Title: | You Spot a Weakness! | Dramatic Skill Resolution | A, B, D |
---|---|---|---|
Standard: | V Stymied/H - | Dramatic: | H Surge/V - |
Approved Action: | Maneuver/Taunt | Additional?: |
Name(Possibilities) | Melee | Dodge | Unarmed | Intimidate | Maneuver | Taunt | Trick | Willpower | Will | Wounds | Shock | Conditions |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Spire Guardian (2P) | N/A | 11 | 14 | 15 | 11 | 8 | 13 | 13 | 12 | 0/5 | N/A | |
One-Eye (3P) | 12 | 12 | 14 | 12 | 12 | 11 | 7 | 10 | 7 | 0/3 | 0/10 | |
Edeinos Warriors | 11 | 10 | 11 | 10 | 10 | 5 | 6 | 8 | 6 | -- | 0/8 |
Title: | Coup de Grace |
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Description | Play to add 1 Bonus Die to your successful attack's damage. |
You may play this card after seeing the results of other Bonus Dice earned (including other Coup de Grace cards). |
Title: | Glory |
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Description | Play after you make a die roll of 60 or higher during a Dramatic Encounter. |
All Ords in the area refill with Possibility Energy. | |
All players immediately draw a Destiny Card and gain 1 Possibility. | |
For the remainder of this Act and all of the next Act, you may hold 1 Destiny Card above the cosm's Hand Limit. | |
Only one Glory Card may be played per test. |
Title: | Seize Initiative |
---|---|
Description | Play at the beginning of the round to either keep the current Drama card for another round, |
or to flip a new Drama card after the card for this round is revealed. |
Title: | Second Wind |
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Description | Play to recover 5 Shock. |
Title: | Uh Oh! | Dramatic Skill Resolution | Critical Problem |
---|---|---|---|
Standard: | V -/H Setback | Dramatic: | V -/H Setback |
Approved Action: | Defend/Trick | Additional?: |
Title: | You Seek an Advantage! | Dramatic Skill Resolution | A, C |
---|---|---|---|
Standard: | V -/H Surge | Dramatic: | H Fatigued/V - |
Approved Action: | Maneuver/Trick | Additional?: |
Step | Description | Skill and DN |
---|---|---|
A | Find the hatch | Find 14 |
B | Pry it open | Melee Weapons 14 |
C | Reach into the access port and grab the heart | Maneuver 16 |
D | Disconnect the heart from the rest of the guardian | Strength 14 |
Title: | Coup de Grace |
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Description | Play to add 1 Bonus Die to your successful attack's damage. |
You may play this card after seeing the results of other Bonus Dice earned (including other Coup de Grace cards). |
Title: | Hero |
---|---|
Description | Play this card as a Possibility. |
You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card. |
Title: | Glory |
---|---|
Description | Play after you make a die roll of 60 or higher during a Dramatic Encounter. |
All Ords in the area refill with Possibility Energy. | |
All players immediately draw a Destiny Card and gain 1 Possibility. | |
For the remainder of this Act and all of the next Act, you may hold 1 Destiny Card above the cosm's Hand Limit. | |
Only one Glory Card may be played per test. |
Title: | Second Wind |
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Description | Play to recover 5 Shock. |
Title: | Hero |
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Description | Play this card as a Possibility. |
You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card. |
Title: | Opponent Fails |
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Description | Play after an opponent has succeeded at a test targeting you. |
The effect on you is nullified. If this was a contest, reverse the results. |
Title: | Seize Initiative |
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Description | Play at the beginning of the round to either keep the current Drama card for another round, |
or to flip a new Drama card after the card for this round is revealed. |
Title: | Supporter |
---|---|
Description | Add +3 to the total of another character's test. |
You may play this card after learning the result level of the test but before applying its effect. |
Title: | Into the Fire! | Dramatic Skill Resolution | A, B |
---|---|---|---|
Standard: | V -/H Flurry | Dramatic: | H Surge/V - |
Approved Action: | Intimidate/Taunt | Additional?: |
Title: | Coup de Grace |
---|---|
Description | Play to add 1 Bonus Die to your successful attack's damage. |
You may play this card after seeing the results of other Bonus Dice earned (including other Coup de Grace cards). |
Title: | Hero |
---|---|
Description | Play this card as a Possibility. |
You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card. |
Title: | Glory |
---|---|
Description | Play after you make a die roll of 60 or higher during a Dramatic Encounter. |
All Ords in the area refill with Possibility Energy. | |
All players immediately draw a Destiny Card and gain 1 Possibility. | |
For the remainder of this Act and all of the next Act, you may hold 1 Destiny Card above the cosm's Hand Limit. | |
Only one Glory Card may be played per test. |
Title: | Second Wind |
---|---|
Description | Play to recover 5 Shock. |
Title: | Hero |
---|---|
Description | Play this card as a Possibility. |
You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card. |
Title: | Seize Initiative |
---|---|
Description | Play at the beginning of the round to either keep the current Drama card for another round, |
or to flip a new Drama card after the card for this round is revealed. |
Title: | Supporter |
---|---|
Description | Add +3 to the total of another character's test. |
You may play this card after learning the result level of the test but before applying its effect. |
Success Level | Result |
---|---|
Standard | STR-2 damage if desired |
Good | STR damage if desired + Restrained |
Outstanding | STR damage if desired + Restrained + Stymied |
Title: | Lucky Break! | Dramatic Skill Resolution | A, D |
---|---|---|---|
Standard: | H -/V Stymied | Dramatic: | H Inspiration/V - |
Approved Action: | Attack/Taunt | Additional?: |
Title: | Coup de Grace |
---|---|
Description | Play to add 1 Bonus Die to your successful attack's damage. |
You may play this card after seeing the results of other Bonus Dice earned (including other Coup de Grace cards). |
Title: | Supporter |
---|---|
Description | Add +3 to the total of another character's test. |
You may play this card after learning the result level of the test but before applying its effect. |
Title: | Glory |
---|---|
Description | Play after you make a die roll of 60 or higher during a Dramatic Encounter. |
All Ords in the area refill with Possibility Energy. | |
All players immediately draw a Destiny Card and gain 1 Possibility. | |
For the remainder of this Act and all of the next Act, you may hold 1 Destiny Card above the cosm's Hand Limit. | |
Only one Glory Card may be played per test. |
Title: | Second Wind |
---|---|
Description | Play to recover 5 Shock. |
Title: | Alertness |
---|---|
Description | You notice an otherwise unseen item, clue or event, |
or play from your hand at the start of an ambush to prevent the heroes from being surprised. |
Title: | Hero |
---|---|
Description | Play this card as a Possibility. |
You may only play one Hero card per test, but you may spend it in addition to regular Possibilities and/or a Drama Card. |
Title: | Seize Initiative |
---|---|
Description | Play at the beginning of the round to either keep the current Drama card for another round, |
or to flip a new Drama card after the card for this round is revealed. |
Title: | Willpower |
---|---|
Description | Add +3 to the total of a single Charisma, Mind or Spirit test, or a skill test based on such attribute. |
You may play this card after learning the result level of the test but before applying its effect. |
Title: | Willpower |
---|---|
Description | Add +3 to the total of a single Charisma, Mind or Spirit test, or a skill test based on such attribute. |
You may play this card after learning the result level of the test but before applying its effect. |
Title: | Supporter |
---|---|
Description | Add +3 to the total of another character's test. |
You may play this card after learning the result level of the test but before applying its effect. |
Title: | Rally |
---|---|
Description | All players may discard any Destiny Cards they wish from their hands. |
Then they immediately refill their hands. (Cards in Action Pools are not counted.) |
Name: | The Heart of Ukhaan |
---|---|
Cosm: | Ukhaan |
Starting Possibilities: | 5 |
Current: | 1 |
Tapping Difficulty | 12 |
Purpose: | To preserve the memories of the Ukhaan |
Powers: | The Heart projects a Dominant Zone of Ukhaan onto the wielder. Anyone who takes action against the wielder that results in a Mishap causes the Heart to gain 1 Possibility. |
Restriction: | The Heart's Possibilities can only be used against invaders. |
Description: | The Heart of Ukhaan is an icosahedron made of red and blue crystals. It is about double the size of a human heart. Anyone touching the Heart hears faint whispers from a chorus of voices speaking an alien language. |