Optimum play guide

Don't bunch "keep until" cards on one character or they will be severely limited in normal scenes.

Keep Glory (4) until can be played, spread around so each character has at most 1.

Keep Drama (3) until end of adventure, unless necessary for a significant dramatic action, such as a Glory. If played, Master Plan back into the party.

Have each player keep one of the "Glory assist" cards until a Glory: Hero (10), Leadership (6), Second Chance (5), Opponent Fails (5), Master Plan (6)

DataBase

Thanks to Joseph Behrmann for the new conflict line effects, and additional information (shown in parenthesis).

Thanks to Garrett Taylor for the bulk of the data.

My contribution was to reformat it for better plain ASCII consumption, and to combine the 2 sources of information. Its highly likely I also messed up the data, and any errors you notice should be reported to me.

Also I'm planning to type in the other action line effects. If anyone has already done this, please post it.

G
indicates a GM activated (orange) card
P
(Plot) indicates a subplot card (which is also orange) May be turned in for Possibility, or gain one Possibility per Act
Life Rage

Counts as an Up condition for Living Land characters. A rage fills the character, a rage directed against "dead things". This Up condition lasts for the entire scene until all characters that the LL character is aware of stop using dead things. The LL character may also be driven to destroy the dead things as well.

Danger

Indicates a new problem which is in effect for just that round. Danger imposes a +3 penalty to all Dexterity and Strength actions taken by both sides in that round. Characters who are of the Nile reality suffer a +5 penalty due to the Law of Drama. Some example Danger situations are an unexpected explosion, falling crates, collapsing support beams, etc etc.

Flee

The heroes are forced to break off combat and attempt to retreat for that round ("strategic regrouping"?). A +3 bonus is given to all maneuvers and other actions that the GM feels are honest attempts to run away. Characters from Orrorsh receive a +5 bonus.

Breakdown

Requires all cybered characters on that side of the conflict to make an immediate cyberpsychosis check. There is a +2 bonus to the cyber value for this check.

Key

###NameCaption
Text
Normal conflict lineApproved actions
Dramatic conflict lineSkill

Original

  1 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H:-			V: Fatigue		Any
	H: Inspiration		H:-			A B

  2 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Up			V:-			Any
	V:-			H: Inspiration		A B C

  3 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	V:-			H: Up			Any
	V:-			H: Inspiration		A B D

  4 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Flurry		V:-			Any
	H: Inspiration		V:-			A B

  5 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Flurry		V:-			Any
	V:-			H: Inspiration		A B

  6 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	V:-			H: Up			Any
	V:-			H: Inspiration		A B

  7 Adrenalin		They're on the run!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Up			V:-			Any
	H: Inspiration		V:-			A B

  8 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Flurry		V:-			Maneuver/Trick
	V:-			H: Fatigue		A B

  9 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	V:-			H: Flurry		Maneuver/Trick
	V:-			H: Fatigue		A B
 10 Adrenalin		You try to outflank!
	H: Flurry		V:-			Maneuver/Trick
	H: Fatigue		V:-			A B
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.

 11 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Flurry		V:-			Maneuver/Trick
	V:-			H: Fatigue		A B

 12 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	V:-			H: Flurry		Maneuver/Trick
	V:-			H: Fatigue		A B D

 13 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Flurry		V:-			Maneuver/Trick
	H: Fatigue		V:-			Critical Problem

 14 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Flurry		V:-			Maneuver/Trick
	V:-			H: Fatigue		Complication

 15 Adrenalin		You try to outflank!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	V:-			H: Flurry		Maneuver/Trick
	V:-			H: Fatigue		Possible Setback

 16 Adrenalin		You spot a weakness!
    Add +3 to the value of Dexterity, Strength or Toughness or a related skill.
	H: Up			V:-			Taunt/Intimidation
	V:-			H: Up			B D

 17 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	H: Up			V:-			Taunt/Intimidation
	V: Up			H:-			B C

 18 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	V:-			H: Up			Taunt/Intimidation
	V: Up			H:-			A D

 19 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	H: Up			V:-			Taunt/Intimidation
	H:-			V: Up			A C

 20 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	H: Up			V:-			Taunt/Intimidation
	V: Up			H:-			A B

 21 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	V:-			H: Up			Taunt/Intimidation
	V: Up			H:-			A B C

 22 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	H: Up			V:-			Taunt/Intimidation
	H:-			V:-			A B D

 23 Willpower		You spot a weakness!
    Add +3 to the value of Perception or Mind or a related skill.
	H: Up			V:-			Taunt/Intimidation
	V:-			H:-			A B C D

 24 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	V: Up			H:-			Defend/Trick
	V:-			H: Fatigue		Critical Problem

 25 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	H:-			V: Up			Defend/Trick
	H: Fatigue		V:-			Complication

 26 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	H:-			V: Flurry		Defend/Trick
	V: Flurry		H:-			Possible Setback

 27 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	V: Flurry		H:-			Defend/Trick
	V: Flurry		H:-			B D

 28 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	H:-			V: Flurry		Defend/Trick
	H: Setback		V: Flurry		B C

 29 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	H:-			V: Flurry		Defend/Trick
	V:-			H: Setback		A D

 30 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	V:-			H: Fatigue		Defend/Trick
	V: Flurry		H:-			A C

 31 Willpower		You're thrown back!
    Add +3 to the value of Perception or Mind or a related skill.
	H: Fatigue		V:-			Defend/Trick
	H: Setback		V:-			A B

 32 Willpower		You seek an advantage!
    Add +3 to the value of Perception or Mind or a related skill.
	H:-			V: Stymied		Maneuver/Test
	V:-			H:-			A B C

 33 G:Alertness		You seek an advantage!
    You notice an otherwise unseen item, character, or clue.
	V: Stymied		H:-			Maneuver/Test
	V:-			H:-			A B D

 34 G:Alertness		You seek an advantage!
    You notice an otherwise unseen item, character, or clue.
	H:-			V: Stymied		Maneuver/Test
	H: Fatigue		V:-			A B C D

 35 G:Alertness		You seek an advantage!
    You notice an otherwise unseen item, character, or clue.
	H:-			V: Stymied		Maneuver/Test
	V:-			H:-			Critical Problem

 36 Action		You seek an advantage!
    +3 to the bonus of any action.
	V: Stymied		H:-			Maneuver/Test
	V:-			H:-			Complication

 37 Action		You seek an advantage!
    +3 to the bonus of any action.
	H:-			V: Stymied		Maneuver/Test
	H: Fatigue		V:-			Possible Setback

 38 Action		You seek an advantage!
    +3 to the bonus of any action.
	H:-			V: Stymied		Maneuver/Test
	V:-			H: Fatigue		B D

 39 Action		You seek an advantage!
    +3 to the bonus of any action.
	V: Stymied		H:-			Maneuver/Test
	V:-			H: Fatigue		B C

 40 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	H: Flurry		V:-			Attack/Taunt
	H: Fatigue		V:-			A D

 41 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	H: Flurry		V:-			Attack/Taunt
	V:-			H: Fatigue		A C

 42 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	V:-			H: Flurry		Attack/Taunt
	V:-			H:-			A C

 43 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	H: Flurry		V:-			Attack/Taunt
	H:-			V:-			A B C

 44 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	H: Flurry		V:-			Attack/Taunt
	V:-			H:-			A B D

 45 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	V:-			H: Flurry		Attack/Taunt
	V:-			H:-			A B C D

 46 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	H: Flurry		V:-			Attack/Taunt
	H:-			V:-			Critical Problem

 47 Haste		They hesitate!
    You gain a bonus action at anytime during the round.
	H: Flurry		V:-			Attack/Taunt
	V:-			H:-			Complication

 48 Haste		Closer to victory!
    You gain a bonus action at anytime during the round.
	V:-			H: Up			Test/Intimidation
	V:-			H: Flurry		Possible Setback

 49 Haste		Closer to victory!
    You gain a bonus action at anytime during the round.
	H:-			V: Fatigue		Test/Intimidation
	H: Flurry		V:-			B D

 50 Master Plan		Closer to victory!
    You may pick up any card just discarded in exchange for this one.
	H:-			V: Fatigue		Test/Intimidation
	V:-			H: Flurry		B C

 51 Master Plan		Closer to victory!
    You may pick up any card just discarded in exchange for this one.
	V: Fatigue		H:-			Test/Intimidation
	V:-			H: Flurry		A D

 52 Master Plan		Closer to victory!
    You may pick up any card just discarded in exchange for this one.
	H:-			V: Fatigue		Test/Intimidation
	H: Flurry		V:-			A C

 53 Master Plan		Closer to victory!
    You may pick up any card just discarded in exchange for this one.
	H:-			V: Fatigue		Test/Intimidation
	V:-			H: Flurry		A B

 54 Master Plan		Closer to victory!
    You may pick up any card just discarded in exchange for this one.
	V: Fatigue		H:-			Test/Intimidation
	V:-			H: Flurry		A B C

 55 Master Plan		Closer to victory!
    You may pick up any card just discarded in exchange for this one.
	H:-			V: Fatigue		Test/Intimidation
	H: Flurry		V:-			A B D

 56 Action		They regroup!
    +3 to the bonus of any action.
	H:-			V: Fatigue		Test/Trick
	V:-			H:-			A B C D

 57 Action		They regroup!
    +3 to the bonus of any action.
	V: Fatigue		H:-			Test/Trick
	V:-			H:-			Critical Problem

 58 Action		They regroup!
    +3 to the bonus of any action.
	H:-			V: Fatigue		Test/Trick
	H:-			V: Inspiration		Complication

 59 Action		They regroup!
    +3 to the bonus of any action.
	H:-			V: Fatigue		Test/Trick
	V: Inspiration		H:-			Possible Setback

 60 Seize Initiative	They regroup!
    You may either keep the current card on the action stack for another round,
    or flip a new one for this round.
 	V: Fatigue		H:-			Test/Trick
	V: Inspiration		H:-			B D

 61 Seize Initiative	They regroup!
    You may either keep the current card on the action stack for another round,
    or flip a new one for this round.
	H:-			V: Inspiration		Maneuver/Trick
	H:-			V: Fatigue		B C

 62 Seize Initiative	They regroup!
    You may either keep the current card on the action stack for another round,
    or flip a new one for this round.
	H:-			V: Fatigue		Maneuver/Trick
	V: Inspiration		H:-			A D

 63 Seize Initiative	They regroup!
    You may either keep the current card on the action stack for another round,
    or flip a new one for this round.
	V: Fatigue		H:-			Maneuver/Trick
	V: Up			H:-			A C

 64 Hero		They strike!
    May be played as an additional Possibility.
	H: Fatigue		V:-			Defend/Taunt
	H:-			V: Up			A B

 65 Hero		They strike!
    May be played as an additional Possibility.
	H: Fatigue		V:-			Defend/Taunt
	V: Up			H:-			A B C

 66 Hero		They strike!
    May be played as an additional Possibility.
	V:-			H: Fatigue		Defend/Taunt
	V: Up			H:-			A B D

 67 Hero		They strike!
    May be played as an additional Possibility.
	H: Fatigue		V:-			Defend/Taunt
	H:-			V: Up			A B C D

 68 Hero		They strike!
    May be played as an additional Possibility.
	H: Fatigue		V:-			Defend/Taunt
	V: Up			H:-			Critical Problem

 69 Hero		They strike!
    May be played as an additional Possibility.
	V:-			H: Fatigue		Defend/Taunt
	V: Up			H:-			Complication

 70 Hero		They strike!
    May be played as an additional Possibility.
	H: Fatigue		V:-			Defend/Taunt
	H:-			V: Up			Possible Setback

 71 Hero		They strike!
    May be played as an additional Possibility.
	H: Fatigue		V:-			Defend/Taunt
	V: Up			H:-			B D

 72 Hero		Comeback!
    May be played as an additional Possibility.
	V:-			H:-			Maneuver/Test
	V:-			H: Inspiration		B C

 73 Hero		Comeback!
    May be played as an additional Possibility.
	H:-			V:-			Maneuver/Test
	H: Inspiration		V:-			A B C

 74 Opponent Fails		Comeback!
    This card negates an opponent's succesful action upon you.
	H:-			V:-			Maneuver/Test
	H: Inspiration		V:-			A B D

 75 Opponent Fails	The going gets tough!
    This card negates an opponent's succesful action upon you.
	V:-			H:-			Maneuver/Test
	V:-			H: Fatigue		A B C D

 76 Opponent Fails	The going gets tough!
    This card negates an opponent's succesful action upon you.
	H:-			V:-			Maneuver/Test
	H: Setback		V: Flurry		Complication

 77 Opponent Fails	The going gets tough!
    This card negates an opponent's succesful action upon you.
	H:-			V:-			Maneuver/Test
	V:-			H:-			B D

 78 Opponent Rally	The going gets tough!
    All players may discard and immediately refill their hands.
	V:-			H: Setback		Maneuver/Test
	V:-			H: Fatigue		B C

 79 Second Chance	The going gets tough!
    You may immediately re-attempt any action at which you have just failed.
	H: Setback		V:-			Maneuver/Test
	H:-			V: Flurry		A D

 80 G:Alertness		You take it to them!
    You notice an otherwise unseen item, character, or clue.
	H:-			V: Breaks		Maneuver/Intimidation
	V: Up			H: Flurry		A C

 81 G:Connection	You take it to them!
    You know someone in the area who can aid you.
	V: Fatigue		H:-			Maneuver/Intimidation
	V: Up			H: Flurry		A B

 82 G:Connection	You take it to them!
    You know someone in the area who can aid you.
	H:-			V: Fatigue		Maneuver/Intimidation
	H: Flurry		V: Up			A B C

 83 G:Connection	You take it to them!
    You know someone in the area who can aid you.
	H: Flurry		V:-			Maneuver/Intimidation
	V: Up			H: Flurry		A B D

 84 G:Connection	You take it to them!
    You know someone in the area who can aid you.
	V:-			H: Flurry		Maneuver/Intimidation
	V: Up			H: Flurry		A B C D

 85 Idea		You take it to them!
    Used to gain clues indicating the next course of action you should take.
	H:-			V: Breaks		Maneuver/Intimidation
	H: Flurry		V: Up			A D

 86 Idea		You take it to them!
    Used to gain clues indicating the next course of action you should take.
	H: Flurry		V:-			Maneuver/Intimidation
	V: Up			H: Flurry		A C

 87 Second Chance	You take it to them!
    You may immediately re-attempt any action at which you have just failed.
	V:-			H: Flurry		Maneuver/Intimidation
	V: Up			H: Flurry		A B

 88 Idea		You give up ground!
    Used to gain clues indicating the next course of action you should take.
	H:-			V:-			Defend/Taunt
	H:-			V: Inspiration		A B C

 89 Idea		You give up ground!
    Used to gain clues indicating the next course of action you should take.
	H:-			V:-			Defend/Taunt
	V: Inspiration		H:-			A B D

 90 Second Chance	You give up ground!
    You may immediately re-attempt any action at which you have just failed.
	V:-			H:-			Defend/Taunt
	V: Inspiration		H:-			A B C D

 91 Glory		You give up ground!
    Played after a roll of 60+.
    This card increases the adventure reward by three Possibilities.
	H:-			V:-			Defend/Taunt
	H:-			V: Inspiration		Complication

 92 Glory		You give up ground!
    Played after a roll of 60+.
    This card increases the adventure reward by three Possibilities.
	H:-			V:-			Defend/Taunt
	V: Inspiration		H:-			B D

 93 Glory		You give up ground!
    Played after a roll of 60+.
    This card increases the adventure reward by three Possibilities.
	V:-			H:-			Defend/Taunt
	V: Inspiration		H:-			B C

 94 Glory		You give up ground!
    Played after a roll of 60+.
    This card increases the adventure reward by three Possibilities.
	H:-			V:-			Defend/Taunt
	H:-			V: Inspiration		B C

 95 Monologue		You give up ground!
    All hostile actions cease while you make a dramatic speech.
	H:-			V:-			Defend/Taunt
	V: Up			H:-			A C

 96 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	V:-			H: Fatigue		Defend/Test
	V: Flurry		H: Confused		A B

 97 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H: Fatigue		V:-			Defend/Test
	H: Confused		V: Flurry		Critical Problem

 98 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H: Fatigue		V:-			Defend/Test
	V: Flurry		H: Confused		Possible Setback

 99 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	V:-			H: Fatigue		Defend/Test
	V: Flurry		H: Confused		Complication

100 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H: Fatigue		V:-			Defend/Test
	H: Confused		V: Flurry		B D

101 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H: Fatigue		V:-			Defend/Test
	V:-			H: Confused		B C

102 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	V:-			H: Fatigue		Defend/Test
	V:-			H: Confused		A D

103 Presence		You're driven back!
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H: Fatigue		V:-			Defend/Test
	V: Flurry		H: Confused		A C

104 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H: Inspiration		V:-			Attack/Defend
	V: Flurry		H:-			A B

105 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	V: Fatigue		H:-			Attack/Defend
	V: Flurry		H:-			B C

106 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H:-			V: Stymied		Attack/Defend
	H:-			V: Flurry		A B C D

107 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H:-			V: Breaks		Attack/Defend
	V: Flurry		H:-			B D

108 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H:-			V: Stymied		Attack/Defend
	V: Flurry		H:-			A C

109 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H:-			V: Stymied		Attack/Defend
	H:-			V: Flurry		A D

110 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	H:-			V: Stymied		Attack/Defend
	V: Flurry		H:-			A C

111 Presence		Do you risk an opening?
    Add +3 to the value of Charisma, Spirit, or a related skill.
	V: Stymied		H:-			Attack/Defend
	V: Flurry		H:-			A B

112 G:Campaign		I have you now!
    If a player and the GM both agree, this card makes a subplot permanent.
	H:-			V: Fatigue		Intimidation/Trick
	H: Setback		V: Trick/Taunt		A B C

113 Coup De Grace	I have you now!
    This card allows you to add +3 to your effect value.
	H:-			V: Fatigue		Intimidation/Trick
	V: Trick/Taunt		H:-			A B D

114 Coup De Grace	I have you now!
    This card allows you to add +3 to your effect value.
	V: Fatigue		H:-			Intimidation/Trick
	V: Trick/Taunt		H:-			A B C D

115 Coup De Grace	I have you now!
    This card allows you to add +3 to your effect value.
	H:-			V: Fatigue		Intimidation/Trick
	H: Stymied		V: Trick/Taunt		B D

116 Coup De Grace	I have you now!
    This card allows you to add +3 to your effect value.
	H:-			V: Fatigue		Intimidation/Trick
	V: Trick/Taunt		H:-			B C

117 Coup De Grace	I have you now!
    This card allows you to add +3 to your effect value.
	V: Fatigue		H:-			Intimidation/Trick
	V: Trick/Intimidation	H:-			A D

118 Second Chance	I have you now!
    You may immediately re-attempt any action at which you have just failed.
	H:-			V: Fatigue		Trick/Intimidation
	H: Stymied		V: Intimidation/Trick	A C

119 Second Chance	I have you now!
    You may immediately re-attempt any action at which you have just failed.
	V: Fatigue		H:-			Maneuver/Taunt
	V: Trick/Intimidation		H:-		A B

120 P:Romance		The battle is mine!
	V:-			H:-			Maneuver/Test
	V: Trick/Test		H:-			A B C

121 P:Romance		The battle is mine!
    May be turned in for Possibility, or gain one Possibility per Act.
	H:-			V:-			Maneuver/Test
	H: Stymied		V: Trick/Test		A B D

122 P:Martyr		The battle is mine!
    You may defeat any opponent at the cost of your own life.
	H:-			V:-			Maneuver/Test
	V: Trick/Test		H:-			A B C D

123 P:Mistaken Identity	The battle is mine!
    May be turned in for Possibility, or gain one Possibility per Act.
	V:-			H:-			Maneuver/Test
	V: Trick/Test		H:-			B D

124 P:True Identity	The battle is mine!
    May be turned in for Possibility, or gain one Possibility per Act.
	H:-			V:-			Maneuver/Test
	H: Stymied		V: Trick/Test		B C

125 P:Personal Stake	The battle is mine!
    May be turned in for Possibility, or gain one Possibility per Act.
	H:-			V:-			Maneuver/Taunt
	V: Trick/Intimidation		H:-		A D

126 P:Nemesis		The battle is mine!
    May be turned in for Possibility, or gain one Possibility per Act.
	H:-			V:-			Maneuver/Taunt
	V: Trick/Intimidation		H:-		A C

127 P:Suspicion	 	I shall triumph!
    May be turned in for Possibility, or gain one Possibility per Act.
	H:-			V:-			Taunt/Intimidation
	H: Setback		V: Taunt/Test		A B

128 Drama	 	I shall triumph!
    May be used as a Hero card or
    turned in after the adventure is over for three Possibilities.
	H:-			V:-			Taunt/Test
	V: Taunt/Intimidation	H:-			A B C

129 Drama	 	I shall triumph!
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	V:-			H:-			Taunt/Test
	V: Taunt/Intimidation	H:-			A B D

130 Drama	 	I shall triumph!
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V:-			Taunt/Test
	H: Stymied		V: Test/Taunt		A B C D

131 Drama	 	I shall triumph!
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V:-			Taunt/Test
	V: Test/Taunt		H:-			B D

132 Drama	 I shall triumph!
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	V:-			H:-			Taunt/Test
	V: Test/Taunt		H:-			B C

133 Drama	 	I shall triumph!
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V:-			Taunt/Test
	H: Stymied		V: Test/Taunt		A D

134 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V: Setback		Maneuver/Taunt
	V: Test/Intimidation	H:-			A C

135 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	V: Setback		H:-			Maneuver/Taunt
	V: Test/Intimidation	H:-			A B

136 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V:-			Maneuver/Taunt
	H: Setback		V: Test/Taunt		A B C

137 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V: Flurry		Maneuver/Taunt
	V: Test/Intimidation	H:-			A B D

138 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	V: Flurry		H:-			Maneuver/Taunt
	V: Test/Intimidation	H:-			A B C D

139 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V: Flurry		Taunt/Intimidation
	H: Stymied		V: Trick/Intimid	B D

140 Drama		That old chestnut?
    May be used as a Hero card
    or turned in after the adventure is over for three Possibilities.
	H:-			V: Flurry		Trick/Intimidation
	V: Taunt/Intimidation	H:-			B C

141 Leadership		I'm not through yet!
    You may play two cards into other characters' card pools from your hand
    and/or discard, immediately refilling your hand.
	V: Inspiration		H:-			A D
	V: Stymied		H:-			Trick/Intimidation

142 Leadership		I'm not through yet!
    You may play two cards into other characters' card pools from your hand
    and/or discard, immediately refilling your hand.
	H:-			V: Inspiration		A C
	H:-			V: Breaks		Trick/Intimidation

143 Leadership		I'm not through yet!
    You may play two cards into other characters' card pools from your hand
    and/or discard, immediately refilling your hand.
	H:-			V: Breaks		Trick/Intimidation
	V: Inspiration		H:-			A B

144 Leadership		I'm not through yet!
    You may play two cards into other characters' card pools from your hand
    and/or discard, immediately refilling your hand.
	V: Breaks		H:-			Trick/Intimidation
	V: Inspiration		H:-			A B C

145 Leadership		I'm not through yet!
    You may play two cards into other characters' card pools from your hand
    and/or discard, immediately refilling your hand.
	H:-			V: Breaks		Trick/Intimidation
	H:-			V: Inspiration		A B D

146 Supporter		I'm back!
    +3 to any other character's bonus for any action.
	H:-			V: Breaks		Trick/Intimidation
	V: Inspiration		H:-			A B C D

147 Supporter		Oh no!
    +3 to any other character's bonus for any action.
	V: Breaks		H:-			Trick/Intimidation
	V: Setback		H:-			B D

148 Supporter		Oh no!
    +3 to any other character's bonus for any action.
	H:-			V: Breaks		Trick/Intimidation
	H:-			V: Setback		B C

149 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	H:-			V:-			Intimidation/Trick
	V:-			H:-			A D

150 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	V:-			H:-			Intimidation/Trick
	V:-			H:-			A C

151 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	H:-			V:-			Intimidation/Trick
	H:-			V:-			A B

152 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	H:-			V:-			Intimidation/Trick
	V:-			H:-			A B C

153 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	V:-			H:-			Intimidation/Trick
	V:-			H:-			A B D

154 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	H:-			V:-			Intimidation/Trick
	H:-			V:-			A B C D

155 Supporter		You warily engage.
    +3 to any other character's bonus for any action.
	H:-			V:-			Intimidation/Trick
	V:-			H:-			A D

156 Escape!		You warily engage.
    You and your party may escape an encounter.
    Must be first card played into pool.
	V:-			H:-			Intimidation/Trick
	V:-			H:-			A C

Infiniverse #11

157 Survival		The will of Lanala!
    +3 bonus to any action which avoids danger or overcomes environment;
    also counts as Second Chance in Living Land.
	V:-			H: Life Rage		Attack/Maneuver
	H:-			V: Life Rage		A B D

Infiniverse #13

158 G:Hero Fails	The pace quickens!
    If played, the GM may negate one of your character's succesful actions.
    If played, gain three Possibilities at the end of the adventure.
    (In addition to the failure,
    the GM gets to introduce a Setback that affects all of the characters.)
	H: Danger		V:-			Any Multi-Action
	V: Trick/Test		H: Danger		Complication

Infiniverse #15

159 G:Research		Run away!
    The GM supplies needed, but unexpected,
    clue to a mystery when this card has been played.
	V: Test			H: Flee			Maneuver/Trick
	H:-			V: Breaks		A B C D

Infiniverse #17

160 P:Quest		When suddenly...
    Character is offered a chance to embark on a quest,
    or may turn this in for a Possibility.
    (Only in Aysle.)
    (The dual setback indicates the appearance of something that affects
    both parties, such as an earthquake or a rampaging dragon.)
	H: Setback		V: Setback		Attack/Defend
	V: Up			H: Fatigue		Critical Problem

Infiniverse #24

161 Net Gain		Feel the tension.
    +3 bonus to Net Find, Net Stealth, Net Manipulation, or Net Tracing
    while in the GodNet or the Grid.
	V:-			H: Setback		Maneuver/Trick
	H: Breakdown		V:-			A B


This page hosted by Get your own Free Home Page