Strength +2d6 MD [/list]
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Tsuchiya Rika
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Re: Q3 Adventure Deck

Post by Tsuchiya Rika »

Seasoned 2: [dice]0[/dice]

15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
17: 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.
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 11/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Sig
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Re: Q3 Adventure Deck

Post by Sig »

[dice]0[/dice]
[dice]1[/dice]
[dice]2[/dice]

3 and 4

Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”

Love Interest: Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • 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.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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Tim Gates
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Re: Q3 Adventure Deck

Post by Tim Gates »

[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.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • 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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Johnny Jones
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Re: Q3 Adventure Deck

Post by Johnny Jones »

[dice]0[/dice]
[dice]1[/dice]

Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
Once More With Feeling: Play to take any one Adventure Card from the discard pile.
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: Q3 Adventure Deck

Post by Sig »

Traded Sig's "Love Interest" for Danny's "Second Wind".
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 6/4
Adventure Card:
  • 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.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • 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.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Q3 Adventure Deck

Post by Ulithrax »

Adventure card roll for Ulithrax:
[dice]0[/dice] - Cutting in Line: Draw 3 initiative cards and keep the highest
Ulithrax
Ulithrax
Current Status Post
Bennies: 3
Wounds / Fatigue: 0 / 0
PPE: 16 / 20 (bound summon)
Parry: 6
Toughness: 11 (4)
Active Effects: Speak Language (American)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Wand of Domination
Weapon in offhand: none
Adventure Card:
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.
Edit Sig
Arvalis
Arvalis
Current Status Post
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: Wilk's 237
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