Adventure Cards

Mar 28, 2023 6:07 pm
For ease of reference, all Adventure Cards drawn by the players will be posted in this thread.


Adventure Cards

Because player characters are "The Fated," they benefit from a unique relationship with Fate. This sometimes manifests as a bout of good or bad fortune at just the right moment, or a conspiracy of coincidences that inadvertently works in the character’s favor. Random and improbable occurrences seem drawn to The Fated, making such individuals magnets for weirdness.

This quality is partially represented by the Adventure Deck, which contains cards that provide players with added agency over the game.

Each card has a unique effect. A majority of effects are purely beneficial, though some cards are a mix of good and bad effects (Knighthawke’s "Betrayed!" Card is an example of this). Any negative effects imposed by a card are intended to make the game more interesting rather than punish the character.

Most cards offer mechanical benefits, but others have effects that are more narrative in nature, introducing new plot elements to the game.

Most adventure cards can be played at any time the player chooses. As the GM, however, I reserve the right to veto the use of a card that I feel is disruptive or just wouldn’t make sense. This is primarily in regard to the cards with narrative effects. Alternately, I may allow you to play the card, but delay the narrative effect until a more appropriate time later in the game.

Here are some basic rules for using these cards:

- Each player may only play one adventure card per chapter. Once you use your card, you get to pick a new card at the beginning of the next chapter.

- Cards carry over from chapter to chapter. A player keeps the same card until he uses it.

- A player may choose to discard his current adventure card at the end of the chapter. He may then draw a new card for the following chapter.

- Unless a card specifically says otherwise, most cards can be used on anyone, including other PCs and NPCs. Thus, you can bestow the benefits of a card on another PC, instead of yourself.

- Adventure cards are not always guaranteed to be useful. You may draw a card that doesn’t help your character at all. For instance, you might draw a card that aids in magic, yet your character isn’t a magic-user. Likewise, you might draw a combat-related card, yet no combat happens that chapter.

- Players are permitted to trade cards with each other. This can happen at any time during the chapter. Feel free to meta-game the crap out of using adventure cards.

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