Card Reference.   Posted by The TORG.Group: 0
The TORG
 GM, 78 posts
Tue 8 Jan 2019
at 03:15
Destiny Cards
Card Name - Text
Adrenaline - Add +3 to your Dexterity, Strength, or related skill total. Adrenaline may be played after determining the success level of the test

Willpower - Add +3 to your Charisma, Mind, Spirit, or related skill total. Willpower may be played after determining the success level of the test.

Alertness - You notice an otherwise unseen item, clue, or event. Alertness may be played out of your hand at the start of an ambush to prevent the heroes from being surprised.

Martyr - Play this card to achieve a significant goal. Your character perishes in the process. Alternatively, discard for a Possibility and draw a new card.

Action - Add +3 to the total of your test. Action may be played after determining the success level of the test.

Flurry - Your character gets an additional turn this round, after every hero has acted. A character may not benefit from more than one Flurry each round, either as a Destiny card or from the Conflict Line of the Drama Deck.

Master Plan - Pick up any Destiny card just played or discarded in exchange for this one. The recovered card may either replace Master Plan in your Action Pool or go straight into your hand. You may play the new card immediately.

Inspire - Play to give all Storm Knights their choice of 1 Possibility, a draw from the Destiny Deck, or they can recover 3 Shock.

Seize Initiative - Play at the beginning of the round to keep the current Drama card for another round, or flip a new one after the card for this round is revealed.

Hero - Play this card as a Possibility. You may not spend more than one Hero card per test, but you may spend it in addition to regular Possibilities and a Drama Card.

Opponent Fails - Play after an opponent has successfully completed a test. The test fails. If this is a contest, reverse the results.

Rally - All players may discard as many cards as they wish from their hands or pool. Players may then immediately refill their hands.

Second Chance - Immediately reattempt any action. The new test takes the place of the failed one. This may be played after a Mishap, negating any effects before they occur.

Connection - Your hero knows someone in the area who can lend aid.

Idea - Gain a clue or insight indicating the next course of action your hero should take, or play to make the Approved Action of the Drama Deck “Any.”

Attuned - Play to draw a Cosm card.

Glory - Play after a die roll of 60+ to refill all the Ords in a zone with Possibility Energy. All player characters immediately receive one Possibility and draw a Destiny card. Hand size is increased by one until the end of the next act. Only one Glory card may be played per die roll.

Coup De Grace - Play to add a bonus die to the damage of your successful attack. May be played after rolling other bonus dice (including other Coup De Grace cards) and seeing the results.

Romance - Play to encourage an amorous relationship between your character and a nonplayer character. Gain three Possibilities. You may spend Possibilities for this character.

Alternatively, discard for a Possibility and draw a new card.

Nemesis - Play to make a particular reality-rated character a personal enemy of your Storm Knight. You and the foe both gain 3 Possibilities.

Alternatively, discard for a Possibility and draw a new card."

Drama - Play this card as a Possibility. You may not spend more than one Drama card per test, but you may spend it in addition to regular Possibilities and a Hero card

Leadership - Play to place two cards into other characters’ card pools directly from your hand or pool. Immediately refill your hand.

Supporter - Play to add +3 to any other character’s total.

Second Wind - Play to recover 5 Shock.

Transfer - Play to give any number of your Possibilities to other Storm Knights.

Reality Surge - When played, the character’s axioms and World Laws are in effect for him as if he were in a Mixed Zone for the remainder of the scene. This only affects the character and any items he’s using.

Maelstrom - Until the end of the Heroes’ next turn, no one may spend Possibilities or use abilities from Eternity Shards or Darkness Devices—including travel via dimthread.

This message was last edited by the GM at 19:34, Wed 09 Jan 2019.

The TORG
 GM, 79 posts
Wed 9 Jan 2019
at 18:17
Cosm Cards
Core Earth
Card Name - Text

Spurred On - Play when any hero is KO'ed or defeated. All other Storm Knights are Up on their next turn.

Keep Fighting - Play when any character must test Defeat. She automatically receives an Outstanding result without a roll. She may say a few encouraging words before being KO'ed.

All Storm Knights gain one Possibility from her heroic sentiment.

Rousing Speech - Make a short speech designed to inspire allies. If played during combat the speech is a simple action.

The speaker and everyone who can hear her gains two Possibilities.

The Law of Hope - Play at any time. Any Storm Knight who wishes may immediately refresh his Possibilities.

Welcome To Our World! - Play on a reality-rated foe. The target must make an immediate Near Impossible (DN 20) reality roll or be disconnected.

Escalation! - Play at any time during a battle. Enemy reinforcements arrive, including a reality-rated foe.

All Storm Knights gain one to three Possibilities after the adversaries are dealt with, depending on the strength of the forces who appeared.

There's Always Hope - All tests related to a Dramatic Skill Resolution are Favored for the rest of the scene.

Seize The Day - Play when a new Drama card is revealed. Swap the Conflict lines for the Heroes and Villains (including Initiative).

Go For Broke - All Storm Knights may ignore up to 4 points of penalties this round for any and all actions.

Lucky Break - Play to negate all Wounds and Shock from a single attack.

This message was last edited by the GM at 19:33, Wed 09 Jan 2019.