Title: | Action |
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Description | Add +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 |
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Description | Add +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 |
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Description | You 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 |
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Description | Play to draw a Cosm Card. |
Title: | Backup Plan |
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Description | Play 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 |
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Description | Play 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 |
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Description | Your 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 |
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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: | Delphi Support |
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Description | Gain +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 |
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Description | Play 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 |
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Description | When you successfully ram another vehicle, your vehicle takes no damage and the enemy vehicle takes +1 Bonus Die of damage. |
Title: | Flurry |
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Description | Your 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 |
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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: | 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: | Idea |
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Description | Gain 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 |
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Description | Play 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 |
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Description | Play to make a Strength test as a free action. On a success, recover 1 Wound. |
Title: | Leadership |
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Description | Play 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 |
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Description | Until 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 |
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Description | Play 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 |
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Description | Pick 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 |
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Description | Play 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 |
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Description | Play 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 |
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Description | Sacrifice your entire turn to make a stirring speech. |
Cancel the status on either the Hero or Villain conflict line. |
Title: | Nemesis |
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Description | Play 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 |
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Description | Play when soaking damage. You automatically get an Outstanding result, taking no damage. |
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: | Precision |
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Description | Play 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 |
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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.) |
Title: | Reality Surge |
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Description | When 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 |
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Description | Immediately reconnect without a test. |
Title: | Romance |
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Description | Play 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 |
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Description | Immediately reattempt a failed test. The new result replaces that failure. |
This can be played after a Mishap, preventing that effect. |
Title: | Second Wind |
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Description | Play to recover 5 Shock. |
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: | Setback |
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Description | Trigger a Villain Setback as though it appeared on the conflict line. |
Title: | Step A |
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Description | You 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 |
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Description | You 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 |
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Description | You 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 |
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Description | You 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 |
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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: | Transfer |
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Description | Play to give any number of your personal Possbilities to other Storm Knights. |
Title: | Willpower |
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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. |