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2019 Q1 Adventure Deck

Posted: Tue Jan 01, 2019 10:28 am
by Pursuit
As always, please post a reply to this topic and roll 1d54 for each adventure card your character can carry and check the results on this spreadhseet https://docs.google.com/spreadsheets/d/ ... sp=sharing

Be careful to use the number in the second column as your reference.

You can copy and paste the following code, and edit your result to match.

Code: Select all

Adventure Card [dice:3ml1i9qm]43005:0[/dice:3ml1i9qm]

[b]Result[/b]
 - Place cards description here.
We'll do this on a first come, first serve basis; if you get a card someone else on this thread has already rolled, please roll again.

By way of reminder, Novice characters may carry 1 card per quarter, Seasoned may carry 2, and Veterans may carry 3. Regardless of how many cards you carry, you may only play one.

Happy rolling!

Re: 2019 Q1 Adventure Deck

Posted: Tue Jan 01, 2019 10:35 am
by Pender Lumkiss
[dice:pr64ywfz]47752:0[/dice:pr64ywfz]
Forgot he is veteran [dice:pr64ywfz]47752:1[/dice:pr64ywfz]

53- riled up, "Play after your hero sustains at
least one wound. His attacks
cause +2 damage for the
remainder of the scene."

47- 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."

44- Boom Head Shot, You may ignore any Called Shot penalty on your next ranged attack.

Re: 2019 Q1 Adventure Deck

Posted: Tue Jan 01, 2019 12:37 pm
by Deezy Klatta
[dice:2xhrzds2]47770:0[/dice:2xhrzds2]
"Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan."

Rerolling the 44: [dice:2xhrzds2]47770:1[/dice:2xhrzds2]
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.

Re: 2019 Q1 Adventure Deck

Posted: Wed Jan 02, 2019 4:27 am
by Toshiro 'Cybermonk'
Keeping:
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.

Adventure Card [dice:3hj90w7w]47843:0[/dice:3hj90w7w]
Turncoat
- "Your hero somehow convinces orbribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc."

Re: 2019 Q1 Adventure Deck

Posted: Wed Jan 02, 2019 8:43 am
by Conrad
As I never remember my cards, not keeping any of them

[dice:3db7tb90]47858:0[/dice:3db7tb90]

Joker's Gone Wild Play this card to swap your initiative card with any Joker drawn for initiative.

[dice:3db7tb90]47858:1[/dice:3db7tb90]

13 Speedy Gonzales Expend this card to gain +2 to your Pace for the rest of the scene.

[dice:3db7tb90]47858:2[/dice:3db7tb90]

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."

Re: 2019 Q1 Adventure Deck

Posted: Wed Jan 02, 2019 11:43 am
by Tyraxas
Keeping 39 - Noble Sacrifice

Rolling new card: [dice:taeutxmd]47875:0[/dice:taeutxmd] - 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.

Re: 2019 Q1 Adventure Deck

Posted: Wed Jan 02, 2019 1:46 pm
by Kuikku
Roll: [dice:1zdy9gc7]47887:0[/dice:1zdy9gc7] Reroll: [dice:1zdy9gc7]47887:2[/dice:1zdy9gc7]
Rally "Play to cause all allies in sight and/or hearing to immediately lose their Shaken status."

Roll: [dice:1zdy9gc7]47887:1[/dice:1zdy9gc7]
That's 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."

Re: 2019 Q1 Adventure Deck

Posted: Thu Jan 10, 2019 12:29 am
by Sierra Mackenzie
[dice:6bvhj1w4]48179:0[/dice:6bvhj1w4]

Reroll the 16 [dice:6bvhj1w4]48179:1[/dice:6bvhj1w4]

Lucky Break: Play this card to completely negate the damage from one attack.
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).