Name: | Call the Banners |
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Description | Play 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. |
Name: | Courtly Intrigue |
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Description | The 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. |
Name: | Courtly Romance |
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Description | Present 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. |
Name: | Divine Presence |
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Description | Pray 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. |
Name: | Face Me! |
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Description | Play 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. |
Name: | Fickle Magic |
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Description | Play 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. |
Name: | Finders Keepers |
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Description | Play 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. |
Name: | Guiding Wisdom |
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Description | Play 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. |
Name: | Law of Darkness |
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Description | Play 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. |
Name: | Law of Light |
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Description | If 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. |
Name: | Look What I Found! |
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Description | Play when your hero or an ally opens a container or searches a fallen foe. A magical treasure is found among the contents. |
Name: | Loot the Body! |
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Description | Play when your hero or an ally opens a container or searches a fallen foe. A magical treasure is found among the contents. |
Name: | Mana Surge |
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Description | Magical 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. |
Name: | Riddle Magic |
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Description | Invoke 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). |
Name: | Tragedy |
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Description | If 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. |
Name: | Touch of Darkness |
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Description | Play 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.) |
Name: | Trap! |
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Description | A 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. |
Name: | True Enchantment |
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Description | Play when the Law of Enchantment triggers. The item affected by magic may exceed the Tech Axiom of Aysle. |
Name: | Wandering Monster |
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Description | Agressive 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. |
Name: | Escalation! |
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Description | Play 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. |
Name: | Go For Broke |
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Description | This round, all Storm Knights may ignore up to 4 points of penalties of any kind. |
Name: | Keep Fighting |
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Description | Play 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. |
Name: | Lucky Break |
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Description | Play to cancel all damage from a single attack. |
Name: | Rousing Speech |
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Description | Make 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. |
Name: | Seize the Day |
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Description | Play when a new Drama Card is flipped for initiative. Swap the Hero and Villain outcome. |
Name: | Spurred On! |
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Description | Play when any hero is Knocked Out or Defeated. All other Storm Knights are Up on their next turn. |
Name: | The Law of Hope |
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Description | Play at any time. Each Storm Knight may choose to refresh to starting Possibility total. |
Name: | There's Always Hope |
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Description | Play during a Dramatic Skill Resolution. All tests for Dramatic Skill Resolution are Favored for the rest of the scene. |
Name: | Welcome to Our World! |
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Description | Play on a reality-rated foe. That foe must make a DN 20 reality test or immediately disconnect. |
Name: | Bug Out |
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Description | Play 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. |
Name: | Conjunction |
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Description | Strong magical energy resonates through the area. For the remainder of the scene, the Law of Heretical Magic is suppressed. |
Name: | God in the Machine |
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Description | Play 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. |
Name: | Heightened Paranoia |
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Description | Play 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. |
Name: | Heretical Magic |
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Description | Play 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. |
Name: | La Resistance! |
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Description | The Resistance comes to the aid of the heroes.</b> |
Name: | Law of Ordeal |
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Description | Play 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> |
Name: | Law of Sanction |
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Description | Play 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. |
Name: | Law of Stagnation |
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Description | b>Play immediately when drawn. For the remainder of the Act, no Idea cards may be played and all science tests are Disfavored. |
Name: | Magical Burnout |
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Description | Play 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> |
Name: | Malraux's Wrath |
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Description | Play 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. |
Name: | Mandatory Upgrade |
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Description | An 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. |
Name: | Rage |
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Description | Play 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. |
Name: | Sinister Aid |
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Description | Plau 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. |
Name: | Stigmata |
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Description | Play 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. |
Name: | The One True Way |
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Description | Play 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. |
Name: | Wanted |
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Description | Play 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. |
Name: | Advanced Tactics |
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Description | Play 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. |
Name: | Answered Prayer |
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Description | Pray 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. |
Name: | Battle Scars |
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Description | Play 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. |
Name: | Dino Attack |
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Description | Creatures 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. |
Name: | Eyes of the Saar |
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Description | Play 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. |
Name: | Infinite Diversity! |
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Description | Play 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. |
Name: | It's Ruined! |
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Description | Play 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. |
Name: | Lost Treasure |
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Description | You uncover a forgotten treasure, item, or artifact. Work with the GM to come up with a suitable item. |
Name: | Lost World |
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Description | St some point in the Act, a Lost World shows up. |
Name: | Perils of the Living Land |
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Description | Play 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> |
Name: | Primal Instincts |
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Description | The 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. |
Name: | Survival of the Fittest |
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Description | Allies ignore Wound Penalties for the remainder of the battle. |
Name: | The Best Defense |
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Description | Tests for Active Defense do not generate a minimum of +1 for the remainder of the battle. All Storm knights gain 1 Possibility. |
Name: | The Deep Mist |
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Description | Play 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. |
Name: | The Law of Decay |
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Description | The 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. |
Name: | The Law of Life |
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Description | Your group finds a place of rest and plentiful food. Each player heals one Wound and gains one Possibility. |
Name: | What Was That Sound? |
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Description | The 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. |
Name: | Cliffhanger |
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Description | Play 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. |
Name: | Dramatic Reveal |
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Description | A 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. |
Name: | Escape |
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Description | Play 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. |
Name: | In the Crossfire |
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Description | Play 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. |
Name: | Inevitable Return |
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Description | Play to bring a character back from certain Defeat. If used to revive a villain, all Storm Knights gain two Possibilities. |
Name: | Not Dead Yet!!! |
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Description | Play 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. |
Name: | Out of the Way! |
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Description | Play 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. |
Name: | Parting Shot |
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Description | The 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. |
Name: | Round Two! |
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Description | Play 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. |
Name: | Secret Identity |
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Description | If 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. |
Name: | Star-Crossed Romance |
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Description | A 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. |
Name: | Strategic Surrender!! |
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Description | Your 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. |
Name: | Suddenly... |
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Description | Random 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. |
Name: | Temporary Reprieve |
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Description | Play 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. |
Name: | The Law of Action |
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Description | Each Storm Knight may immediately play two Destiny cards into their Action Pool. |
Name: | Triumphant Boast |
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Description | The 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. |
Name: | Unexpected Turn |
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Description | One 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. |
Name: | What Luck! |
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Description | Play to introduce an element into the story that helps the heroes. |
Name: | What Now?! |
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Description | Add 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. |
Name: | Angry Spirits |
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Description | The 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. |
Name: | Damned |
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Description | Take up to 3 Possibilities from another player. Make a Corruption test at -1 for each Possibility taken. |
Name: | Desperate Bargain |
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Description | Play 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. |
Name: | Innocent Bystander |
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Description | Play 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. |
Name: | Interruption |
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Description | Play 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> |
Name: | Jump Scare! |
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Description | The 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. |
Name: | Last Gasp |
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Description | Play 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. |
Name: | Law of Catharsis |
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Description | Play 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. |
Name: | Let's Split Up |
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Description | Play 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. |
Name: | Mark of Terror |
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Description | Play when your character witnesses a horrible event or creature. You gain a physical mark representing that terror. Gain one Possibility. |
Name: | Ominous Portents |
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Description | The 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 |
Name: | Panic |
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Description | This 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. |
Name: | Paralyzed by Fear |
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Description | Play 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. |
Name: | Sinister Secrets |
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Description | Play to gain information about a foe, mystery, or secret. Make a Corruption test. |
Name: | Stalked |
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Description | The 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. |
Name: | Sunset?! |
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Description | Play when traveling to a sinister destination. Delays cause the group to arrive at sunset or other dark time. All Storm Knights gain two Possibilities. |
Name: | Temptation |
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Description | Play to make one skill Favored for the remainder of the scene. Make a Corruption test. |
Name: | Unholy Interest |
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Description | Play 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. |
Name: | What Now?! |
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Description | Add 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. |