EditFeralEditItchyEditFeral Hide| Feral Hide | | Feral, Passive | | Prereq: Toughness 4+ | | This card is always considered to be in play. | | You have fur, scales, or thick hide that protects you from harm. | | SR1: +1 Soak. | | SR2: Physical attacks against you add 2 automatic banes to their check result. | | SR3: +1 Soak. | | SR4: Physical attacks against you add 2 automatic banes and 1 automatic failure to their check result. | | SR5: +1 Soak. | | If your stance changes to Offensive, turn this card over. |
| Feral Hide | | Feral, Passive | | Prereq: Toughness 4+ | | This card is always considered to be in play. | | You have fur, scales, or thick hide that protects you from harm. | | SR1: Physical attacks against you add 2 automatic banes to their check result. | | SR2: +1 Soak. | | SR3: Physical attacks against you add 2 automatic banes and 1 automatic failure to their check result. | | SR4: +1 Soak. | | SR5: Physical attacks against you add 2 automatic banes and 2 automatic failure to their check result. | | If your stance changes to Defensive, turn this card over. |
EditSharp Senses| Sharp Senses | | Open, Feral, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You have senses that are keener than normal. | You offset up to penalties to Observation checks and add to Observation checks. | Acuity, Feral: You offset up to penalties to Observation checks and add SR # of to Observation checks. |
| Sharp Senses | | Open, Feral, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You have senses that are keener than normal. | You offset up to penalties to Observation checks and add to Observation checks. | Acuity, Feral: You offset up to penalties to Observation checks and add SR # of to Observation checks. |
EditFeral Vision| Feral Vision | | Feral, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You have superior night vision. | You remove up to SR # of penalties for darkness from your Observation checks. | You may convert up to SR # of to in your Melee Skill checks when fighting in darkness. | | | | | | | | | | | | | | |
| Feral Vision | | Feral, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You have superior night vision. | You remove up to SR # of penalties for darkness from your Observation checks. | You may convert up to SR # of to in your Melee Skill checks when fighting in darkness. | | | | | | | | | | | | | | |
EditSmell A Lie| Smell A Lie | | Feral, Awareness, Passive | | Prereq: Intuition trained | | This card is always considered to be in play. | | You are literally able to smell when someone is lying to you. This only works vs organic opponents. | You add SR # of to Intuition checks vs Charm or Guile and effects based on them. Charm or Guile based effects opposed by your Intuition add SR # of to their dice pools. | | SR3: You also gain +2 Psyche vs effects based on Charm or Guile. | SR5: You add to checks related to detecting invisible and altered form targets. |
| Smell A Lie | | Feral, Awareness, Passive | | Prereq: Intuition trained | | This card is always considered to be in play. | | You are literally able to smell when someone is lying to you. This only works vs organic opponents. | You add SR # of to Intuition checks vs Charm or Guile and effects based on them. Charm or Guile based effects opposed by your Intuition add SR # of to their dice pools. | | SR3: You also gain +2 Psyche vs effects based on Charm or Guile. | SR5: You add to checks related to detecting invisible and altered form targets. |
EditFeral Presence| Feral Presence | | Feral, Passive | | None | | Prereq: Fellowship 4+ or Intimidate trained | | This card is always considered to be in play. | | Your inner ferocity shines forth. | You add to all Social actions. | | You gain Fear (SR / 2) and Fearless (SR / 2); (round up). | | Off Switch: You may spend 1 creation point or advance to allow this ability to be turned on and off at will while in a Neutral or Defensive stance. | | If your stance changes to Offensive, regain 1 stress and turn this card over. | | | | | | | | | | |
| Feral Presence | | Feral, Passive | | None | | Prereq: Fellowship 4+ or Intimidate trained | | This card is always considered to be in play. | | Your inner ferocity shines forth. | You add to all Social actions. | | You gain Fear (SR + 1) and Fearless (SR + 1). | | If your stance changes to Defensive, suffer 1 stress and turn this card over. | | | | | | | | | | |
EditFeral Vitality| Feral Vitality | | Feral, Passive | | None | | Prereq: Strength 4+, Toughness 4+, Agility 4+ | | This card is always considered to be in play. | | You gain the following cumulative benefits: | | SR1: Regain 1 fatigue during your End of Turn phase | | SR2: +1 DEF | | SR3: +1 Soak | | SR4: Recover +1 Wound during your End of Turn phase | | SR5: Recover +1 fortune during your End of Turn phase | | React: Fortune 1: Flip this card over to the Offensive side | | |
| Feral Vitality | | Feral, Passive | | None | | Prereq: Strength 4+, Toughness 4+, Agility 4+ | | This card is always considered to be in play. | | You gain the following cumulative benefits: | | SR1: When you inflict damage, you inflict damage +1 | | SR2: Regain 1 fatigue during your End of Turn phase | | SR3: +1 maneuver | | SR4: When you Soak all damage, you do not take 1 automatic Wound | | SR5: Recover +1 fortune during your End of Turn phase | | React: Fortune 1: Flip this card over to the Defensive side | | | | |
EditLick Your Wounds| Lick Your Wounds | | Recharge: (10-SR) | Fatigue: 1, Stress: 1; | | Feral | | Resilience (To) | If you are currently suffering from a critical Wound you may play this card. If you are not alone, or are benefiting from medical assistance add to your dice pool. You gain the Exposed condition while this card is recharging. | | 1: You may convert a single critical Wound with a severity equal to or less than SR into a normal Wound. | | 3: You may convert a single critical Wound with a severity equal to or less than SR +1 into a normal Wound. | | 5: You may convert a single critical Wound with a severity equal to or less than SR + 2 into a normal Wound. |
| Lick Your Wounds | | Recharge: (10-SR) | Stress: 1;  | | Feral | | Resilience (To) | If you are currently suffering from a critical Wound you may play this card. If you are not alone, or are benefiting from medical assistance add to your dice pool. You gain the Exposed condition while this card is recharging. | | 1: You may convert a single critical Wound with a severity equal to or less than SR into a normal Wound. | | 4: You may convert a single critical Wound with a severity equal to or less than SR +1 into a normal Wound. | | 6: You may convert a single critical Wound with a severity equal to or less than SR + 2 into a normal Wound. |
EditFeral Stealth / Feral Ambush| Feral Stealth | | Recharge: (3 + SR) | | Feral, Ongoing | | Stealth (Ag) trained | | If you are not impeded you may play this card as an action. | 1: You are sneaky and though you are not actually invisible you are very difficult to detect. All checks to detect you add . | While this card is recharging you add SR # of to your Stealth dice pools. If you roll a calamity on a Stealth check while this card is in play remove all recharge tokens from this card and return it to your hand. | | SR1: while this card is recharging you gain +1 DEF | | SR4: while this card is recharging you gain +2 DEF | | If you attack while this card is in play, remove all recharge tokens from this card and flip it to the Offensive side. | | | | | | | | |
| Feral Ambush | | Recharge: 0 | | Feral, React | | Stealth (Ag) trained | | If you are attacking an opponent who was not aware of you in the previous Turn due to use of Stealth or the Feral Stealth Stunt, you may play this card. | You add SR # of to your attack check. | | You have +1 DEF until the beginning of your next Turn. | | | | | | | | | | | | | | | | |
EditScratchyEditFeral Claws| Feral Claws | | Feral, Claws | | You have claws on your hands. You may also have claws on your feet if you wish. Your Feral Claws have a Damage Rating equal to SR and a Critical Rating equal to (6-SR). | | I.e., if you had SR 5 your Feral Claws would have DR5 and CR1. | You can attack with your Feral Claws using the Melee action or an equivalent Stunt where noted. Attacks with Feral Claws add  to your dice pool, and add the following result lines: | | !: This attack gains Pierce (SR). | | ??: Broke a Nail: You hurt yourself attacking; suffer 2 Wounds (Soak does not apply). | | | | Retractable: You may pay 1 creation point or advance as a Facilitator to make your Feral Claws retractable. Retractable Claws are only visible when you "pop them out" or use them. |
| Feral Claws | | Feral, Claws | | You have claws on your hands. You may also have claws on your feet if you wish. Your Feral Claws have a Damage Rating equal to (SR+1) and a Critical Rating equal to (7-SR). | | I.e., if you had SR 5 your Feral Claws would have DR6 and CR2. | You can attack with your Feral Claws using the Melee action or an equivalent Stunt where noted. Attacks with Feral Claws add  to your dice pool, and add the following result lines: | | !: This attack gains Pierce (SR). | | ??: Broke a Nail: You hurt yourself attacking; suffer 2 Wounds (Soak does not apply). | | | | Retractable: You may pay 1 creation point or advance as a Facilitator to make your Feral Claws retractable. Retractable Claws are only visible when you "pop them out" or use them. |
EditSlashing Claws| Slashing Claws | | Recharge: (5-SR) | Fatigue 1; | | Feral | | Prereq: Claws | | Melee Skill (Str) vs Target Def | | If you have Claws, and are engaged with an opponent you may move 1 step closer to Offensive stance and then play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted. | | 1: you hit for SR + Strength + DR damage. | | 3: As (1), +1 damage | | 5: As (3), +1 critical | | +: +1 damage | | +: +1 damage | | -: Suffer 1 fatigue | | !: Regain 1 fatigue, 1 fortune. |
| Slashing Claws | | Recharge: (5-SR) | Fatigue 1; | | Feral | | Prereq: Claws | | Melee Skill (Str) vs Target Def | | If you have Claws, and are engaged with an opponent you may move 1 step closer to Offensive stance and then play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted. | | 1: you hit for SR + Strength + DR damage. | | 3: As (1), +1 critical | | 5: As (3), +1 critical | | +: +1 damage | | +: +1 damage | | -: Suffer 1 fatigue | | !: If you hit, the attack has +SR Pierce. |
EditGashing Claws| Gashing Claws | | Recharge: (8-SR) | Fatigue 1; | | Feral | | Prereq: Claws | | Melee Skill (Str) vs Target Def | | If you have Claws, and are engaged with an opponent you may move 1 step closer to Offensive stance and then play this card. | | 1: you hit for SR + Strength + DR damage, Pierce (SR). | | 3: As (1), +2 Pierce. | | 5: As (1), +4 Pierce. | | +: +1 Pierce; this may be used many times. | | -: Suffer 1 fatigue. | | !: +3 Pierce. |
| Gashing Claws | | Recharge: (7-SR) | Fatigue 1; | | Feral | | Prereq: Claws | | Melee Skill (Str) vs Target Def | | If you have Claws, and are engaged with an opponent you may move 1 step closer to Offensive stance and then play this card. | | 1: you hit for SR + Strength + DR damage, Pierce (SR). | | 2: As (1), +1 Pierce. | | 3: As (1), +3 Pierce. | | 4: As (1), +4 Pierce. | | 5: As (1), +5 Pierce. | | +: +1 Pierce; this may be used many times. | | -: Suffer 1 fatigue. | | !: +3 Pierce. |
EditLunging Claws| Lunging Claws | | Recharge: (7-SR) | | Feral | | Prereq: Melee Skill trained, Athletics trained, Coordination trained, not impeded, Claws; Prepare | | Melee Skill (Ag) vs Target Def | | If you have Claws, are not currently engaged with an opponent and an opponent is within Close range you may move 1 step closer to Offensive stance and then play this card. | | 1: You engage with the opponent, hit them for SR + DR damage, and disengage from the opponent for free. | | 3: As (1), +1 critical | | 5: As (3), remove 2 recharge tokens from this card. | | +: +1 damage | | ++: +1 maneuver | | -: Suffer 1 fatigue | | !: The target must make a Coordination (Ag) check vs SR difficulty or fall prone. | | ?: You do not disengage from the opponent for free. |
| Lunging Claws | | Recharge: (7-SR) | | Feral | | Prereq: Melee Skill trained, Athletics trained, Coordination trained, not impeded, Claws; Prepare | | Melee Skill (Ag) vs Target Def | | If you have Claws, are not currently engaged with an opponent and an opponent is within Close range you may move 1 step deeper into Offensive stance and then play this card. | | 1: You engage with the opponent, hit them for SR + Strength + DR damage, and disengage from the opponent for free. | | 3: As (1), +1 critical | | 5: As (3), remove 2 recharge tokens from this card. | | +: +1 damage | | ++: +1 maneuver | | -: Suffer 1 fatigue | | !: The target must make a Coordination (Ag) check vs SR difficulty or fall prone. | | ?: You do not disengage from the opponent for free. |
EditDouble Claws| Double Claws | | Recharge: (7-SR) |  | | Feral | | Prereq: Melee Skill trained, not impeded, Claws; Prepare | | Melee Skill (Ag) vs Target Def | | If you have Claws, and are engaged with an opponent you may move 1 step closer to Offensive stance and then play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted. | | 1: You hit for SR + Strength + DR damage. | | 4: As (1), and you hit again for SR + Strength + DR. | | 6: As (4), and the target must make a Discipline check vs SR difficulty or gain the Overwhelmed condition (SR). | | ++: +1 critical. | | ++: Remove 2 recharge tokens from this card | | - -: Add 2 recharge token to this card | | +: +1 critical. | | ?: You lose your next maneuver. |
| Double Claws | | Recharge: (7-SR) |  | | Feral | | Prereq: Melee Skill trained, not impeded, Claws; Prepare | | Melee Skill (Ag) vs Target Def | | If you have Claws, and are engaged with an opponent you may move 1 step deeper into Offensive stance and then play this card. If your superteam has the Heroic or Idealistic Trait, advance the superteam tension meter by 1 per critical inflicted. | | 1: You hit for SR + Strength + DR damage. | | 3: As (1), and you hit again for SR + Strength + DR damage. | | 5: As (4), and the target must make a Discipline check vs SR difficulty or gain the Overwhelmed condition (SR). | | ++: Remove 2 recharge tokens from this card | | - -: Add 2 recharge token to this card | | !: +1 critical. | | ?: You lose your next maneuver. |
EditClimbing Claws| Climbing Claws | | Feral, Passive | | None | | Prereq: Strength 4+, Agility 4+, Athletics trained, Claws | | This card is always considered to be in play. If your stance changes to Offensive, flip this card over. | | You can use your claws to help you climb, though you generally cause collateral damage in the process. | If you are not impeded, you reduce the difficulty of climbing related checks by and add SR # of to your climbing related dice pools (Yes, , it is not a typo). | | | | | | | | | | | | |
| Climbing Claws | | Feral, Passive | | None | | Prereq: Strength 4+, Agility 4+, Athletics trained, Claws | | This card is always considered to be in play. If your stance changes to Defensive, flip this card over. | | You can use your claws to help you climb, though you generally cause collateral damage in the process. | If you are not impeded, you reduce the difficulty of climbing related checks by and add SR # of to your climbing related dice pools (Yes, , it is not a typo). | | | | | | | | | | | | |
EditGet Scratched| Get Scratched | | Recharge: (6-SR) | | Feral, React | | Prereq: Melee Skill trained, Athletic trained, Claws | | If you have Claws and are targeted by a melee effect that attempts to grab or entangle you, you may play this card. | You move 1 step closer to Offensive stance and then inflict SR + Strength + DR damage on the target attempting to grab you or the entangle attempting to ensnare you. An attacker adds a per Wound they suffer from this attack to their dice pool. If an entangle is destroyed by this attack, it has no further affect. |
| Get Scratched | | Recharge: (6-SR) | | Feral, React | | Prereq: Melee Skill trained, Athletic trained, Claws | | If you are targeted by a melee effect that attempts to grab or entangle you, you may play this card. | You move 1 step deeper into Offensive stance, then inflict SR + Strength + DR, Pierce (SR) on the target attempting to grab you or the entangle attempting to ensnare you. An attacker adds a per Wound they suffer from this attack to their dice pool. If an entangle is destroyed by this attack, it has no further affect. |
EditFeral Edge| Feral Edge | | Recharge: (7-SR) | | Fatigue: 1 | | Feral, React | | Prereq: Claws | | If you hit at least one opponent with a claw attack this Turn you may play this card, affecting any one opponent that you hit. | | There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects (make sure to note which ones you have chosen); you cannot change your selection after you have chosen. | | * Wrong-footer: put 2 recharge tokens on any one of the target's non-ongoing recharging abilities. | | * Impairer: grant the Impaired condition for (3) | | * Hamperer: grant the Delayed condition for (2) | | * Repeat: remove up to SR recharge tokens from any one of your recharging Melee abilities. | | * Set-up: move your current initiative marker up one spot on the Initiative Tracker; it is available to your superteam next Turn. | | Each time you play this card you may choose any one of the effects available to you; if affecting a target with a condition they may make a Resilience (To) check vs SR difficulty to resist the effect. |
| Feral Edge | | Recharge: (6-SR) | | Feral, React | | Prereq: Claws | | If you hit at least one opponent with a claw attack this Turn you may play this card, affecting any one opponent that you hit. | | There are five effects this Stunt can grant. When you acquire this Stunt and each time you raise its rating you choose one of these effects (make sure to note which ones you have chosen); you cannot change your selection after you have chosen. | | * Wrong-footer: put 3 recharge tokens on any one of the target's non-ongoing recharging abilities. | | * Impairer: grant the Impaired condition for (4) | | * Hamperer: grant the Delayed condition for (3) | | * Repeat: remove up to SR recharge tokens from any one of your recharging Melee abilities. | | * Set-up: move your current initiative marker up one spot on the Initiative Tracker; it is available to your superteam next Turn. | | Each time you play this card you may choose any one of the effects available to you; if affecting a target with a condition they may make a Resilience (To) check vs SR difficulty to resist the effect. |
EditPouncy
EditFeral Dive| Feral Dive | | Recharge: 6 | Fatigue: 1;  | | Feral, Ongoing | | Prereq: Melee Skill trained, Athletics trained, not encumbered | | Athletics (Str) | | If you are within Close range of an engagement containing multiple opponents that you can reach you may move 1 step closer to Offensive stance and then play this card. | 1: You engage by diving into the engagement with manic glee trying to take down as many opponents as you can. Each opponent in the engagement must make a Coordination check against SR difficulty or fall prone and take SR + # of successes damage. While this card is recharging Melee and Ranged attacks against you add to their dice pools. | | 4: As (1), and opponents who fall prone suffer 1 fatigue. | | ++: Add 3 recharge tokens to this card | | -: Remove 1 recharge token from this card | | ?: You gain the Exposed condition for (7-SR). |
| Feral Dive | | Recharge: 6 | Fatigue: 1;  | | Feral, Ongoing | | Prereq: Melee Skill trained, Athletics trained, not encumbered | | Athletics (Str) | | If you are within Close range of an engagement containing multiple opponents that you can reach you may move 1 step deeper into Offensive stance and then play this card | 1: You engage by diving into the engagement with manic glee trying to take down as many opponents as you can. Each opponent in the engagement must make a Coordination check against SR difficulty or fall prone and take (SR x 2) + # of successes damage. While this card is recharging Melee and Ranged attacks against you add to their dice pools. | | 4: As (1), and opponents who fall prone suffer 1 fatigue. | | ++: Add 3 recharge tokens to this card | | -: Remove 1 recharge token from this card | | ?: You gain the Exposed condition for (7-SR). |
EditHamstring| Hamstring | | Recharge: 4 |  | | Feral | | Prereq: Agility 5+, Athletics trained, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are not engaged with an opponent but have enough maneuvers available to get within Close range of a target you may move one step closer to Offensive stance and then play this card; you expend the necessary maneuvers as you execute this attack. | | 1: you engage the target, hit for Strength + SR + (# of movement maneuvers taken before engaging) damage, and then disengage from the target. I.e. if you had Str 4 and SR 3, and you moved 2 movement maneuvers to get closer to the target before playing this card, you would engage, inflict 4 + 3 + 2 damage, and then disengage from the target. | | 5: As (1), and the target gains the Sluggish condition for (SR). | | ?: Flubbed it: You take damage equal to what you inflicted (Soak applies). If you also failed, you take damage equal to what you would have inflicted if you had hit, and you fall prone at the feet of the target, having tripped or bounced off of them. |
| Hamstring | | Recharge: 3 | Fatigue: 1; | | Feral | | Prereq: Agility 5+, Athletics trained, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are not engaged with an opponent but have enough maneuvers available to get within Close range of a target you may move one step closer to Offensive stance and then play this card; you expend the necessary maneuvers as you execute this attack. | | 1: you engage the target, hit for Strength + SR + (# of movement maneuvers taken before engaging) damage, and then disengage from the target. ''I.e. if you had Str 4 and SR 3, and you moved 2 movement maneuvers to get closer to the target before playing this card, you would engage, inflict 4 + 3 + 2 damage, and then disengage from the target. | | 3: As (1), and the target gains the Sluggish condition for (SR). | | 5: As (1), and the target must make an Coordination check vs SR difficulty or be knocked prone. | | ?: Flubbed it: You take damage equal to what you inflicted (Soak applies). If you also failed, you take damage equal to what you would have inflicted if you had hit, and you fall prone at the feet of the target, having tripped or bounced off of them. |
EditPounce| Pounce | | Recharge: 0 | Fatigue: 1,  * | | Open, Feral, Persisted | | Prereq: Strength 4+, Agility 4+, Melee Skill trained, not encumbered, two hands free; Prepare | | Melee Skill (Strength) vs Melee Skill (Strength) | If you are at Close range to an opponent you may play this card. You move 1 step closer to Offensive stance and then engage the opponent. Grabbed opponents can attempt to break free as an action with an opposed Melee Skill check, an attack that knocks you back, or an effect that explicitly frees them from impediments. For each 2 points the target's strength exceeds yours, add to your dice pool. | 1: you grab the target and inflict Strength + SR damage immediately and again each turn you maintain your grab. While you persist this Stunt or until the target manages to break free, you continue to maintain your grab. The grabbed target adds SR # of to all checks, is considered to be impeded, and cannot disengage from you or perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt. |
| Pounce | | Recharge: 0 | Fatigue: 2,  * | | Open, Feral, Persisted | | Prereq: Strength 4+, Agility 4+, Melee Skill trained, not encumbered, two hands free; Prepare | | Melee Skill (Strength) vs Melee Skill (Strength) | If you are at Close range to an opponent you may play this card. You move 1 step deeper into Offensive stance and then engage the opponent. Grabbed opponents can attempt to break free as an action with an opposed Melee Skill check, an attack that knocks you back, or an effect that explicitly frees them from impediments. For each 2 points the target's strength exceeds yours, add to your dice pool. | 1: you grab the target and bear them to the ground; you are both prone. You inflict Strength + SR damage +1 critical immediately and again each turn you maintain your grab. While you persist this Stunt or until the target manages to break free, you continue to maintain your grab. The grabbed target adds plus SR # of to all checks, is considered to be impeded, and cannot disengage from you or perform any movement maneuvers until they break free of the grab or you stop persisting this Stunt. |
EditFeral Reaction / Feral Charge| Feral Reaction | | Recharge: (10-SR) | | Feral, React | | Prereq: Melee Skill trained | If you are using the Ward action and an opponent moves within Close range of you before your next Turn, you may play this card. Make a Melee Skill (Ag) vs Target DEF check with added to the dice pool and determine the results. | | 1: you hit for Strength + SR damage. If you have claws, you can also add DR damage. Remove SR # of recharge tokens from this card. | | 3: As (1), +1 critical. | | 5: As (3), and each opponent must also make a Discipline (Wp) check vs Average (2d) difficulty or gain the Demoralized condition for (SR). | | +: +1 damage; this may be used multiple times. | | -: -1 damage; this may be used multiple times. | | !: What the!: targets that are hit also suffer 2 fatigue. | | ?: Stumble: You gain the Slowed condition for (2). |
| Feral Charge | | Recharge: (6-SR) | | Feral, React | | Prereq: Melee Skill trained | | If you are using the Charge action, you may play this card. | | SR1: You may add SR damage to any damage done by the Charge action; if you have claws you can also add DR damage. | | SR3: As SR1, and if you hit, your opponent must also make a Discipline (Wp) check vs Average (2d) difficulty or gain the Demoralized condition for (SR). | | SR5: As SR3, and if your opponent fails their check, they also gain the Staggered condition for (1). | | | | | | | | | | |
EditFeral Ferocity| Feral Ferocity | | Feral, Passive | | Prereq: Resilience trained, Intimidation trained | | This card is always considered to be in play. | | Your natural aggression is difficult to suppress. | All of your social checks add , except Intimidation checks which gain . | | SR1: When the Staggered condition is applied to you, move one step closer to Offensive stance and remove SR # of recharge tokens from the condition card before determining its effects; if you remove all the recharge tokens there is no effect. | | SR2: As (SR1), and also vs the Frightened condition. | | SR3: As (SR2), and also vs the Sluggish condition. | | SR4: As (SR3), and also vs the Thunderstruck condition. | | SR5: As (SR4), and also vs the Slowed condition. |
| Feral Ferocity | | Feral, Passive | | Prereq: Resilience trained, Intimidation trained | | This card is always considered to be in play. | | Your natural aggression is difficult to suppress. | All of your social checks add , except Intimidation checks which gain . | | SR1: When the Staggered condition is applied to you, move one step closer to Offensive stance and remove SR # of recharge tokens from the condition card before determining its effects; if you remove all the recharge tokens there is no effect. | | SR2: As (SR1), and also vs the Frightened condition. | | SR3: As (SR2), and also vs the Sluggish condition. | | SR4: As (SR3), and also vs the Thunderstruck condition. | | SR5: As (SR4), and also vs the Slowed condition. |
EditPrimal Fury| Primal Fury | | Recharge: 3 | | Fatigue: 1 | | Open, Feral, Ongoing | | Prereq: Strength 4+, Toughness 4+, Agility 4+, Athletics trained, not encumbered; Prepare | | Athletics (Str) | If you are engaged with an opponent add to your dice pool. | | 1: you move SR # of steps towards Offensive on your Stance Meter. | | 3: as (1), and if this action causes you to switch to an Offensive stance you gain +1 Strength, +1 Toughness while this card is recharging. | | 6: as (1), and if this action causes you to switch to an Offensive stance you gain +1 Strength, +1 Agility, +1 Toughness while this card is recharging. | | +: Add 1 recharge token from this card | | -: Remove 1 recharge token from this card | | Feral: waive the Prepare requirement, ad SR # of recharge tokens to this card. | | SR5: You may opt to not roll the check and instead gain 3 automatic successes. |
| Primal Fury | | Recharge: 3 | | Fatigue: 1 | | Open, Feral, Ongoing | | Prereq: Strength 4+, Toughness 4+, Agility 4+, Athletics trained, not encumbered; Prepare | | Athletics (Str) | If you are engaged with an opponent add to your dice pool. | | 1: You gain +1 Strength, +1 Toughness while this card is recharging. | | 3: You gain +1 Strength, +1 Agility, +1 Toughness while this card is recharging. | | 6: as (3), and add SR # of recharge tokens to this card. | | +: Add 1 recharge token from this card | | -: Remove 1 recharge token from this card | | Feral: waive the Prepare requirement, ad SR # of recharge tokens to this card. | | SR5: You may opt to not roll the check and instead gain 3 automatic successes. |
EditFeral Fleetness| Feral Fleetness | | Recharge: 1 | | Fatigue: 1 | | Feral | | Athletics (Str) | | Prereq: Unencumbered, able to move. | | 1: You move 1 step closer to Offensive stance, and gain +2 movement maneuvers | | 3: You move 2 steps closer to Offensive stance, and gain +2 movement maneuvers | | 5: You move 2 steps closer to Offensive stance, and gain +3 movement maneuvers | | -: suffer 1 fatigue |
| Feral Fleetness | | Recharge: 1 | | Fatigue: 1 | | Feral | | Athletics (Str) | | Prereq: Unencumbered, able to move. | | 1: You move 1 step deeper into Offensive stance, and gain +2 movement maneuvers | | 3: You move 2 steps deeper into Offensive stance, and gain +3 movement maneuvers | | 5: You move 3 steps deeper into Offensive stance, and gain +4 movement maneuvers | | -: suffer 1 fatigue |
EditInstinctive Response| Instinctive Response | | Recharge: 10 | | Fatigue: 1 | | Feral, React, Ongoing | | Intuition (Int) or Observation (Int) | | Prereq: Agility 4+, Intuition or Observation trained, Unencumbered and unimpeded. | | If you are required to make an initiative check, you may move one step closer to Offensive stance and then play this card instead. | You have +1 DEF and you add to all Observation and Intuition checks while this card is recharging. | Add SR # of to your dice pool | | -1: Your initiative is 1 | | 1: The number of successes determines your initiative | | +: +1 initiative | | -: -1 initiative | | !: +2 initiative | | ?: -2 initiative |
| Instinctive Response | | Recharge: 10 | | Fatigue: 1 | | Feral, React, Ongoing | | Intuition (Int) or Observation (Int) | | Prereq: Agility 4+, Intuition or Observation trained, Unencumbered and unimpeded. | | If you are required to make an initiative check, you may move one step deeper into Offensive stance and then play this card instead. | You have +1 DEF and you add to all Observation and Intuition checks while this card is recharging. | Add SR # of to your dice pool | | -1: Your initiative is 1 | | 1: The number of successes determines your initiative | | +: Regain 1 fatigue | | +: +1 initiative | | !: +2 initiative | | ?: -2 initiative |
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