Adrenalin
7
Adrenalin
Add +3 to the value of
Add +3 to the value of
Add +3 to the value of
Dexterity, Strength or
Dexterity, Strength or
Dexterity, Strength or
Toughness, or a related skill
Toughness, or a related skill
Toughness, or a related skill
Skill A B Act: Manoeuvre/Trick V: ----V: -----
S: H: Up
They're on the run!
H: Fatigue
D: V: -----
V: -----
S: H: Flurry
8
You try to outflank! Adrenalin
D: H: Inspiration
Act: Manoeuvre/Trick H: Fatigue
D: V: -----
H: Flurry
S: V: -----
9
You try to outflank!
5
Act: Any
Skill A B Adrenalin
Skill A B
6
4
Adrenalin
Add +3 to the value of
Add +3 to the value of
Add +3 to the value of
Dexterity, Strength or
Dexterity, Strength or
Dexterity, Strength or
Toughness, or a related skill
Toughness, or a related skill
Toughness, or a related skill
Skill A B Act: Any V: ----V: -----
S: H: Flurry
They're on the run!
H: Inspiration
D: V: -----
V: -----
S: H: Flurry
5
They're on the run! Adrenalin
D: H: Inspiration
Act: Any H: Inspiration
D: V: -----
H: Up
S: V: -----
6
They're on the run!
2
Act: Any
Skill A B Adrenalin
Skill A B
3
1
Adrenalin
Add +3 to the value of
Add +3 to the value of
Add +3 to the value of
Dexterity, Strength or
Dexterity, Strength or
Dexterity, Strength or
Toughness, or a related skill
Toughness, or a related skill
Toughness, or a related skill
Skill A B C
Skill A B
Act: Any
Act: Any
D: V: -----
V: -----
D: H: Inspiration
V: Fatigue
S: H: -----
1
8
4
Adrenalin
7
9
They're on the run!
S: H: Up
2
Skill A B D Act: Any H: Inspiration V: -----
They're on the run!
D: V: ----S: V: -----
3
H: Inspiration H: Up
They're on the run!
11
You try to outflank!
12
You try to outflank!
S: H: Flurry
V: -----
S: H: Flurry
V: -----
S: V: -----
H: Flurry
D: H: Fatigue
V: -----
D: V: -----
H: Fatigue
D: V: -----
H: Fatigue
Act: Manoeuvre/Trick
Act: Manoeuvre/Trick
Act: Manoeuvre/Trick
Skill A B
Skill A B
Skill A B D
Toughness, or a related skill
Dexterity, Strength or
Toughness, or a related skill
Dexterity, Strength or
Dexterity, Strength or
Add +3 to the value of
11
Adrenalin
10
You try to outflank!
Adrenalin
Add +3 to the value of
14
Add +3 to the value of
Adrenalin You try to outflank!
Toughness, or a related skill
13
15
You try to outflank!
S: H: Flurry
V: -----
S: H: Flurry
V: -----
S: V: -----
H: Flurry
D: H: Fatigue
V: -----
D: V: -----
H: Fatigue
D: V: -----
H: Fatigue
Act: Manoeuvre/Trick
Act: Manoeuvre/Trick
Act: Manoeuvre/Trick
Critical Problem
Complication
Possible Setback
Toughness, or a related skill
Dexterity, Strength or
Toughness, or a related skill
Dexterity, Strength or Add +3 to the value of
14
Adrenalin
13
You spot a weakness!
Adrenalin
Add +3 to the value of
17
Add +3 to the value of
Dexterity, Strength or
Adrenalin
You spot a weakness!
Toughness, or a related skill
16
18
15
You try to outflank!
12
10
You spot a weakness!
S: H: Up
V: -----
S: H: Up
V: -----
S: V: -----
H: Up
D: V: -----
H: Up
D: V: Up
H: -----
D: V: Up
H: -----
Act: Taunt/Intimidation
Act: Taunt/Intimidation
Act: Taunt/Intimidation
Skill B D
Skill B C
Skill
or a related skill
or a related skill
Perception or Mind
Perception or Mind
Add +3 to the value of
Add +3 to the value of
17
18
Willpower
Willpower
Toughness, or a related skill Dexterity, Strength or Add +3 to the value of
16
Adrenalin
20
You spot a weakness!
21
You spot a weakness!
S: H: Up
V: -----
S: H: Up
V: -----
S: V: -----
H: Up
D: H: -----
V: Up
D: V: Up
H: -----
D: V: Up
H: -----
Act: Taunt/Intimidation
Act: Taunt/Intimidation
Act: Taunt/Intimidation
Skill A C
Skill A B
Skill A B C
or a related skill
Perception or Mind
or a related skill
Perception or Mind
Perception or Mind
Add +3 to the value of
20
Willpower
19
You spot a weakness!
Willpower
Add +3 to the value of
23
Add +3 to the value of
Willpower
You spot a weakness!
or a related skill
22
24
You're thrown back!
S: H: Up
V: -----
S: H: Up
V: -----
S: V: Up
H: -----
D: H: -----
V: -----
D: V: -----
H: -----
D: V: -----
H: Fatigue
Act: Taunt/Intimidation
Act: Taunt/Intimidation
Act: Defend/Trick
Skill A B D
Skill A B C D
Critical Problem
or a related skill
Perception or Mind
or a related skill
Perception or Mind Add +3 to the value of
23
Willpower
22
You're thrown back!
Willpower
Add +3 to the value of
26
Add +3 to the value of
Perception or Mind
Willpower You're thrown back!
or a related skill
25
27
24
You spot a weakness!
21
19
You're thrown back!
S: H: -----
V: Up
S: H: -----
V: Flurry
S: V: Flurry
H: -----
D: H: Fatigue
V: -----
D: V: Flurry
H: -----
D: V: Flurry
H: -----
Act: Defend/Trick
Act: Defend/Trick
Act: Defend/Trick
Complication
Possible Setback
Skill B D
or a related skill
or a related skill
Perception or Mind
Perception or Mind
Add +3 to the value of
Add +3 to the value of
26
27
Willpower
Willpower
or a related skill Perception or Mind Add +3 to the value of
25
Willpower
You're thrown back!
29
You're thrown back!
30
You're thrown back!
S: H: -----
V: Flurry
S: H: -----
V: -----
S: V: -----
H: Fatigue
D: H: Setback
V: Flurry
D: H: Setback
V: Flurry
D: V: Flurry
H: -----
Act: Defend/Trick
Act: Defend/Trick
Act: Defend/Trick
Skill B C
Skill A D
Skill A C
or a related skill
Perception or Mind
or a related skill
Perception or Mind
Perception or Mind
Add +3 to the value of
29
Willpower
28
You seek an advantage!
Willpower
Add +3 to the value of
32
Add +3 to the value of
Willpower You're thrown back!
or a related skill
31
33
30
28
You seek an advantage!
S: H: Fatigue
V: -----
S: H: -----
V: Stymied
S: V: Stymied
H: -----
D: H: Setback
V: -----
D: V: -----
H: -----
D: V: -----
H: -----
Act: Defend/Trick
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Skill A B
Skill A B C
Skill A B D
facing the GM or a related skill
unseen item, character, or You notice an otherwise
Perception or Mind
Add +3 to the value of
32
Willpower
31
You seek an advantage!
Alertness
Add +3 to the value of
35
36
33
or a related skill
Perception or Mind
Willpower
You seek an advantage!
clue. Set this card out,
34
You seek an advantage!
S: H: -----
V: Stymied
S: H: -----
V: Stymied
S: V: Stymied
H: -----
D: H: Fatigue
V: -----
D: V: -----
H: -----
D: V: -----
H: -----
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Skill A B C D
Critical Problem
Complication
facing the GM
facing the GM
clue. Set this card out,
clue. Set this card out, unseen item, character, or
of any action
You notice an otherwise
+3 to the bonus
35
36
Action
Alertness
unseen item, character, or You notice an otherwise
34
Alertness
38
You seek an advantage!
39
You seek an advantage!
S: H: -----
V: Stymied
S: H: -----
V: Stymied
S: V: Stymied
H: -----
D: H: Fatigue
V: -----
D: V: -----
H: Fatigue
D: V: -----
H: Fatigue
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Possible Setback
Skill B D
Skill B C
of any action
of any action
+3 to the bonus
38
Action
37
They hesitate!
Action
+3 to the bonus
41
+3 to the bonus
Action They hesitate!
of any action
40
42
They hesitate!
S: H: Flurry
V: -----
S: H: Flurry
V: -----
S: V: -----
H: Flurry
D: H: Fatigue
V: -----
D: V: -----
H: Fatigue
D: H: -----
V: -----
Act: Attack/Taunt
Act: Attack/Taunt
Act: Attack/Taunt
Skill A D
Skill A C
Skill A C
anytime during the round You gain a bonus action at
41
Haste
40
They hesitate!
Haste
You gain a bonus action at
44
You gain a bonus action at
anytime during the round
Haste They hesitate!
anytime during the round
43
45
42
You seek an advantage!
39
37
They hesitate!
S: H: Flurry
V: -----
S: H: Flurry
V: -----
S: V: -----
H: Flurry
D: H: -----
V: -----
D: V: -----
H: -----
D: V: -----
H: -----
Act: Attack/Taunt
Act: Attack/Taunt
Act: Attack/Taunt
Skill A B C
Skill A B D
Skill A B C D
anytime during the round
anytime during the round
You gain a bonus action at
You gain a bonus action at
44
45
Haste
Haste
anytime during the round You gain a bonus action at
43
Haste
47
They hesitate!
48
Closer to victory!
S: H: Flurry
V: -----
S: H: Flurry
V: -----
S: V: -----
H: Up
D: H: -----
V: -----
D: V: -----
H: -----
D: V: -----
H: Flurry
Act: Attack/Taunt
Act: Attack/Taunt
Act: Test/Intimidation
Critical Problem
Complication
Possible Setback
anytime during the round You gain a bonus action at
47
Haste
46
Closer to victory!
Haste
You gain a bonus action at
50
You gain a bonus action at
anytime during the round
Haste Closer to victory!
anytime during the round
49
51
Closer to victory!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: Flurry
V: -----
D: V: -----
H: Flurry
D: V: -----
H: Flurry
Act: Test/Intimidation
Act: Test/Intimidation
Act: Test/Intimidation
Skill B D
Skill B C
Skill A D
for this one
just discarded in exchange
just discarded in exchange You may pick up any card
50
Masterplan
49
Closer to victory!
Masterplan
You gain a bonus action at
53
You may pick up any card
anytime during the round
Haste Closer to victory!
for this one
52
54
51
They hesitate!
48
46
Closer to victory!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: Flurry
V: -----
D: V: -----
H: Flurry
D: V: -----
H: Flurry
Act: Test/Intimidation
Act: Test/Intimidation
Act: Test/Intimidation
Skill A C
Skill A B
Skill A B C
for this one
for this one
just discarded in exchange
just discarded in exchange
You may pick up any card
You may pick up any card
53
54
Masterplan
Masterplan
for this one just discarded in exchange You may pick up any card
52
Masterplan
55
Closer to victory!
56
They regroup!
57
They regroup!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: Flurry
V: -----
D: V: -----
H: -----
D: V: -----
H: -----
Act: Test/Intimidation
Act: Test/Trick
Act: Test/Trick
Skill A B D
Skill A B C D
Critical Problem
for this one of any action
Action
56
You may pick up any card
Action
55
They regroup!
60
57
+3 to the bonus
59
+3 to the bonus
just discarded in exchange
Masterplan They regroup!
of any action
58
They regroup!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: -----
V: Inspiration
D: V: Inspiration
H: -----
D: V: Inspiration
H: -----
Act: Test/Trick
Act: Test/Trick
Act: Test/Trick
Complication
Possible Setback
Skill B D
flip a new one for this round stack for another round, or of any action
Seize Initiative
59
+3 to the bonus
Action
58
They regroup!
63
60
+3 to the bonus
62
You may either keep the
of any action
Action They regroup!
current card on the action
61
They regroup!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: -----
V: Inspiration
D: V: Inspiration
H: -----
D: V: Up
H: -----
Act: Manoeuvre/Trick
Act: Manoeuvre/Trick
Act: Manoeuvre/Trick
Skill B C
Skill A D
Skill A C
flip a new one for this round
flip a new one for this round
stack for another round, or
stack for another round, or
current card on the action
current card on the action
You may either keep the
You may either keep the
62
63
Seize Initiative
Seize Initiative
flip a new one for this round stack for another round, or current card on the action You may either keep the
61
Seize Initiative
65
They strike!
66
They strike!
S: H: Fatigue
V: -----
S: H: Fatigue
V: -----
S: V: -----
H: Fatigue
D: H: -----
V: Up
D: V: Up
H: -----
D: V: Up
H: -----
Act: Defend/Taunt
Act: Defend/Taunt
Act: Defend/Taunt
Skill A B
Skill A B C
Skill A B D
additional possibility May be played as an
65
Hero
64 They strike!
Hero
May be played as an
Hero
68
May be played as an
additional possibility
They strike!
additional possibility
67
69
They strike!
S: H: Fatigue
V: -----
S: H: Fatigue
V: -----
S: V: -----
H: Fatigue
D: H: -----
V: Up
D: V: Up
H: -----
D: V: Up
H: -----
Act: Defend/Taunt
Act: Defend/Taunt
Act: Defend/Taunt
Skill A B C D
Critical Problem
Complication
additional possibility May be played as an
68
Hero
67 They strike!
Hero
May be played as an
Hero
71
May be played as an
additional possibility
They strike!
additional possibility
70
72
69
They strike!
66
64
Comeback!
S: H: Fatigue
V: -----
S: H: Fatigue
V: -----
S: V: -----
H: -----
D: H: -----
V: Up
D: V: Up
H: -----
D: V: -----
H: Inspiration
Act: Defend/Taunt
Act: Defend/Taunt
Act: Manoeuvre/Test
Possible Setback
Skill B D
Skill B C
additional possibility
additional possibility
May be played as an
May be played as an
71
72
Hero
Hero
additional possibility May be played as an
70
Hero
74
Comeback!
75
The going gets tough!
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: -----
D: H: Inspiration
V: -----
D: H: Inspiration
V: -----
D: V: -----
H: Fatigue
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Skill A B C
Skill A B D
Skill A B C D
action upon you
opponent's successful
opponent's successful This card negates an
74
Opponent Fails
73
The going gets tough!
Opponent Fails
May be played as an
77
This card negates an
additional possibility
Hero
The going gets tough!
action upon you
76
78
The going gets tough!
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: Setback
D: H: Setback
V: Flurry
D: V: -----
H: -----
D: V: -----
H: Fatigue
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Complication
Skill B D
Skill B C
action upon you
and immeadiately
action upon you
opponent's successful This card negates an
77
Opponent Fails
76
You take it to them!
Rally
This card negates an
80
All players may discard
opponent's successful
Opponent Fails
The going gets tough!
refill their hands
79
81
78
Comeback!
75
73
You take it to them!
S: H: Setback
V: -----
S: H: -----
V: Breaks
S: V: Fatigue
H: -----
D: H: -----
V: Flurry
D: V: Up
H: Flurry
D: V: Up
H: Flurry
Act: Manoeuvre/Test
Act: Manoeuvre/Intimidation
Act: Manoeuvre/Intimidation
Skill A D
Skill A C
Skill A B
facing the GM clue. Set this card out, unseen item, character, or
area who can aid you
You notice an otherwise
You know someone in the
80
81
Connection
Alertness
which you just failed re-attempt any action at You may immediately
79
Second Chance
82
You take it to them!
83
You take it to them!
84
You take it to them!
S: H: -----
V: Fatigue
S: H: Flurry
V: -----
S: V: -----
H: Flurry
D: H: Flurry
V: Up
D: V: Up
H: Flurry
D: V: Up
H: Flurry
Act: Manoeuvre/Intimidation
Act: Manoeuvre/Intimidation
Act: Manoeuvre/Intimidation
Skill A B C
Skill A B D
Skill A B C D
area who can aid you
Connection
83
You know someone in the
Connection
82
You take it to them!
87
84
You know someone in the
86
You know someone in the
area who can aid you
Connection You take it to them!
area who can aid you
85
You take it to them!
S: H: -----
V: Breaks
S: H: Flurry
V: -----
S: V: -----
H: Flurry
D: H: Flurry
V: Up
D: V: Up
H: Flurry
D: V: Up
H: Flurry
Act: Manoeuvre/Intimidation
Act: Manoeuvre/Intimidation
Act: Manoeuvre/Intimidation
Skill A D
Skill A C
Skill A B
action you should take
re-attempt any action at You may immediately
indicating the next course of
Used to gain clues
86
Idea
85
You give up ground!
Second Chance
Used to gain clues
89
90
87
action you should take
indicating the next course of
Idea You give up ground!
which you just failed
88
You give up ground!
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: -----
D: H: -----
V: Inspiration
D: V: Inspiration
H: -----
D: V: Inspiration
H: -----
Act: Defend/Taunt
Act: Defend/Taunt
Act: Defend/Taunt
Skill A B C
Skill A B D
Skill A B C D
action you should take
which you just failed
indicating the next course of
re-attempt any action at
Used to gain clues
You may immediately
89
90
Second Chance
Idea
action you should take indicating the next course of Used to gain clues
88
Idea
You give up ground!
92
You give up ground!
93
You give up ground!
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: -----
D: H: -----
V: Inspiration
D: V: Inspiration
H: -----
D: V: Inspiration
H: -----
Act: Defend/Taunt
Act: Defend/Taunt
Act: Defend/Taunt
Complication
Skill B D
Skill B C
three possibilities
adventure award by
three possibilities
adventure award by
This card increases the
adventure award by
This card increases the Played after a roll of 60+.
92
Glory
91
You give up ground!
Glory
Played after a roll of 60+.
95
Played after a roll of 60+.
This card increases the
Glory You give up ground!
three possibilities
94
96
93
91
You're driven back!
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: Fatigue
D: H: -----
V: Inspiration
D: V: Up
H: -----
D: V: Flurry
H: Confused
Act: Defend/Taunt
Act: Defend/Taunt
Act: Defend/Test
Skill B C
Skill A C
Skill A B
three possibilities dramatic speech
of Charisma, Spirit or
while you make a
Add +3 to the value
This card increases the
All hostile actions cease
95
Monologue
94
You're driven back!
Presence
Played after a roll of 60+.
98
99
96
adventure award by
Glory You're driven back!
a related skill
97
You're driven back!
S: H: Fatigue
V: -----
S: H: Fatigue
V: -----
S: V: -----
H: Fatigue
D: H: Confused
V: Flurry
D: V: Flurry
H: Confused
D: V: Flurry
H: Confused
Act: Defend/Test
Act: Defend/Test
Act: Defend/Test
Critical Problem
Possible Setback
Complication
a related skill
a related skill
of Charisma, Spirit or
of Charisma, Spirit or
Add +3 to the value
Add +3 to the value
98
99
Presence
Presence
a related skill of Charisma, Spirit or Add +3 to the value
97
Presence
100
You're driven back!
101
You're driven back!
102
You're driven back!
S: H: Fatigue
V: -----
S: H: Fatigue
V: -----
S: V: -----
H: Fatigue
D: H: Confused
V: Flurry
D: V: -----
H: Confused
D: V: -----
H: Confused
Act: Defend/Test
Act: Defend/Test
Act: Defend/Test
Skill B D
Skill B C
Skill A D
a related skill
of Charisma, Spirit or Add +3 to the value
Add +3 to the value
Presence
101
Add +3 to the value
Presence
100
Do you risk an opening?
105
Do you risk an opening?
Presence S: H: Fatigue
V: -----
S: H: Inspiration
V: -----
S: V: Fatigue
H: -----
D: V: Flurry
H: Confused
D: V: Flurry
H: -----
D: V: Flurry
H: -----
Act: Defend/Test
Act: Attack/Defend
Act: Attack/Defend
Skill A C
Skill A B
Skill B C
a related skill
of Charisma, Spirit or
a related skill
of Charisma, Spirit or Add +3 to the value
104
Presence
103
Do you risk an opening?
Presence
Add +3 to the value
107
Add +3 to the value
of Charisma, Spirit or
Presence
Do you risk an opening?
a related skill
106
108
105
of Charisma, Spirit or
104
102
a related skill
of Charisma, Spirit or
You're driven back!
a related skill
103
Do you risk an opening?
S: H: -----
V: Stymied
S: H: -----
V: Breaks
S: H: -----
V: Stymied
D: H: -----
V: Flurry
D: V: Flurry
H: -----
D: V: Flurry
H: -----
Act: Attack/Defend
Act: Attack/Defend
Act: Attack/Defend
Skill A B C D
Skill B D
Skill A C
a related skill
a related skill
of Charisma, Spirit or
of Charisma, Spirit or
Add +3 to the value
Add +3 to the value
107
108
Presence
Presence
a related skill of Charisma, Spirit or Add +3 to the value
106
Presence
110
Do you risk an opening?
111
Do you risk an opening?
S: H: -----
V: Stymied
S: H: -----
V: Stymied
S: V: Stymied
H: -----
D: H: -----
V: Flurry
D: V: Flurry
H: -----
D: V: Flurry
H: -----
Act: Attack/Defend
Act: Attack/Defend
Act: Attack/Defend
Skill A D
Skill A C
Skill A B
a related skill
of Charisma, Spirit or
a related skill
of Charisma, Spirit or Add +3 to the value
110
Presence
109
I have you now!
Presence
Add +3 to the value
113
Add +3 to the value
of Charisma, Spirit or
Presence I have you now!
a related skill
112
114
I have you now!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: Setback
V: Trick
D: V: Trick
H: -----
D: V: Trick
H: -----
/Taunt
/Taunt
/Taunt
Act: Intimidation/Trick
Act: Intimidation/Trick
Act: Intimidation/Trick
Skill A B
Skill A B D
Skill A B C D
your effect value
to add +3 to
subplot permenant
to add +3 to This card allows you
113
Coup De Grace I have you now!
Coup De Grace
If a player and the GM both
112 116
This card allows you
agree, this card makes a
Campaign I have you now!
your effect value
115
117
I have you now!
S: H: -----
V: Fatigue
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
D: H: Stymied
V: Trick
D: V: Trick
H: -----
D: V: Trick
H: -----
/Taunt
/Taunt
114
Do you risk an opening?
111
109
/Intimidation
Act: Intimidation/Trick
Act: Intimidation/Trick
Act: Intimidation/Trick
Skill B D
Skill B C
Skill A D
your effect value
your effect value
to add +3 to
to add +3 to
This card allows you
This card allows you
116
117
Coup De Grace
Coup De Grace
your effect value to add +3 to This card allows you
115
Coup De Grace
118
I have you now!
119
I have you now!
120
The battle is mine!
S: H: -----
V: Fatigue
S: V: Fatigue
H: -----
S: V: -----
H: -----
D: H: Stymied
V: Trick
D: V: Trick
H: -----
D: V: Trick
H: -----
/Intimidation
/Intimidation
/Test
Act: Intimidation/Trick
Act: Manoeuvre/Taunt
Act: Manoeuvre/Test
Skill A C
Skill A B
Skill A B C
for subplot which you just failed
in for Possibility, or gain Subplot. May be turned
re-attempt any action at
You may immediately
119
Second Chance The battle is mine!
Romance
You may immediately
118 122
123
The battle is mine!
V: -----
S: H: -----
V: -----
S: V: -----
H: -----
D: H: Stymied
V: Trick
D: V: Trick
H: -----
D: V: Trick
H: -----
/Test
/Test
/Test
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Act: Manoeuvre/Test
Skill A B D
Skill A B C D
Skill B D
for subplot
for subplot
one Possibility per Act
of your own life
in for Possibility, or gain
one Possibility per Act
any opponent at the cost Subplot. May defeat
122
Martyr
121
The battle is mine!
Mistaken Identity
Subplot. May be turned
125
Subplot. May be turned
in for Possibility, or gain
Romance The battle is mine!
126
The battle is mine!
S: H: -----
V: -----
S: H: -----
V: -----
S: H: -----
V: -----
D: H: Stymied
V: Trick
D: V: Trick
H: -----
D: V: Trick
H: -----
/Test
/Intimidation
123
Second Chance S: H: -----
124
120
which you just failed
re-attempt any action at
The battle is mine!
one Possibility per Act
121
/Intimidation
Act: Manoeuvre/Test
Act: Manoeuvre/Taunt
Act: Manoeuvre/Taunt
Skill B C
Skill A D
Skill A C
for subplot
for subplot
one Possibility per Act
one Possibility per Act
in for Possibility, or gain
in for Possibility, or gain
Subplot. May be turned
Subplot. May be turned
125
126
Nemesis
Personal Stake
for subplot one Possibility per Act in for Possibility, or gain Subplot. May be turned
124
True Identity
Drama
133
Drama
May be used as a Hero card
May be used as a Hero card
May be used as a Hero card
or turned in after the
or turned in after the
or turned in after the
adventure is over for
adventure is over for
adventure is over for
three Possibilities
three Possibilities
three Possibilities
Skill A D
Skill A C
Act: Taunt/Test
Skill A B
Act: Manoeuvre/Taunt /Taunt V: -----
I shall Triumph!
/Intimidation H: ----V: Setback
S: H: -----
134
That old chestnut? Drama
S: H: -----
/Intimidation D: V: Test
H: -----
D: V: Test
H: -----
S: V: Setback
135
That old chestnut?
131
V: Test
Drama
D: H: Stymied
Act: Manoeuvre/Taunt 132
130
Drama
May be used as a Hero card
May be used as a Hero card
May be used as a Hero card
or turned in after the
or turned in after the
or turned in after the
adventure is over for
adventure is over for
adventure is over for
three Possibilities
three Possibilities
three Possibilities
Skill A B C D
Skill B D
Act: Taunt/Test
Skill B C
Act: Taunt/Test V: -----
S: H: -----
I shall Triumph!
H: -----
D: V: Test
V: -----
S: H: -----
131
I shall Triumph! Drama
V: Test
/Taunt H: -----
D: V: Test
H: -----
S: V: -----
132
I shall Triumph!
128
D: H: Stymied
/Taunt
Drama
/Taunt
Act: Taunt/Test 129
127
Suspicion
May be used as a Hero card
May be used as a Hero card
Subplot. May be turned
or turned in after the
or turned in after the
in for Possibility, or gain
adventure is over for
adventure is over for
one Possibility per Act
three Possibilities
three Possibilities
for subplot
Skill A B C
Skill A B
Act: Taunt/Test
Act: Taunt/Test /Intimidation V: Taunt
D: H: Setback
V: -----
S: H: -----
127
134
130
Drama
133
135
I shall Triumph!
Skill A B D Act: Taunt/Test
/Intimidation D: V: Taunt S: H: -----
128
/Intimidation H: ----V: -----
I shall Triumph!
D: V: Taunt S: V: -----
129
H: ----H: -----
I shall Triumph!
Leadership
142
Leadership
You may play two cards into
You may play two cards into
You may play two cards into
other character's card pools
other character's card pools
other character's card pools
from your hand and/or discard,
from your hand and/or discard,
from your hand and/or discard,
immeadiately refilling your hand
immeadiately refilling your hand
immeadiately refilling your hand
Skill A B Act: Trick/Intimidation
V: Inspiration
D: H: -----
V: Breaks
S: H: -----
V: Breaks
S: H: -----
143
I'm not through yet! Drama
I'm not through yet!
H: -----
D: V: Inspiration
Act: Trick/Intimidation H: -----
D: V: Inspiration
H: -----
S: V: Breaks
144
I'm not through yet!
140
Act: Trick/Intimidation
Skill A B C Leadership
Skill A C
141
139
Drama
You may play two cards into
May be used as a Hero card
May be used as a Hero card
other character's card pools
or turned in after the
or turned in after the
from your hand and/or discard,
adventure is over for
adventure is over for
immeadiately refilling your hand
three Possibilities
three Possibilities
Skill B C Act: Trick/Intimidation
/Intimidation V: Taunt V: Flurry
S: H: -----
That old chestnut?
/Intimidation H: -----
D: V: Taunt
V: Flurry
S: H: -----
140
That old chestnut? Drama
D: H: Stymied
Act: Trick/Intimidation H: -----
D: V: Inspiration
H: -----
S: V: Stymied
141
I'm not through yet!
137
Act: Trick/Intimidation
Skill A D Drama
Skill B D
138
136
Drama
May be used as a Hero card
May be used as a Hero card
May be used as a Hero card
or turned in after the
or turned in after the
or turned in after the
adventure is over for
adventure is over for
adventure is over for
three Possibilities
three Possibilities
three Possibilities
Skill A B D
Skill A B C
Act: Manoeuvre/Taunt
Act: Manoeuvre/Taunt /Taunt V: Test
D: H: Setback
V: -----
S: H: -----
136
143
139
Leadership
142
144
That old chestnut?
Skill A B C D Act: Manoeuvre/Taunt
/Intimidation D: V: Test S: H: -----
137
/Intimidation H: ----V: Flurry
That old chestnut?
D: V: Test S: V: Flurry
138
H: ----H: -----
That old chestnut?
145
I'm not through yet!
146
I'm back!
147
Oh no!
S: H: -----
V: Breaks
S: H: -----
V: Breaks
S: V: Breaks
H: -----
D: H: -----
V: Inspiration
D: V: Inspiration
H: -----
D: V: Setback
H: -----
Act: Trick/Intimidation
Act: Trick/Intimidation
Act: Trick/Intimidation
Skill A B D
Skill A B C D
Skill B D
immeadiately refilling your hand from your hand and/or discard, bonus for any action
Supporter
146 150
You warily engage.
Supporter
145
Leadership S: H: -----
V: Breaks
S: H: -----
V: -----
S: V: -----
H: -----
D: H: -----
V: Setback
D: V: -----
H: -----
D: V: -----
H: -----
Act: Trick/Intimidation
Act: Intimidation/Trick
Act: Intimidation/Trick
Skill B C
Skill A D
Skill A C
bonus for any action +3 to any other character's
149
Supporter
148
You warily engage.
Supporter
+3 to any other character's
152
+3 to any other character's
bonus for any action
Supporter You warily engage.
bonus for any action
151
153
150
You may play two cards into
You warily engage.
147
other character's card pools
+3 to any other character's
149
+3 to any other character's
Oh no!
bonus for any action
148
You warily engage.
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: -----
D: H: -----
V: -----
D: V: -----
H: -----
D: V: -----
H: -----
Act: Intimidation/Trick
Act: Intimidation/Trick
Act: Intimidation/Trick
Skill A B
Skill A B C
Skill A B D
bonus for any action
bonus for any action
+3 to any other character's
+3 to any other character's
152
153
Supporter
Supporter
bonus for any action +3 to any other character's
151
Supporter
154
You warily engage.
155
You warily engage.
156
You warily engage.
S: H: -----
V: -----
S: H: -----
V: -----
S: V: -----
H: -----
D: H: -----
V: -----
D: V: -----
H: -----
D: V: -----
H: -----
Act: Intimidation/Trick
Act: Intimidation/Trick
Act: Intimidation/Trick
Skill A B C D
Skill A D
Skill A C
played into pool Must be first card bonus for any action
escape an encounter.
+3 to any other character's
You and your party may
155
156
Escape!
Supporter
bonus for any action +3 to any other character's
154
Supporter
161
Net Gain
160
Quest
+3 bonus to Net Find, Net Stealth,
Subplot. Character is offered a chance
Net Manipulation or Net Tracing
to embark on a quest, or may
while in the GodNet or the Grid
turn this in for a Possibility
Infiniverse
Infiniverse
Critical Problem
Skill A B Act: Manoeuvre/Trick
V: Setback
S: H: Setback
When suddenly...
H: Setback
S: V: -----
161
Feel the tension!
157
Survival
The GM supplies needed, but
If played, the GM may negate one of
+3 bonus to any action which
unexpected clue to a mystery
your character's successful actions
avoids danger or overcomes
when this card has been played
If played, gain three Possibilities
environment; plus Second
at the end of the adventure
Chance if played in Living Land
Infiniverse
Infiniverse
Complication
Skill A B D
Act: Any Multi-Action
Act: Attack/Manoeuvre
D: V: Trick
V: Life Rage
D: H: -----
H: Life Rage
S: V: -----
157
The will of Lanala!
S: H: Danger
158
Infiniverse
160
V: -----
D: H: Breakdown
Hero Fails
H: Fatigue
158
D: V: Up
Research
Act: Attack/Defend
159
Skill A B C D H: Danger V: -----
The pace quickens!
Act: Manoeuvre/Trick D: H: ----S: V: Test
159
V: Breaks H: Flee
Run away!
171
Murphy's Law
170
Fate
169
Event
If played, the GM may negate a
When played, player may discard
A new Event happens and will affect
hero's successful action. If
as many cards as desired, and
all parties involved. This card
played, gain four Possibilites at
draw that number of cards to
must be the next card to be
the end of the adventure
replace them
played when drawn.
Taylorg v2.0a1 20/6/1997
Taylorg v2.0a1 20/6/1997
Taylorg v2.0a1 20/6/1997
Skill A B Act: None
H: Fatigue
D: V: -----
H: -----
S: V: -----
They Strike!
V: Up
D: H: Stymied
V: -----
S: H: Confused
170 166
Breakthrough
H: Setback
D: V: Inspiration
V: Flurry
S: H: -----
171
They strike! Discard this card to take a card
You must spend a full round
Add +3 to any one skill that you
from another player's pool or a
roleplaying an inspirational act
do not have, and roll as if you
random card from a player's hand
or speech. All players who can
were skilled
to replace this card
trade cards are inspired
Taylorg v2.0a1 20/6/1997
Taylorg v2.0a1 20/6/1997
Skill A C D Act: Attack/Taunt
H: Confused
D: V: -----
V: Fatigue
S: H: -----
V: Breaks
S: H: Flurry
167
They're on the run! Second Wind
They hesitate!
H: Up
D: V: Flurry
Act: Manoeuvre/Taunt V: -----
D: H: Fatigue
H: -----
S: V: -----
168
They regroup!
164
Act: Attack/Manoeuvre
Skill B C Resolve
Skill D
165
Taylorg v2.0a1 20/6/1997
163
166
I'm not through yet! New Hope
169
Act: None 167
Act: Defend/Trick
Possible Setback Plunder
Skill C
168
Super Hero
Add +6 to all Willpower skill
You may ignore up to three levels
May be played as an additional
totals this round.
of wound penalties until the end
Possibility with no minimum. Roll
of an Event or a Scene,
twice, player chooses the better
whichever comes first
of the two
Taylorg v2.0a1 20/6/1997
Taylorg v2.0a1 20/6/1997
Skill A B C D
Complication
Act: Manoeuvre/Trick
Act: Any Muli-Action
D: H: Inspiration
V: Up
D: H: Flurry
V: -----
S: H: Up
163
You take it to them!
S: H: Flurry
164
Taylorg v2.0a1 20/6/1997
Skill C V: Flurry V: -----
Comeback!
Act: Defend/Test D: V: Flurry S: V: Flurry
165
H: Fatigue H: -----
The going gets tough!
Precision
179
Fortitude
178
EverLaw
Add +3 to one skill that uses
Add +3 to one skill that uses
Add +3 to a Reality based
Dexterity, Agility or Intellect
Stanima, Mind or Spirit
skill total
Taylorg v2.1 18/12/1997
Taylorg v2.1 18/12/1997
Taylorg v2.1 18/12/1997
Skill A C D V: ----V: Fatigue
S: H: -----
Do you risk an opening?
H: -----
D: V: Flurry
V: -----
S: H: Flurry
179
Act: Attack/Taunt
The going gets tough! Defiance
D: H: Fatigue
Act: Manoeuvre/Taunt
H: -----
D: V: Flurry
H: Flurry
S: V: -----
180
176
Act: Test/Intimidation
Skill B D I shall triumph! Divine Intervention
Skill A B
177
175
178
180
Reckoning
Add one Success level to any
+ 1 bonus to all skills used to
+ 1 bonus to all skills used to
one Miracle by a person of
defend against one opponent until
attack one opponent until the end
compatible Faith
the end of an Event or a Scene,
of an Event or a Scene,
whichever comes first
whichever comes first
Taylorg v2.1 18/12/1997
Taylorg v2.1 18/12/1997
Skill B C
Skill C D
Act: Attack/Manoeuvre
Taylorg v2.1 18/12/1997
Complication
Act: Defend/Test
Act: Manoeuvre/Trick
/Intimidation V: Breaks
You take it to them!
176
You're driven back!
172
175
H: Up
S: V: Flurry
Desperation
S: H: Up
H: Stymied
D: V: Taunt
H: Flurry
D: V: Inspiration
V: Flurry
S: H: Inspiration
177
When suddenly...
173
H: Stymied
Clone
D: V: -----
174
Retrospection
This card may duplicate any
All players must move all cards
Cannot be played in combat.
other card that is in a pool
from hands into their pools
Meditiate for one turn, discard card, then take one card from Discard stack
Taylorg v2.0a1 20/6/1997
Taylorg v2.0a1 20/6/1997
Skill C D
Skill A C
Act: Trick/Intimidation
Act: Test/Intimidation
D: V: Fatigue
H: -----
D: V: -----
H: -----
S: V: -----
Taylorg v2.0a1 20/6/1997
Skill A D Act: Trick/Intimidation /Intimidation
172
You give up ground!
S: H: -----
173
H: Flurry V: Fatigue
You spot a weakness!
D: V: Taunt S: H: Fatigue
174
H: Breakdown V: Inspiration
You're driven back!
Super Hero
Murphys Law
Event
Like Hero but recieve 2
Something goes wrong in the
Heavy duty card that triggers a
Possibilities. Roll twice and
adventure that effects whole
major event in the adventure.
choose the best
group. Play facing GM. Gain
Played automatically when turned
3 Possibilities at adventure's end Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Hope
Taylorg v2.0a1 1/1/2000
Break Thru
666
Certain Death
Acts as Inspiration for
Act as skilled in something
You cannot escape, there is
the entire group
you know nothing about
no hope. Create new characters
with +3
and start again
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
183
182
181
Complication Act: Die Horribly H: Setback
D: V: Up
H: Setback
S: V: Up
You're doomed! Blood Thirst!
Storm Surge
Played only at the start of a
Add +6 to ANY attacks made in
You may discard this card for
round. All offensive actions are
the next round, not the round
2 Possibilities while in a
-6, any action involving communicat
in which it is played
Reality Storm - OR - add +2 to
with the enemy is at +3
666
Diplomacy
the rating of any Storm in sight Taylorg v2.1 18/12/1997
Taylorg v2.1 18/12/1997
Critical Problem
Skill B C D
ABCD
Act: Defend/Trick
Act: Anything but Attack /Up
H: Confused
D: V: Flurry
V: -----
S: H: Flurry
181
They strike!
Taylorg v2.1 18/12/1997
D: V: Flurry S: H: Flurry/Up
182
/Up H: Flurry V: Flurry/Up
All hell breaks loose!
D: V: ----S: H: -----
183
H: ----V: -----
Things calm down
Debt of Honour
Publicity
Noble Cause
You owe a debt of honour
PC has gained noteriety
You have taken up a noble cause
and must see it through
and is hounded by media types
in your adventure and will follow
you to discard and draw three
it through to the end
cards from deck into pool
cards from deck into pool
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Fate
Factor X
Never Surrender
Must be first card played into
Increases difficulty of
+3 to any combat
pool. Card when used allows
adventure substantially.
related action
you to discard and draw three
Gain +3 possibilities at end of
cards from deck into pool
adventure if successful
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Reality +3 to any Reality based action
Taylorg v2.0a1 1/1/2000
Reinforcements
Taylorg v2.0a1 1/1/2000
Second Wind
Aid arrives in some form.
Heals 3 wound levels
Plays facing GM
and all shock damage
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Enlightenment +6 to any Mind or Intelligence based roll
Taylorg v2.0a1 1/1/2000
Divine Aura
Iron Will
Reckoning
+6 to any Spirit based roll
+6 to Willpower
+6 to any combat action
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Curse
Storm
Hand of God If given a death blow you
You have been cursed
do not die but are stabilized
Taylorg v2.0a1 1/1/2000
Allows you to make a reroll during combat in a reality storm
Taylorg v2.0a1 1/1/2000
Taylorg v2.0a1 1/1/2000
Oppurtunity Can be played from pool to gain an opportunity helpful to PC Masterbook
Disaster
Wild Card
Something really bad happens,
Interloper
Use as any card in deck
Play face up as a subplot card.
not necessarily to Character,
Sometime during the adventure
but in general
a "third party" shows up, acting in the party's, GM's or own intersts
Masterbook
Masterbook
Common Ground
Masterbook
Breakthrough
10
Double Cross
Establish "common ground" with
Add +3 to any skill your character
Gain +6 to any action performed
an otherwise alien or unknown
is normally untrained in and roll
that directly betrays
being or group
as if trained
the rest of the party
Masterbook
Masterbook
Set card out facing GM
Possible setback
Critical Problem
Act: Defend/Taunt
Act: Attack/Trick
D: G: Flurry
P: Confused
D: G: Flurry
G: Stymied
S: P: -----
10
S: P: -----
P: Confused G: Stymied
Masterbook
Possible setback Act: Defend/Taunt D: G: Inspiration S: P: -----
P: ----G: Breaks