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22:26, 10th May 2024 (GMT+0)

Destiny Card Reference.

Posted by GamemasterFor group 0
Gamemaster
GM, 7 posts
Sun 12 Sep 2021
at 04:56
  • msg #1

Destiny Card Reference

Title:Action
DescriptionAdd +3 to the total of your test.
 You may play this card after learning the result level of the test but before applying its effect.

Title:Adrenaline
DescriptionAdd +3 to the total of a single Dexterity or Strength 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:Alertness
DescriptionYou notice an otherwise unseen item, clue or event,
 Alternatively, play from your hand at the start of an ambush to prevent the heroes from being surprised.

Title:Attuned
DescriptionPlay to draw a Cosm Card.

Title:Backup Plan
DescriptionPlay to allow two different characters to test for steps during a Dramatic skill Resolution. They may test the same steps or different ones.

Title:Close Call
DescriptionPlay when you would be spotted by guards, wandering creatures, or other foes who might be avoided.
 The enemies are distracted by something else and leave the area temporarily.

Title:Connection
DescriptionYour character knows someone in the area who can lend aid.
 (This may not happen immediately, but will be worked into the story at an appropriate time.)

Title:Coup de Grace
DescriptionPlay 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:Delphi Support
DescriptionGain +5 bonus to your test to requisition equipment at the start of a mission.
 Alternatively, play while in the field to find a Delphi Council cargo box in the area. Make a normal persuasion test. The GM chooses an appropriate item of that value or less.

Title:Drama
DescriptionPlay this card as a Possibility.
 You may only play one Drama card per test, but you may spend it in addition to regular Possibilities and/or a Hero Card.

Title:Drive Offensively
DescriptionWhen you successfully ram another vehicle, your vehicle takes no damage and the enemy vehicle takes +1 Bonus Die of damage.

Title:Flurry
DescriptionYour character takes an extra turn this round, after everyone else has acted.
 A character can only benefit from one Flurry each round, regardless of the source.

Title:Glory
DescriptionPlay 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:Hero
DescriptionPlay 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:Idea
DescriptionGain a clue or insight indicating the next course of action your character should take.
 Alternatively, play to change the Approved Action line of the Drama Card to "Any".

Title:Inspire
DescriptionPlay to give all Storm Knights their choice of 1 Possibility, a draw from the Destiny deck, or recover 3 Shock.

Title:Just a Flesh Wound
DescriptionPlay to make a Strength test as a free action. On a success, recover 1 Wound.

Title:Leadership
DescriptionPlay to place two cards from your hand and/or Action Pool into other character's Action Pools. (You may place them in the same Action Pool or different ones.)
 Immediately refill your hand. (Cards in your Action Pool are not counted.)

Title:Maelstrom
DescriptionUntil the end of the Heroes' next round, no character may spend Possibilities, nor may they use abilities of Eternity Shards or Darkness Devices, including travel via dimthread.

Title:Martyr
DescriptionPlay this card to achieve a significant goal. Your character perishes in the process.
 Alternatively, exchange for a Possibility and a new Destiny Card.

Title:Master Plan
DescriptionPick up any card just played or discarded in exchange for this one.
 The recovered card may either replace Master Plan in your Action Pool, go straight into your hand, or be played immediately.

Title:Mistaken Identity
DescriptionPlay to be mistaken for someone else when it is advantageous for you,
 such as a trusted celebrity, someone working for your foes, or an expected courier.
 Alternatively, gain 2 Possibilities, but you are mistaken for someone that puts you at an immediate disadvantage, such as a wanted criminal or hated rival.

Title:Nemesis
DescriptionPlay to make a particular reality-rated villain a personal enemy of your character. You and that foe each gain 3 Possibilities.
 Alternatively, discard this card for a Possibility and draw a new card.

Title:Monologue
DescriptionSacrifice your entire turn to make a stirring speech.
 Cancel the status on either the Hero or Villain conflict line.

Title:Nemesis
DescriptionPlay to make a particular reality-rated villain a personal enemy of your character.
 Your character and that foe each gain 3 Possibilities.
 Alternatively, discard this card to gain 1 Possibility and draw a new Destiny Card.

Title:Not Today
DescriptionPlay when soaking damage. You automatically get an Outstanding result, taking no damage.

Title:Opponent Fails
DescriptionPlay 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:Precision
DescriptionPlay to ignore the Friendly Fire rule for one test, or to prevent one ally who would normally be included in an area of effect from being affected.

Title:Rally
DescriptionAll players may discard any Destiny Cards they wish from their hands.
 Then they immediately refill their hands. (Cards in Action Pools are not counted.)

Title:Reality Surge
DescriptionWhen played, the character's Axioms and World Laws are in effect for your character only as though in a Mixed Zone of your reality and the local reality for the remainder of the scene.
 This only affects your character and any objects being used.

Title:Reconnect
DescriptionImmediately reconnect without a test.

Title:Romance
DescriptionPlay to encourage (not force) an amorous relationship between your character and a nonplayer character.
 Gain three Possibilities. You may spend Possibilities on behalf of this character for the remainder of the adventure.
 Alternatively, exchange this for a Possibility and a new Destiny Card.

Title:Second Chance
DescriptionImmediately reattempt a failed test. The new result replaces that failure.
 This can be played after a Mishap, preventing that effect.

Title:Second Wind
DescriptionPlay to recover 5 Shock.

Title:Seize Initiative
DescriptionPlay 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:Setback
DescriptionTrigger a Villain Setback as though it appeared on the conflict line.

Title:Step A
DescriptionYou may attempt Step A of a Dramatic Skill Resolution or a Chase even if it is not present on the Drama Card.
 If it is present, you may attempt the step after another character has tried and failed.

Title:Step B
DescriptionYou may attempt Step B of a Dramatic Skill Resolution or a Chase even if it is not present on the Drama Card.
 If it is present, you may attempt the step after another character has tried and failed.

Title:Step C
DescriptionYou may attempt Step C of a Dramatic Skill Resolution or a Chase even if it is not present on the Drama Card.
 If it is present, you may attempt the step after another character has tried and failed.

Title:Step D
DescriptionYou may attempt Step D of a Dramatic Skill Resolution or a Chase even if it is not present on the Drama Card.
 If it is present, you may attempt the step after another character has tried and failed.

Title:Supporter
DescriptionAdd +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:Transfer
DescriptionPlay to give any number of your personal Possbilities to other Storm Knights.

Title:Willpower
DescriptionAdd +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.

This message was last edited by the GM at 17:41, Thu 25 Apr.
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