Adventure Cards 3rd Q 2018

From hope to action.
GM: RFT
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RFT
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Adventure Cards 3rd Q 2018

Post by RFT » Sun Jul 01, 2018 8:33 am

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 Invalid dice code!

[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.
Shaping Worlds Together
The 99's Game Master Bennies 0
  • +8 Players
    +2 Sidekicks
    -5 Stupid Slumber
    -4 To Soak one Neeto attack
    -2 EE and Unshake
  • Zarbun
    Ba'al Zarbun 0 (-1 Wound)
    Cookie 0
    Zwer 0 (-3 wounds, used Blaze of Glory)
    Headmaster 0

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

Nightbane Game Master Bennies 4
  • +5 Players
    -1 Sweeping can be very hard
  • The Jail
    Danielson 2
    Grimm 3 elan, Against the Odds, The Winning Side
    Harvest 0
    Marry 2 Against the Odds
    Michael 2 Against the Odds
Phase World - The Remorseless 10
  • +8 Players
    +2 Sidekicks
  • The Pursuit
    Nemesis (Captain - Temporal Wizard) 2
    Royce (Second Officer - Charmer) 4 elan
    Grudge (Security - Brute) 1
    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

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Vincent Gray
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Re: Adventure Cards 2nd Q 2018

Post by Vincent Gray » Sun Jul 01, 2018 8:42 am

Adventure Card
Novice 1d54 = 44: 44 Boom Head Shot!
Seasoned 1d54 = 38: 38 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 » Sun Jul 01, 2018 8:44 am

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 » Mon Jul 02, 2018 10:00 am

Adventure Card 1d54 = 1: 1

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: 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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Leethe
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Re: Adventure Cards 3rd Q 2018

Post by Leethe » Tue Jul 03, 2018 8:07 pm

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
Leethe
Parry: 6, Toughness: 6
Normal Armor: 12(7)
Magical Girl Armor: 22(7) MDC
ISP: 5/40
  • 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: 14/20
  • Skill: Psionics
  • Power: Magical Girl Armor
Bennies: 0

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L.C.
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Location: The 99s

Re: Adventure Cards 3rd Q 2018

Post by L.C. » Wed Jul 04, 2018 7:48 pm

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.
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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Rob Hunter
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Re: Adventure Cards 3rd Q 2018

Post by Rob Hunter » Thu Jul 05, 2018 11:30 am

1d54 = 15: 15 (reroll): 1d54 = 8: 8

1d54 = 41: 41

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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