Q4 Adventure Cards

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Stoic
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Q4 Adventure Cards

Post by Stoic »

Adventure Deck

You can keep your card or elect to roll for a new one. If you want a new one, Roll 1d54 once per rank and put your character name on the card spreadsheet. If the card is already taken, reroll. Alternately, you can post an interlude in the Warehouse thread about how your character came to join up with the Tomorrow Legion. If you do that, link to your post here and you can choose your card(s) and get an extra XP. If you choose this option, you must have this finished by 10/15/18.
GM Bennies 9/9
Wild Card Bennies ?
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Sig
Posts: 159
Joined: Mon May 28, 2018 5:41 am

Re: Q4 Adventure Cards

Post by Sig »

[dice:1rdo4n2x]43095:0[/dice:1rdo4n2x]
[dice:1rdo4n2x]43095:1[/dice:1rdo4n2x]
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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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Q4 Adventure Cards

Post by Pender Lumkiss »

[dice:1ovt8nn0]43194:0[/dice:1ovt8nn0]
Field Team Six Bennies
3/6
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Ulithrax
Posts: 70
Joined: Tue Aug 07, 2018 8:51 pm

Re: Q4 Adventure Cards

Post by Ulithrax »

[dice:2esd5s36]43220:0[/dice:2esd5s36] -- 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.
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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Lance
Posts: 96
Joined: Fri Jun 29, 2018 9:25 pm

Re: Q4 Adventure Cards

Post by Lance »

Novice [dice:3mm15lj3]43376:0[/dice:3mm15lj3]
Seasoned [dice:3mm15lj3]43376:1[/dice:3mm15lj3]

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."
11: Lucky Break "Play this card to completely negate the damage from one attack."
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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Posts: 54
Joined: Wed Jun 20, 2018 10:04 am

Re: Q4 Adventure Cards

Post by Tsuchiya Rika »

Interlewd.

Ill put 17 back.
Ill take 36: Power Surge - Immediately recover all spent Power Points.
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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Doc Olliday
Posts: 206
Joined: Sat Aug 18, 2018 11:07 am

Re: Q4 Adventure Cards

Post by Doc Olliday »

Novice [dice:2ri3h77b]45501:0[/dice:2ri3h77b] 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.

Seasoned [dice:2ri3h77b]45501:1[/dice:2ri3h77b] INSPIRATION
Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: 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.
  • #: Card - Effect
Doc Olliday
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