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13:42, 6th May 2024 (GMT+0)

Cosm Card Reference.

Posted by GamemasterFor group 0
Gamemaster
GM, 304 posts
Thu 25 Apr 2024
at 18:31
  • msg #1

Cosm Card Reference

This thread is under construction.

This is where the Cosm Cards will be listed by Cosm, with additional explanations below each one for how I intend to rule on it. Feel free to offer suggestions either in PM or Out of Character.
This message was last edited by the GM at 23:39, Thu 25 Apr.
Gamemaster
GM, 306 posts
Thu 25 Apr 2024
at 23:40
  • msg #2

Cosm Card Reference

In reply to Gamemaster (msg # 1):

Aysle Cosm Cards
Name:Call the Banners
DescriptionPlay on an Ord. That character owes the Army of Light a favor, and you can now collect on that favor, gaining a free service, even if it involves some risk to that Ord.

GM Notes: This can't be used to cause someone to do something they know will be fatal, but can be used for favors that involve potential loss of position or self-esteem.

Name:Courtly Intrigue
DescriptionThe party is the target of nasty rumors. Non-player characters react negatively or are outright hostile, and persuasion tests suffer a -4 penalty until the group dispels the rumors or plays a Glory card. All Storm Knights gain two Possibilities.

GM Notes: The exact means of dispelling will be based on the nature of the rumors and is open to negotiation. It is expected to require concerted effort on the players' part.

Name:Courtly Romance
DescriptionPresent a gift, recite a poem, sing a song, or otherwise make a public declaration of amorous intent to a potential or current love interest. Gain two Possibilities.

GM Notes: This must be a public declaration and is likely to have repercussions in future Scenes and Acts.

Name:Divine Presence
DescriptionPray for aid and test faith. A Standard Success allows you to add a discarded Destiny Card to your hand. A Good Succcess gives each player one Possibility. An Outstanding Success causes an obvious miracle to happen. A Failure or Mishap causes you to suffer one Wound that cannot be Soaked.

GM Notes: On a Good success, a player may take the Standard result instead of the Possibility.

Name:Face Me!
DescriptionPlay on a reality-rated foe. That foe's attacks against your character are Favored for the remainder of the scene. Gain Possibilities equal to that foe's remaining Wounds.

GM Notes: The number of Possibilities is equal to the number of Wounds that must be suffered by the foe to trigger Defeat from the moment the card is played, which is one higher than the target's Wound Limit minus the number of Wounds currently suffered.

Name:Fickle Magic
DescriptionPlay immediately when drawn. If there are no spellcasters in the party, draw a new Cosm Card. The first player Mishap rolled while casting a spell causes that spell to have the opposite effect from what was intended (GM's call). All players gain one Possibility once the effect triggers.

GM Notes: As the GM is shuffling and drawing the cards, this card will be removed from the mix if no one meets the requirements.

Name:Finders Keepers
DescriptionPlay at the beginning of combat involving a reality-rated foe. That foe is armed with a random magical treasure. All Storm Knights gain one Possibility.

GM Notes: The GM reserves the right to tailor the treasure based on the foe wielding it. If the item is consumable, the foe will use one if appropriate but another copy of it will be available as treasure should the Storm Knights win.

Name:Guiding Wisdom
DescriptionPlay to get information about which direction to go to reach a location or learn the name and background of a major foe in the area.

GM Notes: The exact form of aid is up to the GM, but will be sufficient to serve the intended purpose.

Name:Law of Darkness
DescriptionPlay immediately when drawn. If no player has Light or Darkness Perks, draw a new Cosm Card.</b> Characters with one or more Darkness Perks gain three Possibilities. Characters with Light Perks must spend one Possibility or give up access to them for the remainder of the Act.

GM Notes: As the GM is shuffling and drawing the cards, this card will be removed from the mix if no one meets the requirements.

Name:Law of Light
DescriptionIf you have one or more Darkness Perks, play this card immediately. You may spend Possibilities equal to the number of Darkness Perks you have to draw another Cosm Card. Otherwise, play when facing a Supernatural Evil or a foe with Darkness Perks. You recover all Shock and gain one Possibility. Choose up to two reality-rated allies without Darkness Perks to also gain 1 Possibility.

GM Notes: The card must be played immediately only if the Storm Knight drawing it has one or more Darkness Perks.

Name:Look What I Found!
DescriptionPlay when your hero or an ally opens a container or searches a fallen foe. A magical treasure is found among the contents.

GM Notes: The GM reserves the right to select the item found based on the situation.

Name:Loot the Body!
DescriptionPlay when your hero or an ally opens a container or searches a fallen foe. A magical treasure is found among the contents.

GM Notes: The GM reserves the right to select the item found based on the situation.

Name:Mana Surge
DescriptionMagical energies are abundant. Magic skills are Favored for the next three rounds. If no Storm Knight has magic skills, discard this card and draw a new one.

GM Notes: As the GM is shuffling and drawing the cards, this card will be removed from the mix if no one meets the requirements.

Name:Riddle Magic
DescriptionInvoke the Olde Magick by invoking a contest of riddles. Treat this like an Invoked Reality Storm except the participant test scholar instead of reality. Instead of Disconnection, the loser must give the winner their most valuable possession and then flee (or allow the winner to flee if outnumbered).

GM Notes: This can actually be played out if the players and GM wish.

Name:Tragedy
DescriptionIf a Legend is active, cause a Negative Step to happen. Otherwise, play to remove one or more allies from the encounter. Each Storm Knight gains 1-3 Possibilities once the encounter ends based on the impact this card had on the encounter.

GM Notes: The award is based on what happened in the encounter, not the apparent size of the force removed or Negative Step achieved.

Name:Touch of Darkness
DescriptionPlay immediately when drawn. If you perform an act of Darkness (GM's call), discard this card and gain a free Darkness Perk f your choice. (This perk does count when calculating the XP cost of future Perks.)

GM Notes: There is a chance that the character will develop a Darkness Mark as a result of gaining a Perk this way.

Name:Trap!
DescriptionA deadly trap or hazard appears sometime this Act. It affects a random party member and deals 1 Bonus Die of Wounds, which may be Soaked normally. Gain three Possibilities once the trap is sprung.

GM Notes: It is recommended (but not required) to play this card early in the Act fto give the GM time to work it into the story. This card appears twice in the deck; if both are active, they may be combined at the GM's discretion. The GM also reserves the right to split large damage totals among multiple characters.

Name:True Enchantment
DescriptionPlay when the Law of Enchantment triggers. The item affected by magic may exceed the Tech Axiom of Aysle.

GM Notes: The GM reserves the right to choose the item affected and what enchantment is placed on it. The pplayers may make suggestions. The item will be a higher Tech Axiom than Aysle whenever possible.

Name:Wandering Monster
DescriptionAgressive opponents encounter the party and attack. <b>All Storm Knights gain 1-3 Possibilities after the encounter is over based on the effect on the adventure.

GM Notes: The award is based on the actual effect, not the perceived size or quantity of the foes encountered.
This message was last edited by the GM at 16:12, Fri 26 Apr.
Gamemaster
GM, 309 posts
Fri 26 Apr 2024
at 02:21
  • msg #3

Cosm Card Reference

Core Earth Cosm Cards
Name:Escalation!
DescriptionPlay during an encounter. Enemy reinforcements arrive, including a reality-rated foe. All players gain 1-3 Possibilities once the encounter is over, based on the impact the reinforcements had.

GM Notes: The award is based on the impact on the encounter, not the apparent size or strength of the reinforcements.

Name:Go For Broke
DescriptionThis round, all Storm Knights may ignore up to 4 points of penalties of any kind.

GM Notes: Penalties include Size penalties for smaller foes, Stymied/Very Stymied, Concealment/Darkness, Cover, Multi-Action, and Multi-Target, as well as anything else described as a penalty. This card does not give bonuses.

Name:Keep Fighting
DescriptionPlay when you or an ally test Defeat. The test is an automatic Outstanding success, resulting in the character being Knocked Out with no Injury. That character may say a few encouraging words before falling unconscious. <b>All Storm Knights gain one Possibility from the heroic sentiments expressed.

GM Notes: This guarantees the character this card affects avoids death or injury.]

Name:Lucky Break
DescriptionPlay to cancel all damage from a single attack.

GM Notes: The attack still hits, but no damage is applied. This completely cancels the entire attack, even if it would affect multiple targets.

Name:Rousing Speech
DescriptionMake an inspiring speech. If in combat, this is a simple action. The speaker and all reality<i>-rated allies who can hear the speech gain two Possibilities.

GM Notes: This effect applies to <i>reality-rated non-player character allies who can hear it as well as the Storm Knights. This includes those who hear through electronic means (radio, television, internet, etc.) though this will rarely matter.

Name:Seize the Day
DescriptionPlay when a new Drama Card is flipped for initiative. Swap the Hero and Villain outcome.

GM Notes: The entirety of the outcome is swapped. For example, if the line was "H — V Up", it would become "V — H Up". If a "H Confused" is swapped, it becomes "V Disfavored".

Name:Spurred On!
DescriptionPlay when any hero is Knocked Out or Defeated. All other Storm Knights are Up on their next turn.

GM Notes: This effect applies to each Storm Knight's next turn, regardless of whether it occurs later in this round or in the next round.

Name:The Law of Hope
DescriptionPlay at any time. Each Storm Knight may choose to refresh to starting Possibility total.

GM Notes: Any time means any time, including during an opponent's action. When played, each Storm Knight chooses individually to refresh or pass.

Name:There's Always Hope
DescriptionPlay during a Dramatic Skill Resolution. All tests for Dramatic Skill Resolution are Favored for the rest of the scene.

GM Notes: Other tests not related to the Dramatic Skill Resolution are not affected. Combined Action tests to assist a Storm Knight performing a step are included.

Name:Welcome to Our World!
DescriptionPlay on a reality-rated foe. That foe must make a DN 20 reality test or immediately disconnect.

GM Notes: Possibilities may be spent on this test, but if the test fails, the rules about spending Possibilities apply thereafter. If a character Disconnects in home cosm (including a Mixed Zone with the home cosm as part of its reality profile), the test to reconnect is Favored.
Gamemaster
GM, 310 posts
Fri 26 Apr 2024
at 05:31
  • msg #4

Cosm Card Reference

Cyberpapacy Cosm Cards
Name:Bug Out
DescriptionPlay on a character in the GodNet using a cyberdeck. That character may immediately "bug out" of the GodNet, without fear of pursuit or injury. All characters riding along with that character similarly bug out. If this card is not used, all Storm Knights begin the next Act with one additional Cyberpapacy Possibility.

GM Notes: Because this card has an alternative use if not played, it may not be exchanged for another Cosm Card if no one has a cyberdeck.

Name:Conjunction
DescriptionStrong magical energy resonates through the area. For the remainder of the scene, the Law of Heretical Magic is suppressed.

GM Notes: The Law of Heretical Magic causes spell Mishaps to deal +1 Bonus Die of damage to the caster over and above the normal Mishap effect. Conjunction suppresses the extra consequences for the remainder of the scene.

Name:God in the Machine
DescriptionPlay when using technology tied to the GodNet (most machines in the Cyberpapacy are, even appliances). The interaction may draw the authorities to the group. Each Storm Knight gains 1-3 Possibilities after the encounter with the authorities, depending on the impact of the interaction.

GM Notes: Encounters are not always physical combat. The Possibilities awarded are based on the impact on the party, not the apparent size of the response.

Name:Heightened Paranoia
DescriptionPlay in a populated area. The citizens are on high alert. Intimidation, persuasion, and streetwise tests are at -4 until a Glory card is played in the area. A Mishap using any of these skills alerts the Church Police. All Storm Knights gain one Possibility.

GM Notes: There are two of these cards in the deck. They can both be played in the same area, and the effects will stack.

Name:Heretical Magic
DescriptionPlay immediately when drawn. If there are no spellcasters in the group, draw a new Cosm Card. The first Storm Knight who rolls a Mishap on a spellcasting test summons a minor demon. All Storm Knights gain two Possibilities once the demon is defeated.

GM Notes: Unlike most cards that add foes to an encounter, the Possibility award for this card is fixed at two.

Name:La Resistance!
DescriptionThe Resistance comes to the aid of the heroes.</b>

GM Notes: Aid comes in the form needed: fighters, distractions, information, etc. If the aid causes undue problems, it will diminish their opinions of the Storm Knights.

Name:Law of Ordeal
DescriptionPlay on a Storm Knight facing a miracle worker of the Cyberchurch. Attacks on that Storm Knight are Favored for the remainder of the scene. At the end of the Scene, that Storm Knight gains 3 Possibilites.</b>

GM Notes: Note that the Possibilities for this card go to the person affected by the Ordeal, not the one who played the card.

Name:Law of Sanction
DescriptionPlay on a character with hacked Cyberpapal cyberware. That character takes 10 + 1 Bonus Die damage that ignores armor and cannot be Soaked. The damage increases to 10 + 2 Bonus Dice if that character has three or more pieces of installed cyberware. If this is played on a reality-rated hero, that character gains 2 Possibilities after taking the damage.

GM Notes: Cyberware attached to Storm Knights is assumed to be hacked unless a backstory is created with the GM explaining wny it isn't. If played on a villain, no Possibilities are given. Characters must live through the damage to receive Possibilities.

Name:Law of Stagnation
Descriptionb>Play immediately when drawn. For the remainder of the Act, no Idea cards may be played and all science tests are Disfavored.

GM Notes: The GM will work with players to prevent this card from derailing an adventure.

Name:Magical Burnout
DescriptionPlay at the start of a Scene. For the remainder of the Scene, spellcasting tests gain a Malfunction Range of 1-2. On a Malfunction, the character cannot cast additional spells based on that magic skill for the remainder of that encounter. Storm Knight spellcasters gain one Possibility. If your group has no spellcasters, you may keep this card or discard it and draw a new one.<b>

GM Notes: There are three known Adversity Range effects: Disconnection, Mishap, and Malfunction. Normally, Malfunction applies to firearms, heavy weapons, and energy weapons, but this card gives it to spells.

If the group has no spellcasters, the Storm Knight can keep this card hoping to find enemies who do cast spells, or may exchange it for a new Cosm Card.

Name:Malraux's Wrath
DescriptionPlay when you or an ally fails a test casting a spell or miracle. The caster and all allies suffer +2 Shock. <b>Affected reality-rated characters each gain 1 Possibility. If your group has no one who can cast spells or miracles, discard this card and draw a noe one.

GM Notes: The penalty to the caster for a failure is a total of 4 Shock (2 normal + 2 from the card). The penalty for a Mishap is 4 + 1 Bonus Die Shock (from Law of Heretical Magic) + Very Stymied.

Name:Mandatory Upgrade
DescriptionAn ill-timed upgrade or glitch causes a piece of Tech 26 technology to fail for the remainder of the scene. If the item belonged to an ally, you and that ally gain 1-3 Possibilities at the end of the scene based on the impact on the group.

GM Notes: As this can affect an enemy, and most enemies in the Cyberpapacy have some Tech 26 equipment, there is no option to discard this card for a new one. The Possibility Award is based on the impact to the group, not the apparent size or value of the item.

Name:Rage
DescriptionPlay on a character with cyberware or Occultech. That character suffers cyberpsychosis for the remainder of the Scene. All damage results from that character get +2 Bonus Die, but on a Mishap, the attack hits a random target. Alternatively, discard this card and draw a new one.

GM Notes: Even if there is an eligible target in the party, you have the option to discard and draw a new Cosm Card. Random targets are selected from those which can be plausibly hit by the attack in question.

Name:Sinister Aid
DescriptionPlau pm a character who can cast spells. For the remainder of the Scene, any failure to cast a spell inflicts Backlash as a Mishap, but any successful cast increases one Success Level. If your group has no spellcasters, you may discard this card and draw a new one.

GM Notes: If the group has no spellcasters, the Storm Knight can keep this card hoping to find enemies who do cast spells, or may exchange it for a new Cosm Card.

Name:Stigmata
DescriptionPlay on a character who can invoke miracles. That character may choose to suffer an inexplicable Wound that cannot be Soaked. While that wound remains, miracle tests are Favored for that character. <b>If no one in the group can cast miracles, you may discard this card and draw a new one.

GM Notes: The Wound can be healed normally. The effect is automatically healed at the end of the Act if it is not otherwise dealt with.

If the group has no miracle workers, the Storm Knight can keep this card hoping to find enemies who do, or may exchange this for a new Cosm Card.

Name:The One True Way
DescriptionPlay on a character who can invoke miracles from a faith other than Cyberpapacy. That character's miracle tests are Disfavored for the remainder of the Scene. If this is played on a Storm Knight, that character gains two Possibilities. If your group has no eligible target, you may discard this card and draw a new one.

GM Notes: If the group has no eligible miracle workers, the Storm Knight can keep this card hoping to find enemies who do, or may exchange this for a new Cosm Card.

Name:Wanted
DescriptionPlay after committing a crime against the Cyberchurch (including battle with Church forces). The Church Police send a strike team to confront the characters sometime during the Act. <b>All Storm Knights gain 1-3 Possibilities once the strike team is repulsed, based on the impact they had on the story.

GM Notes: The Possibility award is based on the impact to the story, not the apparent size of the strike force.
This message was last edited by the GM at 19:06, Tue 30 Apr.
Gamemaster
GM, 311 posts
Fri 26 Apr 2024
at 20:32
  • msg #5

Cosm Card Reference

Living Land Cosm Cards
Name:Advanced Tactics
DescriptionPlay at the start of an encounter. Each Storm Knight can play one Destiny Card into their Action Pool, but you Disconnect violating the Social Axiom of the Living Land.

GM Notes: The difficulty to reconnect is based on the type of Zone: Mixed Zone is 10, Dominant Zone is 14, and Pure Zone is 18. If you share a reality profile with the Zone, your Reconnection test is Favored.

Name:Answered Prayer
DescriptionPray to Lanala. The spirits of the Living Land respond in some way. If played in combat, the player may spend an action to discard any number of Destiny Cards, draw up to the Hand Limit, and then play all Destiny Cards in hand to the Action Pool.

GM Notes: The GM chooses how the spirits respond outside of combat. During combat, the GM may add another effect to the one stated on the card.

Name:Battle Scars
DescriptionPlay just before a character would test Defeat. That character does not get the Up result from the Living Land's Law of Life. Instead they gain 2 Possibilities, and if the test succeeds, the character is not Knocked Out. If you play this on an Ord and the character survives, you gain Possibilities.

GM Notes: Unlike many cards, this does not have to be played on a Storm Knight.

Name:Dino Attack
DescriptionCreatures of the Living Land attack sometime during the Act. Each Storm Knight gains 1-3 Possibilities after the encounter with the authorities, depending on the impact of the interaction.

GM Notes: The Possibilities awarded are based on the impact on the party, not the apparent size of the response.

Name:Eyes of the Saar
DescriptionPlay immediately when drawn. The next time your group faces edeinos, roll a d6. On a 1-5, that many additional edeinos warriors join the fight. On a 6, Baruk Kaah himself shows up via dimthread.

GM Notes: It is perfectly acceptable (and often recommended) to flee from the High Lord if he shows up.

Name:Infinite Diversity!
DescriptionPlay when you first envounter a reality-rated edeinos or Very Large monster. It gains a Perk or Special Ability from another creature. Each Storm Knight gains 1-3 Possibilities based on the impact the modification had to the adventure.

GM Notes: The Possibility award is based on the game impact, not the apparent fearsomeness of the mutation.

Name:It's Ruined!
DescriptionPlay when you return to recover abandoned items or when someone is about to find something useful scavenging. The items are recognizable but damaged and no longer usable. <b>Gain two Possibilites.

GM Notes: Be nice with this. Or at the very least, don't be too mean.

Name:Lost Treasure
DescriptionYou uncover a forgotten treasure, item, or artifact. Work with the GM to come up with a suitable item.

GM Notes: The definition of treasure here can be quite loose. Unopened cases of food can be treasure if they advance the story, for example.


Name:Lost World
DescriptionSt some point in the Act, a Lost World shows up.

GM Notes: In general, Lost Worlds have strange and exotic items in them which are potentially useful.

Name:Perils of the Living Land
DescriptionPlay when traveling the Living Land. The party must navigate a dangerous obstacle or hazard. All Storm Knights gain 1-3 Possibilites once the hazard is dealt with based on the impact it had on the story.<b>

GM Notes: Unlike Dino Attack, this involves obstacles or hazards that don't necessarily have hostile intent.

Name:Primal Instincts
DescriptionThe group embraces the primal aspects of the Living Land. Clothing rips in flattering ways and passions are greatly increased. <b>Storm Knights who have an amorous encounter gain two Possibilities.

GM Notes: This game is not tagged as Mature or Adult. Keep that in mind when playing out this card.

Name:Survival of the Fittest
DescriptionAllies ignore Wound Penalties for the remainder of the battle.

GM Notes: Without this, Wounds carry a penalty to tests of -1 per Wound (max penalty -3).

Name:The Best Defense
DescriptionTests for Active Defense do not generate a minimum of +1 for the remainder of the battle. All Storm knights gain 1 Possibility.

GM Notes: The GM reserves the right to disallow this card if the battle is clearly won by the players already.

Name:The Deep Mist
DescriptionPlay when traveling the Living Land. Your group becomes lost in the Deep Mist, taking three times longer to reach your destination and possibly triggering additional encounters and obstacles along the way. All Storm Knights gain 1-3 Possibilities based on the hardship this causes.

GM Notes: Possibility awards are based on story impact, not apparent size or power of obstacles faced.

Name:The Law of Decay
DescriptionThe heroes' gear falls apart, gets ruined, or is lost. Each Storm Knight chooses one meaningful item slot to lose for the remainder of the adventure. Each Storm Knight gains 1-3 Possibilities based on the impact losing the item will have on the story.

GM Notes: The Possibility award varies for each Storm Knight based on the choices made.

Name:The Law of Life
DescriptionYour group finds a place of rest and plentiful food. Each player heals one Wound and gains one Possibility.

GM Notes: If the party is in the middle of combat, this will be worked into the story as appropriate.

Name:What Was That Sound?
DescriptionThe GM rolls a die. If odd, the noise is harmless. If even, a dangerous predator leaps out and attacks. All Storm Knights gain one Possibility.

GM Notes: The Possibility is gained once the card is dealt with completely.
This message was lightly edited by the GM at 19:08, Tue 30 Apr.
Gamemaster
GM, 323 posts
Wed 1 May 2024
at 00:06
  • msg #6

Cosm Card Reference


Nile Empire Cosm Cards
Name:Cliffhanger
DescriptionPlay when a character would test for defeat. The encounter immediately ends prior to that test. Take a break, then figure out a way for that character to have survived. That character gains one Possibility, but is conscious at Wound and Shock Limit.

GM Notes: Characters suffer Defeat for exceeding Wound Limit and are Knocked Out when they exceed Shock Limit, so the character ends up conscious but on the brink.

Name:Dramatic Reveal
DescriptionA villain reveals a sinister secret about your hero. Your character gets -4 to all tests that act directly against that villain for the rest of the scene. You gain two Possibilities.

GM Notes: Secrets are things like: being a long lost relative, having captured one of the hero's loved ones, being responsible for a tragedy in the hero's life, etc.

Name:Escape
DescriptionPlay to allow a character to escpae a prison, bindings, or the Restrained condition. <b>Alternatively, play to give +5 to all vehicle or movement totals the heroes make in a Chase this round.

GM Notes: A house rule is being used for Chases, hence the alternate benefit. The first benefit is for one character and is automatic, while the second benefit affects all relevant heroes but only last the round it is played.

Name:In the Crossfire
DescriptionPlay during a battle. One Bonus Die of innocent civilians wander into the line of fire and are in danger of being killed by the fight. At the end of the fight, each hero gets one Possibility for each civilian saved.

GM Notes: Villains have no problem attacking civilians if it makes getting to the heroes easier, nor will they hesitate using area attacks that catch civilians in the blast.

Name:Inevitable Return
DescriptionPlay to bring a character back from certain Defeat. If used to revive a villain, all Storm Knights gain two Possibilities.

GM Notes: How and when the character returns is up to the GM.

Name:Not Dead Yet!!!
DescriptionPlay when a hero would test Defeat. That hero, and any other heroes Defeated this scene are captured and taken away to another location, but they are not killed.

GM Notes: This card was originally named "Captured!". It has been renamed and reworded to reflect the intended effect.

Name:Out of the Way!
DescriptionPlay when one side is one step away from completing a Chase, or when someone would complete the Chase with an Outstanding success. The Chase resets to the neutral position. Each vehicle operator and runner whose position improved as a result must immediately test for a Dilemma, with failure resulting in a Knockout. All Storm Knights gain one Possibility.

GM Notes: A house rule is being used for Chases, so this card is adjusted to work within the new rules.

Name:Parting Shot
DescriptionThe villain takes one immediate action and then escapes. That villain may not reappear until after the scene is over. All Storm Knights gain two Possibilities.

GM Notes: That villain is allowed plausible opportunities to recover between appearances.


Name:Round Two!
DescriptionPlay during any encounter. The heroes recover all Shock, but a new twist appears in the scene. When a Dilemma appears on the Dramatic Skill Resolution line, all characters must test to avoid the new twist, taking a Wound on a failure.

GM Notes: The twist affects both sides equally, and both sides use the same skill and DN to avoid it.

Name:Secret Identity
DescriptionIf you are maintaining a Secret Identity with a Mask, you may remove the mask (thus revealing the Identity) to gain one Possibility and heal one Wound. If you are not hiding a Secret Identity, discard this card and draw another.

GM Notes: This card can only be played for the Possibility and healing if removing the mask would reveal the Secret Identity to someone who doesn't already know it.

Name:Star-Crossed Romance
DescriptionA villain falls for one of the heroes. Create a Possibility Pool with two Possibilities that may be used for either character. The Pool gains one Possibility whenever one character materially assists the other.

GM Notes: Material assistance is special treatment that grants the other character an meaningful advantage.

Name:Strategic Surrender!!
DescriptionYour character and those with you allow yourself to be captured and stripped of obvious weapons. All will be taken to the enemy base of operation and held there.

GM Notes: The original name of this card was "Captured". It has been renamed and reworded to better explain its function.

Name:Suddenly...
DescriptionRandom violence erupts as a group of villainous thugs rampage through the area. <b>All players gain 1-3 Possibilities once the foes are dealt with, depending on the impact on the adventure.

GM Notes: The Possibility award is based on the story impact, not the apparent size or power of the foes.

Name:Temporary Reprieve
DescriptionPlay at any time to avoid a catastrophe, including a failed Dramatic Skill Resolution or Chase. The villains withdraw, allowing the heroes time to rest and recover before action resumes.

GM Notes: When the reprieve ends, the action could be the same as before or something else.

Name:The Law of Action
DescriptionEach Storm Knight may immediately play two Destiny cards into their Action Pool.

GM Notes: Players who do not have two cards available put as many cards as they can into the Action Pool.

Name:Triumphant Boast
DescriptionThe villain must explain their scheme in some detail. If not in charge, the villain explains who is and what is going on to the best of their knowledge.

GM Notes: The villain will not lie, but may have false or incomplete information.

Name:Unexpected Turn
DescriptionOne hero may attempt a DN 20 persuasion test against a subordinate villain in the scene. Success causes that villain to aid the heroes for the remainder of the Scene.

GM Notes: Who is a subordinate is based on the Scene, not the entire Act.

Name:What Luck!
DescriptionPlay to introduce an element into the story that helps the heroes.

GM Notes: Examples include a getaway car, something the players can explode to distract or damage enemies, a nearby keychain with a needed key, etc.

Name:What Now?!
DescriptionAdd a Dramatic Skill Resolution to a Dramatic Scene. Each step is DN 12 against an appropriate skill and must be completed in 5 rounds. <b>Success grants each Storm Knight two Possibilities, while Failure causes all heroes to lose all Destiny Cards from their hand and Action Pools.

GM Notes: The added element should be something in addition to the current action, not something that circumvents it.
Gamemaster
GM, 327 posts
Thu 2 May 2024
at 02:24
  • msg #7

Cosm Card Reference

Orrorsh Cosm Cards
Name:Angry Spirits
DescriptionThe local spirits grow angry. All Storm Knights must test Fear (willpower/Spirit DN 10). A mishap causes Defeat. A Failure causes 1 Wound. Survivors gain one Possibility each.

GM Notes: Survivors include those who pass the Fear test, those who fail but are not Defeated by the Wound, and those who get Defeated but succeed on the Defeat test.

Name:Damned
DescriptionTake up to 3 Possibilities from another player. Make a Corruption test at -1 for each Possibility taken.

GM Notes: The Possibilities taken do not change type (so Orrorsh Possibilities are still Orrorsh Possibilities, etc.)

Name:Desperate Bargain
DescriptionPlay when your Storm Knight is Defeated but before the test is made. Your Defeat test is automatically an Outstanding success, but you must now make a Corruption test.

GM Notes: You are allowed to declare beforehand your intent to use this at the first opportunity.

Name:Innocent Bystander
DescriptionPlay at the beginning of an encounter. A frightened person gets caught in events and is in direct danger. At the end of the fight, each hero gets one Possibility if the civilian is saved.

GM Notes: Villains have no problem attacking civilians if it makes getting to the heroes easier, nor will they hesitate using area attacks that catch civilians in the blast.

Name:Interruption
DescriptionPlay when you are about to be noticed or attacked by a single creature. That creature is distracted and drawn away. It will not return unless the Storm Knights draw attention to themselves.</b>

GM Notes: Unlike other cards of this type, it can only distract a single creature acting alone.

Name:Jump Scare!
DescriptionThe GM rolls a die. Odd means the scare was harmless. Even means a real threat appears and attacks. All Storm Knights gain one Possibility when the card resolves fully.

GM Notes: This means the Possibility is received after the fight if one occurs.

Name:Last Gasp
DescriptionPlay when a reality-rated creature is Defeated (including True Death). That creature makes one final attack with no Wound Penalties and catches all targets Flat-Footed Each surviving Storm Knight gains 1XP.

GM Notes: Yes, this card allows Earned XP to break the multiple of 5 rule.

Name:Law of Catharsis
DescriptionPlay when you discover a Nightmare's Secret. All Storm Knights gain one Possibility. If there are no Nightmares in this Act, discard this card and draw another.

GM Notes: The GM may come up with another use for this card.

Name:Let's Split Up
DescriptionPlay when a dangerous encounter begins. Storm Knights who are alone gain two Possibilities. Storm Knights in the same location as another Storm Knoght lose one Possibility.

GM Notes: The player holding the card can play this when they are separated from a group that encounters danger.

Name:Mark of Terror
DescriptionPlay when your character witnesses a horrible event or creature. You gain a physical mark representing that terror. Gain one Possibility.

GM Notes: The mark becomes a permanent part of the character and may have consequences down the road.

Name:Ominous Portents
DescriptionThe group makes a grisly discovery or dark omen. For approximately one scene, Possibilities don't guarantee a minimum of 10 on the die roll. <b>All Storm Knights gain three Possibilities

GM Notes: The effect ends at the end of the current scene, or the end of the next scene if played too close to the end of the current one.

Name:Panic
DescriptionThis card is played immediately after the player fails a Fear test. That player chooses an unplayed Cosm Card and reveals If it can be played, it is. Otherwise, the process repeats until a card is played or no more Cosm Cards remain.

GM Notes: The player choosing Cosm Cards knows who has Cosm Cards remaining. Whether anyone knows what the cards are is up to the players.

Name:Paralyzed by Fear
DescriptionPlay when a Storm Knight fails a Fear Test. <b>You gain one Possibility. The player who failed the test loses their next turn, becomes Very Stymied, and gains two Possibilities.

GM Notes: Because of the lost turn, the player who failed the Fear test does not lose Very Stymied until after the next turn they actually take.

Name:Sinister Secrets
DescriptionPlay to gain information about a foe, mystery, or secret. Make a Corruption test.

GM Notes: If gaining information on a Nightmare, information leading to one Secret is revealed. For lesser foes, all meaningful information is gained.

Name:Stalked
DescriptionThe Storm Knights feel like they are being watched. <b>Play this card at the beginning of a scene to gain two Possibilities. At some point in the Act, the GM changes one encounter into an Ambush. Until then, Fear tests are at -2.

GM Notes: This card has the capacity to anger the group.

Name:Sunset?!
DescriptionPlay when traveling to a sinister destination. Delays cause the group to arrive at sunset or other dark time. All Storm Knights gain two Possibilities.

GM Notes: This card will impose a Darkness Penalty if there wasn't going to be one, or increase the penalty by one step if there would have been one anyway.

Name:Temptation
DescriptionPlay to make one skill Favored for the remainder of the scene. Make a Corruption test.

GM Notes:

Name:Unholy Interest
DescriptionPlay on a villain. That villain takes special interest in your hero and works to avoid causing permanent harm, ending only when the villain perishes. Each scene where the villain is involved triggers a Corruption test.

GM Notes: This is a high-risk, high-reward play.

Name:What Now?!
DescriptionAdd a Dramatic Skill Resolution to a Dramatic Scene. Each step is DN 12 against an appropriate skill and must be completed in 5 rounds. <b>Success grants each Storm Knight two Possibilities, while Failure causes all heroes to lose all Destiny Cards from their hand and Action Pools.

GM Notes: The added element should be something in addition to the current action, not something that circumvents it.
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