Adventure Cards

From hope to action.
GM: RFT
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RFT
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Adventure Cards

Post by RFT » Wed Jan 03, 2018 12:22 pm

I forgot to do this, so here we go.


Each player will begin with 1 adventure card per rank. You may only use 1 per session and you may chose to either keep what you have or reroll.
Please reply in this thread with a roll of a 1d54 and refer to the following spread sheet for the results.
This adventure card is added to your character: Adventure Deck

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

Code: Select all

Adventure Card Invalid dice code!

[b]Result[/b]
 - Place cards description here.
Same as last time - Common Bond is free to all players in my game so if your result is a card of Common Bond feel free to reroll.
Shaping Worlds Together
The 99's Game Master Bennies 5
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber

Shaintar Game Master Bennies 6
  • +8 Players
    -2 Bennies to save Yellow Jack

Nightbane Game Master Bennies 5
  • +5 Players

Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks

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Hardin
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Re: Adventure Cards

Post by Hardin » Wed Jan 03, 2018 12:28 pm

Adventure Cards: 1d54 = 22: 22, 1d54 = 22: 22
Reroll: 1d54 = 17: 17


Better You Than Me
- Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

Hardin will keep 22 and the one he already has, putting 17 back in the deck.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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L.C.
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Re: Adventure Cards

Post by L.C. » Wed Jan 03, 2018 4:43 pm

1d54 = 49: 49 - Parley

- Keeping 44 - Boom, Headshot
L.C.
L.C. Psi-Nullifier Commando
Parry: 5(6 in armor), Toughness: Armor: 13(6) or PA: 17(10)
ISP: 20
  • Clairvoyance/World Scry
  • Detect Arcana (at will)/Exalted Detect
  • Dispel/Greater Dispel
  • Slumber/Greater Slumber
  • Telekinesis/Exalted TK
  • Telepathy/Exalted Telepathy
Edges:
  • Mental Resistance: +4 resist/+4 armor vs psionics
  • Psi-Nullifier: Repulse Supernatural Creatures and AB: Magic users
  • Automatic Psi-Nullification: 1/turn free action to dispel a power targeting him
Benny/Wound/ISP tracking

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Leethe
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Re: Adventure Cards

Post by Leethe » Wed Jan 03, 2018 8:02 pm

Adventure Card 1d54 = 8: 8 1d54 = 24: 24

Result
Novice - (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.
Seasoned - (Inspiration) Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
Edit: forgot I was seasoned as a MARS
Leethe
Parry: 4, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 17(7) MDC
ISP: 26/40
  • Enhance Psionic Skill/Range
    Armor/Greater Armor
    Blast/Greater Blast
    Detect/Conceal Arcana/Exalted Detect/Conceal Arcana
    Telemechanics
    Telepathy/Exalted Telepathy
    Smite/Greater Smite
Edges:
  • Ace: may make Soak rolls for vehicles at -2.
  • Command: +1 to allies or troops under my orders recovering from being Shaken.
  • Low Light Vision: Ignore penalties for bad lighting in all but pitch darkness.
  • Mr Fix it: with a raise, cuts repair time in halve. If already has accelerated repair time, cuts it to a quarter.
Gadgeteer: 1/1 use per quarter
  • Name: Transformation Gadget
  • ISP: 15/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 3

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Foxx
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Re: Adventure Cards

Post by Foxx » Tue Jan 23, 2018 7:08 am

Adventure Card 1d54 = 42: 42

Ace
- Play instead of rolling to make a trait test with a single automatic raise.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 75/25
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
Bennies: 3

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility

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Arthur_Bishop
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Re: Adventure Cards

Post by Arthur_Bishop » Wed Feb 14, 2018 4:48 pm

Adventure card 1d54 = 48: 48
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."
(Rerolled due to already being taken) 1d54 = 44: 44
Last edited by Arthur_Bishop on Wed Feb 14, 2018 5:52 pm, edited 4 times in total.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
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. (Traded with Hardin, currently using for driving)

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Rob Hunter
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Re: Adventure Cards

Post by Rob Hunter » Wed Feb 14, 2018 4:59 pm

Adventure Card: Novice Rank 1d54 = 22: 22
Reroll (cards already taken): 1d54 = 13: 13

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

Adventure Card: Seasoned Rank 1d54 = 26: 26
Reroll (cards already taken): 1d54 = 42: 42, 1d54 = 26: 26, 1d54 = 11: 11

Lucky Break (11)
- Play this card to completely negate the damage from one attack.
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Arthur_Bishop
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Re: Adventure Cards

Post by Arthur_Bishop » Tue Apr 03, 2018 12:06 pm

1d54 = 12: 12

Reroll
1d54 = 4: 4
Last edited by Arthur_Bishop on Fri Apr 06, 2018 10:42 am, edited 1 time in total.
Arthur
Rank: Novice Experience: 5 Advances Left: 0

Current Wounds: 1
Current Bennies: 1
Race: Human
Iconic Framework: Zapper
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5; Strain: 0
Skills:
Psionics d10 (2)(From IF)
Fighting d6 (2 free points from HJ Roll)
Gambling d6 (2)
Intimidation d8 (3)
Investigation d6 (2)
Knowledge (Politics) d4 (1)
Notice d6 (2)
Shooting d6 (2 from HJ Roll)
Stealth d4 (1)
Streetwise d4 (1)
Survival d4 (1)
Throwing d4 (1 from HJ Roll)


Hindrances
Heroic (Major): Must respond to those who ask for help.
Compulsion (Minor): Gambling
Vow (Minor): Defend the weak


Edges
Improved Electrical Aura (from being human): Complex See TLPG
Rapid Lightning Bolt (From Major Hindrance): Gains RoF 3 with electrical attack.
Scrounger (From HJ Roll): Once per session may find some useful tool or resource (see TLPG forexamples)
Connections: Black Market (From HJ Roll): May make a Streetwise roll to find a contact followed by a Persuasion roll to gain resources.
Major Psionic (From IF): May spend 2 ISP for +1 to Psionics roll or 4 ISP for +2 to Psionics roll
Charismatic (From advance): The character gains +2 Charisma
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. (Traded with Hardin, currently using for driving)

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Hardin
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Re: Adventure Cards

Post by Hardin » Tue Apr 03, 2018 12:15 pm

Ok, rolling for 2018 Q2:
  • 1d54 = 53: 53: Riled up. Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
  • 1d54 = 29: 29: Bullseye! Play after damage is rolled to double the total of a successful ranged attack.
  • 1d54 = 47: 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.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature

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High Command
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Re: Adventure Cards

Post by High Command » Sat Apr 07, 2018 3:51 am

1d54 = 24: 24
1d54 = 4: 4 reroll:
1d54 = 48: 48

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Re: Adventure Cards

Post by High Command » Fri Jun 08, 2018 8:42 am

Adventure Card from Interlude 1d54 = 16: 16
16: 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.

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