Q2 2018 Adventure Cards

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Pender Lumkiss
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Q2 2018 Adventure Cards

Post by Pender Lumkiss » Sat Dec 30, 2017 3:34 pm

Looks like we will be dealing out adventure cards so go ahead and roll those 1d54, seasoned rolls twice, vet rolls thrice. We'll go first come first serve, so if you get a roll that has already been rolled previously reroll.
Adventure Card Notes
-Each Group has their own Adventure Deck, dealt quarterly by the GM.
-Adventure Cards are held until used or hand is full. Players can only hold one card per rank (Novice = 1, Seasoned = 2, Veteran = 3, Heroic=4, Legendary =5).
-adventure cards refresh at the end of the quad, and are redealt unless given express permission to hang onto a card.
-Only one card can be played per Quarter
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time

EP & Patron Cards
There is also a site-wide deck that can be drawn from with EP or via Patronage.
There are a limited number of each card in the "Community Deck", once all of each type are in play they are unavailable for use by another player.
Cards bought with EP or from patronage to do not count toward the hold limit and can be played at any time

Adventure Card Put your name in Column D for the card you roll. Thanks Rob
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2

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Ashlyn Alvarez
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Re: Out of Character Chatter

Post by Ashlyn Alvarez » Mon Apr 02, 2018 4:15 am

Didn't see a thread for new Adventure Cards yet, so I'll roll mine here.

1d54 = 12: 12 - Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
1d54 = 42: 42 - Ace: Play instead of rolling to make a trait test with a single automatic raise.
Character Tracker
Remember Blanca
3 Rangers
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 25/25
ISP: 20/20
Shield: 10/10 PPE
Wand: 10/10 PPE
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 3/3
Adventure Cards
  • Cutting in Line: Draw 3 initiative cards and keep the highest.
  • 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.
  • Inspiration: Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.

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Penitent
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Re: Out of Character Chatter

Post by Penitent » Tue Apr 03, 2018 2:53 pm

Adventure Cards for Penitent:
1d54 = 22: 22 = 22 - 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.
1d54 = 12: 12
Reroll the 12: 1d54 = 20: 20 = 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.
Penitent
Quick Stats
Wormwood Apok
Bennies: 3/3
Agility d8, Smarts d8, Spirit d8, Strength d10 (1d12), Vigor d10 (1d12)
Charisma: -2 (-4); Pace: 8 (d10); Parry: 8 9; Toughness: 20 (8) or 22 (8) with mask; 32 (18) with greater armor
Hindrances: Heroic, Death Wish, Overconfident, Delusional (Dunscon is the Unholy), Vow (Find daughter)
Notice d8, Intimidation d8+2
Edges and Abilities of Note: Level-Headed (draw 2 initiative cards); Immune to Fear, +4 vs. mind control and possession; Notice roll to detect surprise attack or ambush by supernatural/magic foes; Ambidextrous + Two-Fisted; Gain AP 2 with melee attacks for 1 PPE; Champion
PPE: 2/20 + 10/10 (demon mask) + 10/10 (Karl)
Powers (all Mega): armor with shroud trapping (ranged attacks are -1), auto-raise, cast as free action; blast with flammable and hallowed trapping (counts as cold and silver); fear with hallowed trapping (supernatural and magic are -2 to resist); quickness; smite with hallowed trapping (holy and silver), auto-raise, cast as free action.
Adventure Cards: 21 - 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. 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.

Active Effects: exalted quickness, greater armor

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Lucianna
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Re: Out of Character Chatter

Post by Lucianna » Tue Apr 03, 2018 3:46 pm

1d54 = 34: 34 - Cutting In Line - Draw 3 initiative cards and keep the highest.
Lucianna
Lucianna character sheet
Bennies: 2 (+1 quarter bonus, +1 joker, +1 Pender's oops, -4 for rerolling resist slumber. Really. -1 Reroll Spellcasting, -1 reroll spellcasting Kreeghor dramatic task, +1 massive success on task 2, +1 Big Damn Hero, +1 RP and completing the task/saving the world, -1 EE Agility, -1 EE dispel, -1 reroll damage, +2 Jokers)
Wounds / Fatigue: 0 / 0
Active Effects: Greater Boost Trait - Spellcasting (+2 die types, d12+5); Greater Deflection (-6 to hit, additional -1 to hit ranged)
Parry: 5
Toughness: 13 (7) (Combat Mage Armor, Full Environmental Protection)
PPE: 43 / 30
Pace: 6
Edges: Improved Rapid Recharge, Expanded Awareness, Elan, Marksman (spellcasting), Slow Regeneration, Expert (spellcasting); all damage dealing spells are MD, all mega-versions are +5 AP
Adventure Cards: Cutting In Line - Draw 3 initiative cards and keep the highest.
Weapon in hand: Scepter of Spellweaving
Weapon in holster: Shard Pistol, TW Flaming Sword
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RFT
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Re: Q1 2018 Adventure Cards

Post by RFT » Tue Apr 03, 2018 4:09 pm

Ndreare
Novice: 1d54 = 37: 37 = Villanious Verbosity "Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan."

Seasoned: 1d54 = 50: 50 = Theme Song "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."
Veteran: 1d54 = 24: 24 = Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."
Shaping Worlds Together
The 99's Game Master Bennies 6
  • +6 Players


Shaintar Game Master Bennies 6
  • +6 Players


Nightbane Game Master Bennies 5
  • +5 Players
  • Recurring NPCs
    Danielson 2 (spent to set the stage)
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 2
    Marry 2 Against the Odds
    Michael 2 Against the Odds


Phase World - The Remorseless 11
  • +8 Players
    +2 Sidekicks
    +1 Joker for Abreaz
Abreaz (The Target) 3 elan, Assassin, Can spend a Benny on a Joker for the Drop, Quick, Imp Level Headed, highly tactical, will attack the weakest target until defeated
  • -0 None spent
    +1 Joker
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 Elan
    Grudge (Security - Brute) 1 Unlucky
    Hiesh (Tactical - Illusionist) 2
    Iasah (Ally - Godling) 4 Elan
    Slip (Partial Cyborg - Pilot) 2
  • Naruni
    Castruccio (Uteni - Contract Holder) 3 elan
    Opserv (Security - Repobot) 2
    Ultor (Security - Repobot) 2
    Indohc (Security - TW) 2
  • Dream Makers
    Aalor 2
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Fizzwaite Zipwidget
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Re: Q2 2018 Adventure Cards

Post by Fizzwaite Zipwidget » Tue Apr 03, 2018 4:28 pm

1d54 = 44: 44 Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.

1d54 = 17: 17 Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
Hee hee, you don’t mind if I take this apart do you?

Bennies 6/4
PPE 12/30
Fizzwaite Zipwidget
Fizzwaite Zipwidget

Available Gizmo Slots 4/6

Active Powers
Light with sunlight trapping

Active Gizmos
None



Player: James
Alts: Tiberius, Hawdore, Sparkmort "Sparky" Zipwidget, Brute


Attributes: Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d6
Charisma: 0(-4 with CS); Pace: 5; Parry: 4 ; Toughness: 8(4) ; Strain: 0

Abilities
  • Arcane Machinist: Techno-Wizards begin with a variant of the Gadgeteer Edge which grants enormous flexibility. As an action (instead of 1d20 minutes), the character produces a magical gadget replicating any power available to Techno-Wizards. To make the device requires a successful Techno-Wizardry roll at −2 per Rank the power is above her own. The device has its own pool of PPE equal to half the Techno-Wizard’s normal maximum PPE pool (round down). With a raise, the device gets +5 PPE. The item can only be activated with its own PPE and once used up (or at the end of the session), the device burns out or otherwise becomes unusable. A Techno-Wizard can use Arcane Machinist up to half her Smarts die per session.
  • Machine Maestro: A Techno-Wizard can interface with any electronic or mechanical device by touch, gaining +2 to most (see below) non-combat Trait rolls where such are involved (bypassing security, picking locks, operating vehicles, using sensors.). When interfacing with an arcane (usually TW) device, the bonus increases to +4. For combat-related Trait rolls and the creation or repair of TW gizmos and devices, the bonuses lower to +1 and +2, respectively.


Edges
  • [Racial] McGyver - Gnomes are naturals when it comes to building impromptu gadgets or improvising tools. Those that rely on innate talent may end up building something bigger, more ornate and less predictable than their more formally trained fellows (GM’s discretion.) It will still get the job done one way or another.
  • [IF] AB (Weird Science) - Allows for the creation of gadgets and gizmos.
  • Master of Magic - Allows access to mega damage versions of powers he possesses.
  • Mr. Fix It - +2 to Repair rolls, 1/2 Repair time with raise
  • Luck - +1 bennie per session
  • Scavenger - Find an essential piece of equipment once per session


Hindrances
  • [Racial] Curious - Gnomes are smart and inquisitive and generally don’t give a second thought about sticking their nose into some interesting (and potentially dangerous) situation.
  • [IF] Quirk- Talks to his gizmos, gadgets and devices like they were people. They don’t talk back though.
  • [IF] Enemy (Coalition States)
  • Major Heroic - I didn’t pack up and leave Stormspire to sit on the sidelines.
  • Minor Quirk - Tends to ramble when explaining something or answering a question.
  • Minor Hard of Hearing - A previous experiment ended with a bang.

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Grynn
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Re: Q2 2018 Adventure Cards

Post by Grynn » Tue Apr 03, 2018 9:21 pm

Draw 1: 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."

Draw 2: 1d54 = 22: 22 Reroll 1d54 = 40: 40: 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.
Grynn
Character Summary
Flame Wind Dragon Hatchling
Special: Cursed with Awesome (You can reroll a 1 on the wild die - unless it is a crit fail. Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll); Fear (in dragon form); Flight 12 (in dragon form); Impervious to Fire; Infravision; Size +6 (in dragon form); Slow Regeneration; Spirit rolls (+2)
Active effects:
Parry: 5 ; Toughness (Dragon form): 34(16); Toughness (Human form): 17(8)
Weapons: Claws/Bite, Fire Breath, Powers, Tail Lash
Edges: AB Magic, AB Psionic, Attractive, Metamorphosis, Power Surge

Charisma: 0 (+2 with Dragons)
Bennies: 3 from Blaze of Glory

ISP: 15/15
PPE: 20/30
Powers: Bolt, Boost/Lower Trait, Deflection, Detect/Conceal Arcana, Invisibility, Light/Obscure, Slumber, Smite

Wounds:
Fatigue::

Currently playing in: Vampire Kingdoms

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Krysesia
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Re: Q2 2018 Adventure Cards

Post by Krysesia » Wed Apr 04, 2018 12:33 am

Still from last quarter: 13: Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.

N: 1d54 = 4: 4: Love Interest - Play on a nonplayer character to encourage a romantic interest for your hero. The target helps to the best of her abilities, but may frequently cause trouble as well. [Discarding to keep Speedy Gonzales]

S: 1d54 = 46: 46: 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).
Krysesia of Clan Skellian, True Atlantean Shifter
Quick Stats
Charisma: 0 (2 w/ comm band); Pace: 6; Parry: 5; Toughness: 6/13(7) in armor; Strain: 0
Weapon in hand: Manoan Firebolt Pistol (Ammo: 20/20) or Clan Blade Tattoo
Bennies: here
Perception Notes Sense Vampires: She can roll Notice to detect any vampires within line of sight. Sense Ley Lines.

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Vela
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Re: Q2 2018 Adventure Cards

Post by Vela » Wed Apr 04, 2018 1:23 pm

1d54 = 24: 24

That card got picked already so

1d54 = 19: 19

"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."
Character Cheat Sheet
Vela
Human
Parry:8, Toughness: 15(4)

Jaguar
Parry: 8, Toughness 13

Hybrid
Parry: 8,Toughness 18 (4)
Edges: Frenzy, Improved Frenzy

ISP: 10/10
Detect/Conceal Arcana: +2 Pace on Detect, +1d Stealth on Conceal; 3ISP
Smite: +2 Damage, can give ally opportunity to Unshake
Deflection: -2 to hit ranged and Melee, vampires are at additional -1

Combat Edges:
Danger Sense: Reflexive Notice-2 to detect ambushes or surprise attacks
Fast Healer: +2 Vigor for natural healing checks

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Kir Gloryspirit
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Re: Q2 2018 Adventure Cards

Post by Kir Gloryspirit » Sun Jun 03, 2018 7:36 pm

Card Taken
1d54 = 20: 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.[/u]
Last edited by Kir Gloryspirit on Mon Jun 04, 2018 3:12 pm, edited 3 times in total.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 0/2
PPE: 25/25; PPE: 10/10; PPE: 15/15; ISP: 20/20
Bennies: 3/3; Sun Dogs: 3/4
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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Pender Lumkiss
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Re: Q2 2018 Adventure Cards

Post by Pender Lumkiss » Sun Jun 03, 2018 7:58 pm

Kir Gloryspirit wrote:Original post: 1d54 = 20: 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.
Looks like Pen has this card.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2

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Kir Gloryspirit
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Re: Q2 2018 Adventure Cards

Post by Kir Gloryspirit » Mon Jun 04, 2018 1:14 pm

Sorry, didnt read theough the posts. It didnr have a name by it like the others, so i assumed that i was good. Ill double check this one when i get home.

1d54 = 28: 28

Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
Kir Gloryspirit, God-Touched Mystic of Asnir, God of War
Kir Gloryspirit, God-Touched Mystic
Charisma: 3; Pace: 6; Parry: 6; Toughness: 10(5)
Combat-Relevant Edges & Abilities:
  • Alertness: +2 to Notice
    Champion: Add +2 damage vs supernaturally evil creatures and +2 Toughness vs damage from supernaturally evil sources.
    Cosmic Confluence: 2 PPE to 1 ISP & Vice Versa (use immediately)
    Crapsack World: Roll an additional Wild die per Trait roll. Tripple 1's = roll a new char?
    Danger Sense: Notice -2 to know something is about to happen; On hold if success
    Even Stronger Willed: +2 Taunt/Intimidation, +2 Smarts/Spirit vs Tests of Will, +2 vs Fear/Puppet
Wounds: 0/3; Fatigue: 0/2
PPE: 25/25; PPE: 10/10; PPE: 15/15; ISP: 20/20
Bennies: 3/3; Sun Dogs: 3/4
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
Edit Signature
Kir Gloryspirit speaking/thinking
Asnir, god of war speaking (directly into the mind)
Asnir speaking through Kir Gloryspirit (both speaking simultaneously)

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