1 They're on the run! Act

Act: Manoeuvre/Taunt. Skill A B C. 136 Drama. May be used as a Hero card or turned in after the adventure is over for three Possibilities. 137That old chestnut?
103KB taille 3 téléchargements 415 vues
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