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)
Thanks to Joseph Behrmann for the new conflict line effects, and additional information (shown in parenthesis).
Thanks to
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.
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.
Life Rage
Key
### Name Caption
Text
Normal conflict line Approved actions
Dramatic conflict line Skill
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
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