A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | # | Card | Description | Held By | ||||||||||||||||||||||
2 | 1 | Contact | Your 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. | |||||||||||||||||||||||
3 | 2 | Peace | Your 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. | |||||||||||||||||||||||
4 | 3 | Enemy | Play 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.” | |||||||||||||||||||||||
5 | 4 | Love Interest | Play 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. | |||||||||||||||||||||||
6 | 5 | Out of the Frying Pan | Play 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. | |||||||||||||||||||||||
7 | 6 | Rabbit Out of My Hat | Play this card to gain +2 on any Trick test until the end of the scene. | |||||||||||||||||||||||
8 | 7 | Not Today | Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure. | |||||||||||||||||||||||
9 | 8 | Get A Clue | Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. | |||||||||||||||||||||||
10 | 9 | Spill the Beans | The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force. | |||||||||||||||||||||||
11 | 10 | Adrenaline Surge | Your hero gets an additional and immediate turn (including new movement). | |||||||||||||||||||||||
12 | 11 | Lucky Break | Play this card to completely negate the damage from one attack. | |||||||||||||||||||||||
13 | 12 | Florence 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. | |||||||||||||||||||||||
14 | 13 | Speedy Gonzales | Expend this card to gain +2 to your Pace for the rest of the scene. | |||||||||||||||||||||||
15 | 14 | In the Zone | Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene | Whisper | ||||||||||||||||||||||
16 | 15 | Sudden Death | Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action. | |||||||||||||||||||||||
17 | 16 | Turncoat | Your 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. | |||||||||||||||||||||||
18 | 17 | Tale Teller | Your 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. | |||||||||||||||||||||||
19 | 18 | Karma Thief | Take a benny from any other Wild Card (this may include other player characters). | |||||||||||||||||||||||
20 | 19 | Teamwork | Your 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. | |||||||||||||||||||||||
21 | 20 | Last Stand | Your 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. | |||||||||||||||||||||||
22 | 21 | Second Wind | Play 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. | |||||||||||||||||||||||
23 | 22 | Better You Than Me | Play 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 | ||||||||||||||||||||||
24 | 23 | Rally | Play to cause all allies in sight and/ or hearing to immediately lose their Shaken status. | Whisper | ||||||||||||||||||||||
25 | 24 | Inspiration | Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. | |||||||||||||||||||||||
26 | 25 | Hidden Stash | Your 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. | |||||||||||||||||||||||
27 | 26 | Once More With Feeling | Play to take any one Adventure Card from the discard pile. | |||||||||||||||||||||||
28 | 27 | Joker's Gone Wild | Play this card to swap your initiative card with any Joker drawn for initiative. | |||||||||||||||||||||||
29 | 28 | Deadly Blow | Play after damage is rolled to double the total of a successful melee attack. | Chevy | ||||||||||||||||||||||
30 | 29 | Bullseye! | Play after damage is rolled to double the total of a successful ranged attack. | |||||||||||||||||||||||
31 | 30 | Revelation | Your 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. | |||||||||||||||||||||||
32 | 31 | Flesh Wound | Play 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). | |||||||||||||||||||||||
33 | 32 | Extra Effort | Play to add +1d6 to any trait roll. This roll may Ace. | |||||||||||||||||||||||
34 | 33 | Extra Effort | Play to add +1d6 to any trait roll. This roll may Ace. | |||||||||||||||||||||||
35 | 34 | Cutting In Line | Draw 3 initiative cards and keep the highest. | |||||||||||||||||||||||
36 | 35 | Seize the Day | The character acts as if he had drawn a Joker this combat round. | Chevy | ||||||||||||||||||||||
37 | 36 | Power Surge | Immediately recover all spent Power Points. | |||||||||||||||||||||||
38 | 37 | Villanious Verbosity | Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. | |||||||||||||||||||||||
39 | 38 | Folk Hero | Play 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. | |||||||||||||||||||||||
40 | 39 | Noble Sacrifice | Play when an adjacent ally suffers damage. You suffer the damage instead. | |||||||||||||||||||||||
41 | 40 | That's Crazy Talk Mister | Play this card to cause all non-wild card enemies suffer a -2 MAP as they stop to listen to your jabbering for one round. | |||||||||||||||||||||||
42 | 41 | Mechanical Malfunction | A 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 | ||||||||||||||||||||||
43 | 42 | Ace | Play instead of rolling to make a trait test with a single automatic raise. | |||||||||||||||||||||||
44 | 43 | Arcane Inspiration | When 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. | |||||||||||||||||||||||
45 | 44 | Boom! Head Shot | You may ignore any Called Shot penalty on your next ranged attack. | |||||||||||||||||||||||
46 | 45 | Dressed to Kill | Your 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.” | |||||||||||||||||||||||
47 | 46 | Renown | Play 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). | |||||||||||||||||||||||
48 | 47 | Epiphany | Something 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. | |||||||||||||||||||||||
49 | 48 | Epiphany | Something 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. | |||||||||||||||||||||||
50 | 49 | Parely | All 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. | |||||||||||||||||||||||
51 | 50 | Theme Song | It’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. | |||||||||||||||||||||||
52 | 51 | Let's Settle This | Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn. | |||||||||||||||||||||||
53 | 52 | Payback | Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene. | |||||||||||||||||||||||
54 | 53 | Riled Up | Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene. | |||||||||||||||||||||||
55 | 54 | We Have The Talent | ou 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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