EditFitnessEditFitEditFast Healing| Fast Healing | | Regen, Fitness, Passive | | None | | This card is always considered to be in play. | | You self heal at an impressive rate. | | During each of your End of Turn phases, you regain SR # of non-critical Wounds, up to your maximum. This occurs even if you are unconscious, but not if you are dead. | | Regen: You heal so quickly, trivial wounds immediately close. You have +1 Soak | | | | | | | | | | | | | | |
EditFast Recovery| Fast Recovery | | Regen, Fitness, Passive | | None | | This card is always considered to be in play. | | You recover quickly. | | During each of your End of Turn phases, you regain SR # of fatigue or stress; you may choose the allocation each Turn. This occurs even if you are unconscious, but not if you are dead. | | Regen: during each of your End of Turn phases, you regain SR # of fatigue and stress. This occurs even if you are unconscious, but not if you are dead. | | | | | | | | | | | | |
EditFast Recharge| Fast Recharge | | Regen, Fitness, Passive | | None | | This card is always considered to be in play. | | During each of your End of Turn phases, you may remove up to (SR/2) # of recharge tokens, rounded up, from a single one of your recharging action cards. This occurs even if you are unconscious, but not if you are dead. | | Regen: during each of your End of Turn phases, you may remove up to SR # of recharge tokens chosen from amongst any of your recharging action cards in any allocation. This occurs even if you are unconscious, but not if you are dead. | | | | | | | | | | | | | | |
EditRelaxed Body| Relaxed Body | | Open, Fitness, Passive | | Prereq: Toughness 3+, Resilience Trained | | You have a fit body and don't get winded even in the face of fatiguing circumstances. | | | | During your End of Turn phase you regain SR fatigue. | | | | | | Toughness 6: regain 1 additional fatigue. | | Toughness 9: As (Toughness 6), and regain 1 additional fatigue. | | | | | | Fitness: You have +1 Soak. |
EditSprint| Sprint | | Recharge: 1 | | Open, Fitness | | Athletics (Ag) | | Prereq: Unencumbered, able to move. | | 1: +2 movement maneuvers | | 3: +3 movement maneuvers | | 5: +4 movement maneuvers | | -: suffer 1 fatigue; this may be used multiple times. | | Fitness: +: regain 1 fatigue; this may be used multiple times. | | | | | | | | |
EditSecond Wind| Second Wind | | Recharge: (3+SR) | Fortune: 1;  | | Open, Fitness, Might, Ongoing, Rally | | Resilience (To) | | You may play this card during a Rally step. | | Prereq: Athletics trained | | 1: Regain SR stress or SR fatigue | | 2: Regain SR stress and SR fatigue | | 3: Regain SR Wounds or SR Grit | | 4: Regain SR Wounds and SR Grit | | 5: Regain SR stress, SR fatigue, SR Wounds, and SR Grit | While this card is recharging, you add to all your dice pools. | Might: waive the penalty. | | Fitness: waive fortune cost. |
EditAlertness| Alertness | | Open, Acuity, Fitness, Passive | | Prereq: Intelligence 3+, Observation trained | | This card is always considered to be in play. | | You pay attention and have keen situational awareness. | SR1: You add to Observation checks. | SR2: As (SR1) and you add to Ranged Skill checks. | SR3: As (SR2) and you add to Coordination checks. | SR4: As (SR3) and you add to Intuition checks. | SR5: As (SR4) and you add to Athletics checks. | Acuity: You add to SR1 and SR4 | Fitness: You add to SR3 and SR5 |
EditShrug It Off| Shrug It Off | | Recharge: 2 | | | Resist, Regen, Fitness | | Resilience (To) | | Resilience trained | | If you are suffering from a temporary condition, you may play this card. | | 1: You may immediately remove SR # of tokens from a condition affecting you, if it is in your best interests. | | 3: You may immediately remove SR # of tokens from all conditions affecting you, where it is in your best interests. | | Fitness: Regain 1 stress, 1 fatigue | | Resist: You may play this card as a React when a temporary condition is being applied to you prior to the condition taking effect; if all tokens are removed from the condition there is no effect. | | Regen: Remove 2 recharge tokens from this card. |
EditPhenomEditFit Response| Fit Response | | Recharge: SR + 2 | | Fatigue: 1 | | Fitness, React, Ongoing | | Athletics (Ag) | | Prereq: Agility 4+, Athletics trained, Resilience trained, Unencumbered and unimpeded. | | If you are required to make an initiative check, you may play this card instead. | Add SR # of to your dice pool | | -1: Your initiative is 1 | | 1: The number of successes determines your initiative | | +: Add 1 recharge token to this card; this can be used many times. | | -: -1 initiative | | You gain +1 Soak while this card is recharging. |
EditImmunity| Immunity | | Fitness, Regen, Resist, Passive | | Prereq: Resilience trained | | This card is always considered to be in play. | | 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; you cannot change your selection after you have chosen. The effects are cumulative. | | *You are immune to over exposure to cold, and to the Slowed condition. | | *You are immune to over exposure to heat, and to the Exhausted condition. | | *You are immune to radiation exposure, and to the Sickened condition. | | *You are immune to disease, and thus are unaffected by Disease conditions | | *You are immune to poison, and to the Poisoned condition. | | | | |
EditSurvivable| Survivable | | Fitness, Passive | | Prereq: Athletics trained, Resilience trained, Discipline trained | | This card is always considered to be in play. | | You gain the following cumulative benefits: | | SR1: Remove (SR/2) # of counters (round up) from all brief malign conditions granted to you prior to them taking effect. | | SR2: +1 Soak | | SR3: +1 DEF | | SR4: +1 Psyche | | SR5: Recover +1 Wound during your End of Turn phase | | | | | | | | | | |
EditConditioned| Conditioned | | Fitness, Passive | | Prereq: Athletics trained, Coordination trained, Resilience trained | | This card is always considered to be in play. | | You gain the following cumulative benefits: | | SR1: You may remove 1 additional recharge token from any one of your cards during your End of Turn phase. | | SR2: +1 DEF | | SR3: +1 success to initiative checks | | SR4: +1 Soak | | SR5: Recover +1 Wound during your End of Turn phase | | | | | | | | | | |
EditSupremely Fit| Supremely Fit | | Fitness, Passive | | Prereq: Athletics trained, Coordination trained, Resilience trained | | This card is always considered to be in play. | | You gain the following cumulative benefits: | | SR1: Regain 1 stress and 1 fatigue during your End of Turn phase | | SR2: +1 DEF | | SR3: +1 Soak | | SR4: +1 maneuver | | SR5: Recover +1 Wound during your End of Turn phase | | | | | | | | | | |
EditStrength Surge| Strength Surge | | Recharge: (SR+3) | | Fatigue: 2 | | Fitness, React, Ongoing | | Prereq: Athletics trained, not encumbered | | None | | If you are required to make a Strength based check or if your Strength rating is being used to determine an effect resolution or a prerequisite, you may play this card. | | SR 1: While this card is recharging you have +1 Strength. | | SR 3: While this card is recharging you have +2 Strength. | | SR 5: While this card is recharging you have +3 Strength. | | When this card is returned to your Action deck, you suffer 3 fatigue. |
EditToughness Surge| Toughness Surge | | Recharge: (SR+3) | | Fatigue: 2 | | Fitness, React, Ongoing | | Prereq: Resilience trained | | None | | If you are required to make a Toughness based check or if your Toughness rating is being used to determine an effect resolution or a prerequisite, you may play this card. | | SR 1: While this card is recharging you have +1 Toughness. | | SR 3: While this card is recharging you have +2 Toughness. | | SR 5: While this card is recharging you have +3 Toughness. | | When this card is returned to your Action deck, you suffer 3 fatigue. |
EditAgility Surge| Agility Surge | | Recharge: (SR+3) | | Fatigue: 2 | | Fitness, React, Ongoing | | Prereq: Coordination trained, not encumbered | | None | | If you are required to make an Agility based check or if your Agility rating is being used to determine an effect resolution or a prerequisite, you may play this card. | | SR 1: While this card is recharging you have +1 Agility. | | SR 3: While this card is recharging you have +2 Agility. | | SR 5: While this card is recharging you have +3 Agility. | | When this card is returned to your Action deck, you suffer 3 fatigue. |
EditAdaptableEditDon't Be Distressed| Don't Be Distressed | | Recharge: (SR+3) | | Fortune: 1 | | Fitness, React, Ongoing | | None | | Prereq: Resilience trained, Discipline trained. | | If you are required to make a mental or physical characteristic check with a characteristic that is in distress, you may play this card. | | Regain SR # of stress and fatigue immediately, and then make the required check. | | If you suffer any further stress or fatigue loss while this card is recharging, remove tokens from this card instead of taking stress or fatigue on a 1 for 1 basis. When this card has no more tokens on it return it to your Action deck. | | | | | | | | | | | | | | |
| Don't Be Distressed | | Recharge: 1 | | Fitness, React | | None | | Prereq: Resilience trained, Discipline trained. | | If you are required to make a mental or physical characteristic check with a characteristic that is in distress, you may play this card. | | Regain SR # of stress and fatigue immediately, and then make the required check. | | | | | | | | | | | | | | |
EditReactive Response| Reactive Response | | Recharge: * | | Stress: (6-SR) | | Fitness, Delay, React; Rally | | Prereq: Fit Response (5), Unencumbered and unimpeded. | | If you play the Fit Response card and succeed at the required check, you may immediately move one step towards a Defensive stance and play this card. | | After initiative is resolved in the normal fashion but before the normal Turn begins, the flow of combat is suspended and a special Turn begins in which only you and any other character that has played a similar ability to this are able to act in. After this special Turn is over combat resumes and the first Turn of combat begins, using the initiative results this card was a reaction to. | | If other characters have abilities that also allow them to take an action before the first Turn of combat begins, a separate initiative is resolved for any such eligible characters. | You add to all checks you make during the special Turn. | | Leave this card in play until combat ends or a Rally phase begins. |
| Reactive Response | | Recharge: * | | Fatigue: (6-SR) | | Fitness, Push, React; Rally | | Prereq: Fit Response (5), Unencumbered and unimpeded. | | If you play the Fit Response card and succeed at the required check, you may immediately move one step towards a Offensive stance and play this card. | | After initiative is resolved in the normal fashion but before the normal Turn begins, the flow of combat is suspended and a special Turn begins in which only you and any other character that has played a similar ability to this are able to act in. After this special Turn is over combat resumes and the first Turn of combat begins, using the initiative results this card was a reaction to. | You add to all checks you make during the special Turn. | | If other characters have abilities that also allow them to take an action before the first Turn of combat begins, a separate initiative is resolved for any such eligible characters. | | Leave this card in play until combat ends or a Rally phase begins. |
EditCompetitive Spirit| Competitive Spirit | | Recharge: (10-SR) | | Fortune: 1 | | Open, Fitness, React | | Prereq: Athletics trained, Coordination trained, Resilience trained, Discipline trained, Melee Skill trained, Ranged Skill trained, not encumbered | | None | | If you are required to make an opposed Athletics, Coordination, Resilience, Discipline, Melee Skill, or Ranged Skill check, you may play this card. | Add (SR/2) # of to your check, rounded up. | | Fitness: the check does not have to be opposed for you to play this card. |
| Competitive Spirit | | Recharge: (10-SR) | | Fortune: 1 | | Fitness, React | | Prereq: Athletics trained, Coordination trained, Resilience trained, Discipline trained, Melee Skill trained, Ranged Skill trained, not encumbered | | None | | If you are required to make an opposed Athletics, Coordination, Resilience, Discipline, Melee Skill, or Ranged Skill check, you may play this card. | Add (SR/2) # of to your check, rounded up. | | Fitness: the check does not have to be opposed for you to play this card. |
EditAcrobatic Avoidance| Acrobatic Avoidance | | Recharge: (7-SR) | Fatigue: 2;  | | Fitness, React | | Coordination (Ag) | | Prereq: Coordination trained; Agility 4+, not encumbered or impeded | | If you are the target of a Melee or Ranged attack, you may place (7-SR) recharge tokens on this card and put it into play. Make a Coordination check and determine the results. | | 1: You gain +1 DEF until the start of your next Turn | | 3: You gain +SR DEF until the start of your next Turn | | 6: As (3), and the attack that this is a reaction to automatically misses you | | Fitness: You have +1 DEF while this card is recharging, waive the fatigue cost | | Superleap (Acrobatics): +2 movement maneuvers |
| Acrobatic Avoidance | | Recharge: (7-SR) | | Fatigue: 1 | | Fitness | | Prereq: Coordination trained; Agility 4+, not encumbered or impeded | | SR1: +1 movement maneuver; you gain +1 DEF until your next Turn. | | SR2: +2 movement maneuver; you gain +2 DEF until your next Turn. | SR3: +2 movement maneuver; until your next Turn opponents attacking you add to their dice pool. | SR4: +3 movement maneuvers; until your next Turn opponents attacking you add to their dice pool. | SR5: +3 movement maneuvers; until your next Turn opponents attacking you add to their dice pool. | | Fitness: +1 movement maneuver, remove 2 recharge tokens from this card, waive the fatigue cost. | | Superleap (Acrobatics): +2 movement maneuvers |
EditAll In The Reflexes| All In The Reflexes | | Recharge: (7-SR) |  | | Fitness, Deflect, React | | Prereq: Coordination trained, one hand free, not encumbered | | Coordination (Ag) | | If you are the target of a Ranged attack that uses a slow moving physical projectile such as a knife, spear, arrow, or grenade, you may play this card. | | 1: you deflect the projectile (it lands somewhere within Medium range). You are not hit by it and do not take damage contingent to you being hit by it. | | 3: you catch the projectile. You are not hit by it and do not take damage contingent to you being hit by it. | | 5: As (3), and you may make a Ranged Skill (Ag) vs Target Defense check to throw the projectile at a target within Medium range for Strength + SR damage or the projectile's inherent damage (whichever is better for you). A Grandstand is appropriate. | | +: Remove a recharge counter from this card; this may be used many times. | | ?: You hurt yourself in the process; suffer 1 Wound. | SR 5: Reduce the difficulty by . |
| All In The Reflexes | | Recharge: (7-SR) |  | | Fitness, Deflect, React | | Prereq: Coordination trained, one hand free, not encumbered | | Coordination (Ag) | | If you are the target of a Ranged attack that uses a slow moving physical projectile such as a knife, spear, arrow, or grenade, you may play this card. | | 1: you deflect the projectile (it lands somewhere within Medium range). You are not hit by it and do not take damage contingent to you being hit by it. | | 2: you catch the projectile. You are not hit by it and do not take damage contingent to you being hit by it. | | 4: As (2), and you may make a Ranged Skill (Ag) vs Target Defense check to throw the projectile at a target within Medium range for Strength + SR damage or the projectile's inherent damage (whichever is better for you). A Grandstand is appropriate. | | +: Remove a recharge counter from this card; this may be used many times. | | ?: You hurt yourself in the process; suffer 1 Wound. | SR 4: Reduce the difficulty by . |
EditUltra-Surge| Ultra-Surge | | Fitness, React, Toggle | | Prereq: Strength Surge (5), Toughness Surge (5), Agility Surge (5) | | This card replaces Strength Surge, Toughness Surge, and Agility Surge. | | If you are required to make a Strength, Toughness, or Agility based check or if your Strength, Toughness, or Agility rating is being used to determine an effect resolution or a prerequisite, you may play this card. | While this Stunt is toggled on you have +3 Strength, +3 Toughness, +3 Agility and remove from all Strength, Toughness, and Agility checks. | | SR 1: You suffer 2 fatigue in each of your End of Turn phases. | | SR 3: You suffer 1 fatigue in each of your End of Turn phases. | | SR 5: You suffer 0 fatigue in each of your End of Turn phases. | | When you toggle this Stunt off put (15-SR) recharge tokens on it. | | If your stance switches to Offensive, flip this card over. |
| Ultra-Surge | | Fitness, React, Toggle | | Prereq: Strength Surge (5), Toughness Surge (5), Agility Surge (5) | | This card replaces Strength Surge, Toughness Surge, and Agility Surge. | | If you are required to make a Strength, Toughness, or Agility based check or if your Strength, Toughness, or Agility rating is being used to determine an effect resolution or a prerequisite, you may play this card. | | While this Stunt is toggled on you suffer 2 fatigue in each of your End of Turn phases. | While this Stunt is toggled on you have +3 Strength, +3 Toughness, +3 Agility and add to all Strength, Toughness, and Agility checks. | | SR 1: You suffer 2 fatigue in each of your End of Turn phases. | | SR 3: You suffer 1 fatigue in each of your End of Turn phases. | | SR 5: You suffer 0 fatigue in each of your End of Turn phases. | | When you toggle this Stunt off suffer (10-SR) fatigue and put (10-SR) recharge tokens on this card. | | If your stance switches to Defensive, flip this card over. |
EditRise Above And Overcome| Rise Above And Overcome | | Recharge: * | | Fatigue: 3 | | Fitness, Ongoing | | Prereq: Strength 3+, Agility 3+, Toughness 3+, Discipline trained | | Discipline (Wp) | | 1: Add recharge tokens equal to SR + # of successes to this card. | | You gain +1 Strength, +1 Toughness, and +1 Agility while this card is recharging. | | +: Add 1 recharge token to this card; this is usable multiple times. | | -: Remove 1 recharge token from this card; this is usable multiple times. | | SR5: You may opt to not roll the check and instead gain 3 automatic successes. |
| Rise Above And Overcome | | Recharge: * | | Fatigue: 1, Stress: 1 | | Fitness, Ongoing, React | | Prereq: Strength 3+, Agility 3+, Toughness 3+, Discipline trained | | Discipline (Wp) | | If you are required to make a check based on Strength, Agility, or Toughness you may place this card | | 1: Add recharge tokens equal to SR + # of successes to this card. | You have +1 Soak and add to all checks based on Strength, Agility, or Toughness while this card is recharging. | | +: Add 1 recharge token to this card; this is usable multiple times. | | -: Remove 1 recharge token from this card; this is usable multiple times. | | SR5: You may opt to not roll the check and instead gain 3 automatic successes. |
EditAthletic Stealth / Athletic Ambush| Athletic Stealth | | Recharge: (3 + SR) | | Open, Fitness, 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. | | Fitness: while this card is recharging you gain +1 maneuver and +1 DEF | | If you attack while this card is in play, remove all recharge tokens from this card and flip it to the Offensive side. | | | | | | | | |
| Athletic Ambush | | Recharge: 0 | | Open, Fitness, 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. | | Fitness: You have +1 DEF until the beginning of your next Turn. | | | | | | | | | | | | | | | | |
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