Earthmover | Mechanical Malfunction | A device malfunctions in some way: a gun jams, a bow string breaks, etc. The device can be fixed by 10 minutes’ work followed by a Repair roll at –2. If part of a large device, one system breaks down instead. |
Lemon Juice | I Really Hate These Guys! | At the beginning of combat, choose one specific and identical type of Extra (e.g., wormlings, toxic zombies, cultists). For the duration of the fight, all of your attacks gain +1d6 damage against them. |
Mr. Small | Spill The Beans | The subject of your questioning tells you {b}EVERYTHING{/b} you want to know, whether by friendly persuasion, intimidation, or force. |
Proto | Saints and Martyrs | All player characters and allies with Arcane Backgrounds regain 2d6 Power Points. |
Push | Arcane Inspiration | Add +2 to Trait rolls made to activate powers for the remainder of this encounter. |
The Flare | Dark Bargain | Play after contact with an arcane force or strange incident. Draw an Adventure Card immediately and increase the number you may draw and play by one {i}FOREVER.{/i} Gain the Bad Luck Hindrance (or GM’s call if you already have it). Discard and redraw if you ever get this card again. |