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#CardDescriptionHeld By
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1ContactYour hero sees an old friend or
acquaintance who might help him
in his current quest somehow. Of
course, he may also ask for a favor
in return.
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2PeaceYour hero is able to improve the attitude
of a group in an encounter, perhaps by
recognizing someone in the crowd,
showing respect, or offering a bribe. It
doesn’t work on true enemies—only
“neutrals” who happen to cross paths
with your party.
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3EnemyPlay at the beginning of the game
session. A villain of the GM’s choice
becomes your character’s sworn enemy
and you may not soak wounds caused
directly by him. Starting now, you draw
an extra Adventure Card each game
session until the enemy is “retired.”
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4Love InterestPlay on a nonplayer character to
encourage a romantic interest for
your hero. The target helps to the
best of her abilities, but may
frequently cause trouble as well.
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5Out of the Frying PanPlay to avoid death, capture, or
some other bad situation for your
hero or any ally. The situation leads
to some new trouble, however, as
determined by the GM.
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6Rabbit Out of My HatPlay this card to gain +2 on any Trick test until the end of the scene.
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7Not TodayPlay after any other character’s
attack roll to cause it to
automatically fail. This is a critical
failure.
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8Get A CluePlay this card for a clue from the
Game Master for some advice or a
hint on how to resolve a current
predicament or problem.
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9Spill the BeansThe subject of your questioning
tells you everything you want to
know, whether by friendly
persuasion, intimidation, or force.
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10Adrenaline SurgeYour hero gets an additional and
immediate turn (including new
movement).
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11Lucky BreakPlay this card to completely negate
the damage from one attack.
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12Florence Nightingale Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.
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13Speedy GonzalesExpend this card to gain +2 to your Pace for the rest of the scene.
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14In the ZoneGain +1 to Shooting, Fighting, Throwing rolls until the end of the sceneWhisper
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15Sudden DeathYour hero must do or say
something that gives his foes
pause. All foes within 12” lose their
next action.
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16TurncoatYour hero somehow convinces or
bribes a minor foe to perform a
small favor—such as helping the
hero escape, revealing the location
of the “boss,” etc.
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17Tale TellerYour hero must tell a story of his
group’s deeds to an audience of some
sort (roleplay this) and make a
Persuasion roll. If successful, the
listeners become friendly and helpful to
the entire party.
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18Karma ThiefTake a benny from any other Wild
Card (this may include other
player characters).
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19TeamworkYour hero and any adjacent allies
add +4 to their next trait rolls. The
allies must be adjacent when the
card is played to receive the bonus.
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20Last StandYour hero and any adjacent allies
gain +2 Parry and Toughness.
Allies who move into contact after
the card is played gain the bonus
as well. The effect ends when a
Joker is dealt.
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21Second WindPlay on your hero to automatically
remove all wounds sustained in
this combat (but not crippling
injuries). If Shaken, he is un-
Shaken now as well.
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22Better You Than MePlay when your hero has been hit
by an attack and there is an
adjacent character. The other
character suffers the attack
instead. This may be played on
friend or foe.
Tiberius
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23RallyPlay to cause all allies in sight and/
or hearing to immediately lose their
Shaken status.
Whisper
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24InspirationFriendly characters (including your
hero) add +2 to all trait rolls for the
rest of this round.
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25Hidden StashYour hero scrounges up a generic
type of item of your choosing, such
as food and water, shelter, a box of
ammo, enough money for a room,
etc.
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26Once More With FeelingPlay to take any one Adventure
Card from the discard pile.
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27Joker's Gone WildPlay this card to swap your initiative card with any Joker drawn for initiative.
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28Deadly BlowPlay after damage is rolled to
double the total of a successful
melee attack.
Chevy
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29Bullseye!Play after damage is rolled to
double the total of a successful
ranged attack.
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30RevelationYour hero finds all the information
available when doing research, or
realizes critical information when
confronting some obstacle such as
a monster’s weakness, the answer
to a riddle or cipher, etc.
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31Flesh WoundPlay to cause a wounded Extra to
rise immediately, un-Shaken and
unharmed. The Extra must have
been wounded in the current
“scene” (typically a combat or
immediately thereafter).
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32Extra EffortPlay to add +1d6 to any trait roll.
This roll may Ace.
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33Extra EffortPlay to add +1d6 to any trait roll.
This roll may Ace.
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34Cutting In LineDraw 3 initiative cards and keep the highest.
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35Seize the DayThe character acts as if he had
drawn a Joker this combat round.
Chevy
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36Power SurgeImmediately recover all spent
Power Points.
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37Villanious VerbosityPlay to make an opposing Wild
Card lose his next action by
gloating or talking about his master
plan.
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38Folk HeroPlay after you save a group of
people from dire circumstances.
The community adopts you and
your party as local heroes, and you
can always find aid there.
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39Noble SacrificePlay when an adjacent ally suffers
damage. You suffer the damage
instead.
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40That's Crazy Talk MisterPlay this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round.
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41Mechanical MalfunctionA device malfunctions in some way:
guns jam, bow strings break, etc.
The device can be fixed by a Repair
roll at -4 and 10 minutes work.
Egil
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42AcePlay instead of rolling to make a
trait test with a single automatic
raise.
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43Arcane InspirationWhen playing this card, a character
with any sort of Arcane Background
can either use one of his powers
as a free action or use a power he
doesn’t have.
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44Boom! Head ShotYou may ignore any Called Shot penalty on your next ranged attack.
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45Dressed to KillYour hero dresses up, is “on” for
the night, or otherwise far more
attractive or charismatic than usual.
Add +4 to your Charisma for the
duration of the current “scene.”
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46RenownPlay after completing a good deed
of some import. You gain a
permanent +1 Charisma bonus
toward those who have heard of
you (typically a 50% chance).
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47EpiphanySomething you never understood
before suddenly “clicks.” You gain a
d6 in any skill you previously did
not have for the remainder of this
game session.
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48EpiphanySomething you never understood
before suddenly “clicks.” You gain a
d6 in any skill you previously did
not have for the remainder of this
game session.
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49ParelyAll characters cease fighting and listen
to the hero speak for at least 30
seconds. Others may only take
defensive actions during this time. This
has no effect on beasts and other
creatures that cannot understand the
speaker.
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50Theme SongIt’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
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51Let's Settle ThisPlay at the beginning of a combat
round with no Jokers. No character
can soak wounds until a Joker is
drawn.
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52PaybackPlay on an opposing Wild Card.
Your attacks and damage against
him are made at +2 for the duration
of the scene.
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53Riled UpPlay after your hero sustains at
least one wound. His attacks
cause +2 damage for the
remainder of the scene.
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54We Have The Talentou gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
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