4th Quarter Adventure Cards

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Ndreare
Savage Siri
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Location: Skagit County, Washington
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4th Quarter Adventure Cards

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 YOUR SELECTION or 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:3b4zk1jy]43014:0[/dice:3b4zk1jy] (Optional)

[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.
  • 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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High Command
The Savage Inquisition
Posts: 1943
Joined: Sun Jun 12, 2016 6:10 am

Re: 4th Quarter Adventure Cards

Post by High Command »

Adventure Card [dice:2be5x6i8]43188:0[/dice:2be5x6i8] (Optional)
Adventure Card [dice:2be5x6i8]43188:1[/dice:2be5x6i8] (Optional)

Result
- (18) Karma Thief: "Take a benny from any other Wild Card (this may include other player characters)."
- (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."
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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Neeto Cogcoil
Posts: 42
Joined: Tue Oct 09, 2018 9:07 pm

Re: 4th Quarter Adventure Cards

Post by Neeto Cogcoil »

Neeto's adventure card: [dice:2l7v69nb]43806:0[/dice:2l7v69nb] - Cutting in Line: Draw 3 initiative cards and keep the best one
Neeto
Neeto Cogcoil
Current Status Post
Bennies: -2 (spending EP)
Birthday Golden Benny!
Current Status:
Wounds / Fatigue: 0 / 0
Toughness: 8 (4)
Parry: 5
PPE: 11/15
Gadgets: 2/5 - Bolt (8 PPE); Smite; Entangle

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Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: 4th Quarter Adventure Cards

Post by Leethe »

Rolls
  • 1st Roll (Novice)
    • Result: [dice:2sg3p4pu]43854:0[/dice:2sg3p4pu]
    • 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.
  • 2nd Roll (Seasoned)
    • Result: [dice:2sg3p4pu]43854:1[/dice:2sg3p4pu]
    • 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.
  • 3rd Roll (Veteran)
    • Result: [dice:2sg3p4pu]43854:2[/dice:2sg3p4pu]
    • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
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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Rob Hunter
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Diamond Patron
Posts: 54
Joined: Mon Feb 12, 2018 1:28 am

Re: 4th Quarter Adventure Cards

Post by Rob Hunter »

Adventure Card (Novice) [dice:2db0tm1g]43862:0[/dice:2db0tm1g]
Adventure Card (Seasoned) [dice:2db0tm1g]43862:1[/dice:2db0tm1g]
Adventure Card (Veteran) [dice:2db0tm1g]43862:2[/dice:2db0tm1g]

(32) Extra Effort
- Play to add +1d6 to any trait roll. This roll may Ace.

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

(39) Noble Sacrifice
- Play when an adjacent ally suffers damage. You suffer the damage instead.
"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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Vincent Gray
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Bronze Patron
Posts: 48
Joined: Wed May 16, 2018 11:30 am

Re: 4th Quarter Adventure Cards

Post by Vincent Gray »

Lucky Break
- "Play this card to completely negate
the damage from one attack."
(Gave to Neeto)
Sudden Death
"Your hero must do or say
something that gives his foes
pause. All foes within 12” lose their
next action."
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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