The Official Tomorrow Legion Collectable CARDS

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Pender Lumkiss
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The Official Tomorrow Legion Collectable CARDS

Post by Pender Lumkiss »


Please make all rolls below
Welcome to the wave 1 release of the tomorrow legion collectable cards! These cards are meant to foster a sense of comrade and familiarity with the heroes of the legion. They are occasionally Sold by the NGR’s Chuck Jones for 1k-10k credits per pack containing six cards. These cards are highly collectable and full sets of teams or sets of six of the same card can be turned in for sweet benefits(of course these benefits pale in comparison to having a complete set)!

How to acquire the packs of cards:
  • The most common way to find these cards is by adventuring. For some reason these cards and packs, or sometimes even boxes can be found in monsters dens. The cards have quite litterally been released to the wild by some unknown force. Rumors abound that they might have a latent amount of PPE (until opened)that many supernatural creatures find desirable or perhaps the splugorth have seeded them throught north america as a twisted prelude to war. Even others claim psi ghosts use them to designate targets that need to be eliminated. The CS has of course black listed the cards making them coveted by their populous and soldiers. So of course they may be found on them.
  • Black Market is rumored to have gotten its hands on several boxes of the wave 1 release.
  • On Occassion Mr. Jones of the NGR at the tomorrow legion’s castle may have a pack or two for sale.
Trading: Go for it!

For each pack roll a d54 Six times and consult the guide below.

1) Merlaggon (1st), roll a 6 on a 6, Limited Edition Diaper Dragon edition.
2) Alecto (1st)
3) Rodney (1st)
4) Anarik (1st)
5) Timothy (1st), roll a d6, on a 6 limited edition CS Traitor
6) Sinder(1st)
7) Anon(1st)
8) L.C (99th)
9) Maggie (99th)
10) Leathe (99th)
11) Sir William (99th)
12) Hardin (99th), roll a d6, on a 6 limited edition Glasses Raised
13) Sal (99th)
14) Fritz (99th)
15) Hollytulukian (77th CIT)
16) Antipas (77th CIT) roll d6, on a 6 roll d6, and on a 6 Ultra Rare Antipasta Nemisis gag card.
17) Luke (77th CIT)
18) Cassiopeia (77th CIT)
19) @Alenysturathe (77th CIT) roll d6, on a 6 Limited Edition Legendary Dragon
20) Tsume (77th CIT)
21) Smith (77th CIT), Roll d6 on 6 limited edition Shirt’s On Smith Card (Foil On).
22) Wittsen (77th CIT)
23) @Deezy Klatta (32nd)
24) Kuikku (32nd)
25) Toshiro (32nd), Roll a d6, on a 6 Limited Edition Golden Silence.
26) Conrad (32nd)
27) Sierra (32nd)
28) White Castle (32nd)
29) Norona (32nd), Roll d6 on a 6 Limited Edition Part of the Swamp.
30) Penitent (Vampire Hunters)
31) Ashlyn (Vampire Hunters), roll d6 on a 6 LE Wedding Fantasy Glossy Card.
32) Ndreare (Vampire Hunters)
33) @Architect, roll d6 on a 6 LE Celestial Family Holo Card.
34) Brody (Vampire Hunters)
35) @Hans Greuber (Vampire Hunters)
36) @Kir Gloryspirit (Vampire Hunters)
37) @Hans Greuber (Black Company) roll 2d6, if both come up 6: Ultra Rare Legends of the Black
38) @Carlos Caravello (Black Company)
39) @Thrudh Zebrem (Black Company), roll a d6 LE Hero of Gloom Prismatic Card.
40) @Humble (Black Company ) roll 2d6, if both come up 6: Ultra Rare Legends of the Black
41) Sammy ( Black Company)
42) @Gargamel (Black Company)
43) @Samson Malach (Black Company)
44) Vik (101st)
45) @Barinthasheer(101st) Roll 1d6 on a 6, LE Little Boy transparent Card.
46) Ryder (101st)
47) @Ashley Logan (101st)
48) Thomas (101st), Roll 3d6, Unique Card: Asgardian Fantasy.
49) Nazo (101st)
50) Special Edition Swim Suit Cards: Roll 1d4
  • 1) Smith
    2) Daniel T. Striker
    3) Luke
    4) Samual T. Cat

51) Special Edition Famous Quotes (Red checkered Foil): Roll 1d4
  • 1) Mrs Dee, Edge of a Knife
    2) Penitent, I am a Mountain
    3) Libertas, Crap on a stick
    4) Cantrell, About that Promotion.
52) Locations Silver backing: Roll 1d6
  • 1) Gloom City Scape
    2) Del Rio in ashes
    3) Silverbluff in Autumn
    4) Logmire Shootout
    5) Dweomer time fracture
    6) Camp K, woodland summer camp.
53) Starcrossed Lovers Edition: Roll 1d4
  • 1-2: A picture of the starship Soverign, roll a d6, on 6 LE Been Spaced. LE is the same pic but it appears some kimd of techniwizard has been shoved out the airlock.
  • 3-4: A picture of the starship Remorseless. Roll a d6, on a 6 LE Smells like Poop. This card has a crisp poop smell to its stock.

54) The Legends (Foil is made from silvertree): Roll 1d6
  • 1-2: Cantrell
    3-4: Jude
    5-6: Libertas
Field Team Six Bennies
3/6

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Pender Lumkiss
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Re: The Official Tomorrow Legion Collectable CARDS

Post by Pender Lumkiss »

@Lenard Hill please feel free to start with 1 pack!
@Sgt 86Delta Jane can start with 1 pack as well.
Field Team Six Bennies
3/6

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Re: The Official Tomorrow Legion Collectable CARDS

Post by Lenard Hill »

1 [dice:il8ek0ci]61004:0[/dice:il8ek0ci] (10) - Leethe (99th)
2 [dice:il8ek0ci]61004:1[/dice:il8ek0ci] (22) - Wittsen (77th)
3 [dice:il8ek0ci]61004:2[/dice:il8ek0ci] (8) - LC (99th)
4 [dice:il8ek0ci]61004:3[/dice:il8ek0ci] (9) - Maggie (99th)
5 [dice:il8ek0ci]61004:4[/dice:il8ek0ci] Legend roll [dice:il8ek0ci]61004:6[/dice:il8ek0ci] (40) - Humble (Black Company)
6 [dice:il8ek0ci]61004:5[/dice:il8ek0ci] (27) - Sierra (32nd)

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Re: The Official Tomorrow Legion Collectable CARDS

Post by 74Z3 Jane Doe »

[*] (1d54) [dice:2nnh1hhz]61007:0[/dice:2nnh1hhz] (18) - Cassiopeia (77th CIT)
[*] (1d54) [dice:2nnh1hhz]61007:1[/dice:2nnh1hhz] (21) - Smith (77th CIT) - (1d6) [dice:2nnh1hhz]61007:8[/dice:2nnh1hhz] (6) - LE Shirt’s On Smith Card (Foil On)
[*] (1d54) [dice:2nnh1hhz]61007:2[/dice:2nnh1hhz] (15) - Hollytulukian (77th CIT)
[*] (1d54) [dice:2nnh1hhz]61007:3[/dice:2nnh1hhz] (49) - Nazo (101 st)
[*] (1d54) [dice:2nnh1hhz]61007:4[/dice:2nnh1hhz] (15) - Hollytulukian (77th CIT)
[*] (1d54) [dice:2nnh1hhz]61007:5[/dice:2nnh1hhz] (29) - Norona (32nd) - (1d6) [dice:2nnh1hhz]61007:6[/dice:2nnh1hhz] (4)

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Ndreare
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Re: The Official Tomorrow Legion Collectable CARDS

Post by Ndreare »

Cool

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Ndreare
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Re: The Official Tomorrow Legion Collectable CARDS

Post by Ndreare »

Awesomeness for 42
[dice:2i540bo3]61775:0[/dice:2i540bo3]
[dice:2i540bo3]61775:1[/dice:2i540bo3]
[dice:2i540bo3]61775:2[/dice:2i540bo3]
[dice:2i540bo3]61775:3[/dice:2i540bo3]
[dice:2i540bo3]61775:4[/dice:2i540bo3] [dice:2i540bo3]61775:6[/dice:2i540bo3]
[dice:2i540bo3]61775:5[/dice:2i540bo3] [dice:2i540bo3]61775:7[/dice:2i540bo3]
Failed to roll for Thrudh [dice:2i540bo3]61775:8[/dice:2i540bo3]

15) Hollytulukian (77th CIT)
39) @Thrudh Zebrem (Black Company)
34) Brody (Vampire Hunters)
7) Anon(1st)
40) @Humble (Black Company )
51) Special Edition Famous Quotes (Red checkered Foil): 1) Mrs Dee, Edge of a Knife

Phase World - The Remorseless Game Master Bennies 5; Mission: Get Revenge on Durrack
  • +6 Players
    +1 Sidekicks (Not counting Rust Bucket who is temporary out of play)
    -2 Benny for Special Ritual & Extra Effect
    +2 Jokers in turn 1 of Big Battle
    +1 Joker again
    -1 reroll not to fly away
    -1 Reroll to hit Sa'Maku in vengeance
    -1 Reroll to damage Sa'Maku in vengeance
    -1 New Card for Debrek to go before Thissok

Nightbane Game Master Bennies 4, Murder a man at his place of business]




Code: Select all

[b][color=#BF0000]Initiative without rerolls.
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.
[list][*][b]Quick rerolls 16 or less[/b]
[*][b]Quickness with a Raise rerolls 24 or less (SWD only)[/b]
[*]53, 54, 55, 56 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).[/list][/color][/b]




  • 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!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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