Adventure Cards 3rd Q 2018

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Ndreare
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Adventure Cards 3rd Q 2018

Post by Ndreare »

Each player will begin with 1 adventure card per rank. You may only use 1 per session. The deck is being shuffled this time, so all new cards.
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 [Dice]1d54[/Dice]

[b]Result[/b]
 - Place cards description here.
The Following Player's Do Not Roll. Simply select the adventure cards you desire: L.C., Hardin, & Leethe.

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.
  • 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!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Vincent Gray
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Re: Adventure Cards 2nd Q 2018

Post by Vincent Gray »

Adventure Card
Novice [dice]0[/dice] Boom Head Shot!
Seasoned [dice]1[/dice] Folk Hero
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (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.
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Hardin
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Re: Adventure Cards 2nd Q 2018

Post by Hardin »

54 - We have the talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

29 - Bullseye - Play after damage is rolled to double the total of a successful ranged attack.

15 - Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
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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Foxx
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Re: Adventure Cards 3rd Q 2018

Post by Foxx »

Adventure Card [dice]0[/dice]

Result
1 - Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

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

Legendary Trait:
  • World of Badass - Wild dice now 1d8
Leethe
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Re: Adventure Cards 3rd Q 2018

Post by Leethe »

Adventure Cards for Leethe
  • 30 - Revelation - Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster’s weakness, the answer to a riddle or cipher, etc.
  • 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.
  • need to pick final card
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Kaja Earthblooded
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Re: Adventure Cards 3rd Q 2018

Post by Kaja Earthblooded »

Adventure Cards for LC (from AAR thread)
Adventure Cards: 43: 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.
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.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Rob Hunter
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Re: Adventure Cards 3rd Q 2018

Post by Rob Hunter »

[dice]0[/dice] (reroll): [dice]2[/dice]

[dice]1[/dice]

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.

Mechanical Malfunction
- A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
"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: 1/3; Fatigue: 0/2
Bennies: 0/3
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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