EditOpenEditAEditAlertness| 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 |
EditArmed Riposte| Armed Riposte | | Recharge: (7-SR) | | Open, Melee, React | | Prereq: Agility 5+, Melee skill trained, melee weapon readied. | | If an attack you used a React against misses you, you may play this card | You may use the Melee action or an equivalent where noted to attack the opponent whose attack triggered this React. Follow the direction of the Melee action card you use, but add to your dice pool. | If you do not have either of Athletics or Coordination trained add an additional to your dice pool and suffer 1 fatigue. | | If you miss, you gain the Exposed condition for (6-SR). | Melee: remove from your dice pool on the ensuing attack check. |
EditArmed Strike| Armed Strike | | Recharge: 0 | | Fatigue: 1 | | Open, Melee | | Prereq: Melee skill trained, not encumbered or impeded, melee weapon readied | | Melee Skill (Ag or Str) vs Target Def | | This upgrades the basic Melee action. If you are engaged with an opponent and have a melee weapon readied you may play this card. | | 1: you hit for SR + Strength + DR damage. | | 3: As (1), + 1 damage. | | 5: As (1), + 2 damage. | | +: +1 damage; this may be used many times. | | -: Suffer 1 fatigue | | !: Disoriented: The target must make a Discipline check vs SR difficulty or gain the Exposed condition for (SR). | | ?: Overbalanced: You gain the Exposed condition for (7-SR). | Melee: Add to your dice pool. |
EditArmored Costume| Armored Costume | | Open, Gear, Passive, Device | | Prereq: Strength 3+ | | This card is always considered to be in play. | | You wear an armored outfit that protects you from harm. | | The Armored Costume is a device and thus can be targeted directly and broken via damage, but it benefits from it's own durability and has (12 + SR) Soak vs. attacks that target it directly. An Armored Costume cannot be disarmed if you are wearing it. | | You have +1 Soak. | | | | | | | | | | | | Gear: You have + SR Soak. I.e. if you have SR 3, you have +3 Soak. |
EditBEditBig Picturer| Big Picturer | | Open, Acuity, Passive | | Prereq: Intelligence 3+, Intuition trained | | This card is always considered to be in play. | | You see the "big picture" and "think outside the box". | SR1: You add to Intuition checks. | SR2: As (SR1) and you add to Science checks. | SR3: As (SR2) and you add to Engineering checks. | SR4: As (SR3) and you add to Observation checks. | SR5: As (SR4) and you add to Technology checks. | Acuity: You add instead of for all ratings. |
EditBlunt Strike| Blunt Strike | | Recharge: (6-SR) | | Fatigue: 1 | | Open, Melee | | Prereq: Melee skill trained, not encumbered or impeded, a blunt melee weapon readied | | Melee Skill (Str) vs Target Def | | This upgrades the basic Melee action. If you are engaged with an opponent and have a blunt melee weapon readied you may play this card. | | 1: you hit for SR + Strength + DR damage. | | 3: As (1), the target suffers 1 fatigue. | | 5: As (1), the target suffers 3 fatigue. | | +: +1 damage; this may be used many times. | | -: Suffer 1 fatigue | | !: Disoriented: The target must make a Discipline check vs SR difficulty or gain the Exposed condition for (SR). | | ?: Overbalanced: You gain the Exposed condition for (7-SR). | Melee: Add to your dice pool. |
EditBlur| Blur | | Recharge: 0 | | Stress: 1, Fatigue: 1, Fortune: 1, lose 1 Wound or 1 Grit | | Open, Speed, React | | Prereq: Agility 6+, Unencumbered and unimpeded. | | You may play this card immediately after any character's End of Turn phase, including your own. | You gain another Turn and must immediately take it. All checks add (6-SR) to their dice pool. If you use this ability more than once in the same round, the dice are cumulative. You cannot move your stance towards Defensive in this extra Turn. | | You can use this ability once per SR per encounter. | | Speed: replace the normal cost with Stress: 1, Fatigue: 1 |
EditBreakfree| Breakfree | | Recharge: 0 | | Fatigue: 1 | | Open, Might, React | | Prereq: Strength 4+ | | If you are grabbed or entangled and are attempting an opposed Strength check to break free, you may play this card. | Add SR # of to your dice pool. | | Might: waive the fatigue cost, and if you succeed you may take another action if it is your Turn. |
EditCEditCombat Senses| Combat Senses | | Open, Acuity, Brawl, 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 offset up to or penalties to Observation checks. Opponents attempting to avoid your notice add to their dice pools unless you are incapacitated or unable to detect them due to circumstance. | | SR2: As (SR1) and if you are not impeded you retain the benefit of your DEF trait and any DEF granted by this stunt vs. melee opponents even if you cannot see them or are caught by surprise. | SR3: As (SR2) and you add to Melee Skill checks. | | SR4: As (SR3) and you gain +1 DEF unless you are unable to see and hear, or are impeded. | SR5: As (SR4) and you add to Coordination checks. | Brawl: You add to Melee Skill checks when you cannot see your opponent. |
EditComm Array| Comm Array | | Open, Gear, Passive, Device | | Prereq: Technology acquired. | Technology (Int) vs (5 - SR)  | | This card is always considered to be in play. | | You have a radio, a police scanner, a microwave burst transmitter, or some other means of monitoring and sending communications. | | Comm Array is based on hearing and voice and cannot be used properly or at all while either deaf or mute. | | You can gain information from and communicate with other people with a compatible comm array either directly (active communication) or indirectly (eavesdropping or scanning the communications of others). For basic usage there is no check, but unusual usage usually requires one or more Technology checks. The base difficulty is determined by SR; at SR 5 there is no base difficulty. The GM should assign additional situational difficulties as circumstances dictate for encryption, distance, interference, and the needs of the plot. | | Gear: Your comm array has access to a special channel that is guaranteed to be private. |
EditCrime Computer| Crime Computer | | Open, Gear, Passive, Device | | Prereq: Technology trained | | You have access to a computer that helps you figure stuff out. | | Usage of a Crime Computer usually happens during Story Mode, but not always. | You add to any Intelligence based skill check if you are able to justify using your Crime Computer to assist in some way. You must be able to access the computer in conjunction with or immediately before the check in order to gain this bonus. | Gear: You add SR # of to any Intelligence based skill check if you are able to justify using your Crime Computer to assist in some way. You must be able to access the computer in conjunction with or immediately before the check in order to gain this bonus. |
EditDEditDeception Sense| Deception Sense | | Open, Acuity, Awareness, Passive | | Prereq: Intuition trained | | This card is always considered to be in play. | | You can detect when someone is lying to you. This only works vs organic opponents. | You add to Intuition checks vs Charm or Guile and effects based on them. Charm or Guile based effects opposed by your Intuition add to their dice pools. | | SR2: You gain +1 Psyche vs effects based on Charm or Guile. | SR3: If you successfully resist an opponent's Charm or Guile based effect, for the remainder of the scene or encounter that opponent adds SR # of to their Charm or Guile based dice pools when targeting you. | | SR4: You gain +1 Psyche vs effects based on Charm or Guile. | | SR5: You gain +1 Psyche vs effects based on Charm or Guile. | Acuity: You add to checks related to detecting invisible and altered form targets. |
EditDisarming Smile| Disarming Smile | | Recharge: (2+SR) | Stress: 1; | | Open, Beguile, Ongoing | | Guile (Fel) vs Guile (Fel) | | Prereq: Fellowship 3+, Guile trained, not strained or distressed, target is able to see you clearly. | 1: While this card is recharging you add to all Social actions made against the target, and the target adds to all Social actions targeting you. | | 3: As (1) and you may add 2 recharge tokens to this card. | | Fellowship 6: You may add (Fellowship - 5) recharge tokens to this card. | | Beguile: Waive the stress cost, and as a maneuver you may choose to remove all of the recharge tokens remaining on this card and return it to your hand. |
| Disarming Smile | | Recharge: (2+SR) | Stress: 1; | | Open, Beguile, Ongoing | | Guile (Fel) vs Guile (Fel) | | Prereq: Fellowship 3+, Guile trained, not strained or distressed, target is able to see you clearly. | 1: While this card is recharging and until you attack the target, they add to any attack targeting you directly or indirectly (via an area of effect, for instance). If you attack the target, remove all recharge tokens from this card and return it to your hand; you may not use it against the same target again in this encounter. | | 3: As (1) and you may add 2 recharge tokens to this card. | | Fellowship 6: You may add (Fellowship - 5) recharge tokens to this card. | Beguile: Waive the stress cost, and the target adds an additional to any attack targeting you directly or indirectly. |
EditDisassemble| Disassemble | | Recharge: 10-SR | Fatigue: 1;   | | Open, Speed | | Technology (Int) or SFX Speed (Ag) vs Special* | | Prereq: Target item must be readied | | If you have a breakable item readied, you may play this card. | If the target is a Stunt device, add for each SR the Stunt exceeds this Stunts SR. | If the target is fragile, remove one or more from the difficulty. | | 1: The target item is unusable until someone spends a maneuver to return it to working condition | | 2: The target item gains the Damaged condition for (SR+1), or until repaired | | 4: The target item gains the Broken condition for (SR), or until repaired | | 6: The target item gains the Broken condition until repaired | | Speed: You gain SR # of automatic successes. |
EditDoes Not Compute| Does Not Compute | | Open, Acuity, Passive | | None | | Prereq: Intelligence 4+, Intuition trained. | | This card is always considered to be in play. | | You are difficult to fool or manipulate and are adept and finding flaws in faulty logic. | All Social actions used against you add to their dice pool. | | SR2: You gain +1 Psyche. | SR3: You add to Intuition checks. | SR4: You add to Technology and Engineering checks if you have them trained. | | SR5: You gain +1 Psyche. | Acuity: All Social actions used against you add SR # of instead. | Intelligence 7+: All Social actions used against you add an additional to their dice pool. |
EditDurable| Durable | | Open, Resist, Passive | | None | | Prereq: Toughness 4+ | | This card is always considered to be in play. | | You are difficult to harm. | | You have +1 Soak. | | | | | | | | | | | | | | Resist: You have + SR Soak. I.e. if you have SR 3, you have +3 Soak. |
EditEEditEdged Strike| Edged Strike | | Recharge: (6-SR) | | Fatigue: 1 | | Open, Melee | | Prereq: Melee skill trained, not encumbered or impeded, an edged melee weapon readied | | Melee Skill (Ag) vs Target Def | | This upgrades the basic Melee action. If you are engaged with an opponent and have an edged melee weapon readied you may 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 (1), + 1 critical. | | +: +1 damage; this may be used many times. | | -: Suffer 1 fatigue | | !: Disoriented: The target must make a Discipline check vs SR difficulty or gain the Exposed condition for (SR). | | ?: Overbalanced: You gain the Exposed condition for (7-SR). | Melee: Add to your dice pool. |
EditEnviro Suit| Enviro Suit | | Open, Gear, Passive, Device | | Prereq: Strength 3+ | | This card is always considered to be in play. | | You have a suit or force field that protects you from environmental harm. It might be incorporated into an armored costume or worn on its own. | | An Enviro Suit is a device and thus can be targeted directly and broken via damage, but it benefits from some added durability and has (9 + SR) Soak. | | While the suit is intact you gain the following benefits. You are resistant to the effects of exposure to heat, cold, and radiation. You are immune to poison, disease, and impure air. You remove SR # of tokens from the Ignited, Slowed, and Sickened conditions if they are applied to you. | | | | | | | | Gear: Your Enviro Suit has +SR # of Wounds vs attacks that target it directly. |
EditFEditFatigue Management| Fatigue Management | | Recharge: (6-SR) | | Open, Delay | | Prereq: Resilience trained | | Resilience (To) | | You may move one step closer to Defensive stance and play this card as an Action. | | 1: You regain SR fatigue. | | 3: You regain SR fatigue, and you have +1 DEF until the beginning of your next Turn. | | 5: As (3), and you regain 1 fortune. | | ! : Remove 1 counter from all malign conditions affecting you. | | | | | | | | |
EditFirst Response| First Response | | Recharge: 10 | | Fatigue: 1 | | Open, React | | Athletics (Ag) or Coordination (Ag) | | Prereq: Agility 4+, 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 | | +: You gain the Invigorated condition for a # of rounds equal to the total number of boons rolled, +1. I.e. if you rolled 3 boons, the condition would last for 4 rounds | | -: -1 initiative | | !: +2 initiative | | ?: -2 initiative |
EditFocused Agility| Focused Agility | | Recharge: (2 + SR) | Stress: 1; | | Open, Ego, Speed, Ongoing | | Prereq: Willpower 3+, Agility 3+, Discipline trained, Coordination trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Agility. | | 5: while this card is recharging you gain +2 Agility. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Speed: add SR # of recharge tokens to this card |
EditFocused Fellowship| Focused Fellowship | | Recharge: (2 + SR) | Stress: 1; | | Open, Beguile, Ego, Ongoing | | Prereq: Willpower 3+, Fellowship 3+, Discipline trained, Charm trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Fellowship. | | 5: while this card is recharging you gain +2 Fellowship. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Beguile: add SR # of recharge tokens to this card |
EditFocused Intelligence| Focused Intelligence | | Recharge: (2 + SR) | Stress: 1; | | Open, Acuity, Ego, Ongoing | | Prereq: Willpower 3+, Intelligence 3+, Discipline trained, Intuition trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Intelligence. | | 5: while this card is recharging you gain +2 Intelligence. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Acuity: add SR # of recharge tokens to this card |
EditFocused Strength| Focused Strength | | Recharge: (2 + SR) | Stress: 1; | | Open, Ego, Might, Ongoing | | Prereq: Willpower 3+, Strength 3+, Discipline trained, Athletics trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Strength. | | 5: while this card is recharging you gain +2 Strength. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Might: add SR # of recharge tokens to this card |
EditFocused Toughness| Focused Toughness | | Recharge: (2 + SR) | Stress: 1; | | Open, Ego, Resist, Ongoing | | Prereq: Willpower 3+, Toughness 3+, Discipline trained, Resilience trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Toughness. | | 5: while this card is recharging you gain +2 Toughness. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Resist: add SR # of recharge tokens to this card |
EditGEditGive Direction| Give Direction | Stress: 1;  | | Open, Acuity, Passive | | Leadership (Int) | | Prereq: Intelligence 4+, not strained or distressed, target able to hear you. | | As an action you can verbally convey concise instructions to another character telling them how to do a specific task, granting the target a bonus if they follow your direction. | 1: If the target takes the action you have described within the current encounter or scene, the target may suffer 1 stress to add SR # of to their check if the check relies on a Basic Skill. | 3: As (1), and the target can take the action you have described even if the check relies on an Advanced Knowledge Skill that they lack but you have acquired (which they normally would not be able to attempt). For instance, if you have the Technology Skill acquired but the target does not, using this Stunt you can instruct them on a particular action and they can make an untrained Technology check to attempt that action, adding SR # of to the check. | | Acuity: You may base all of your Leadership checks on Intelligence vs Fellowship. |
EditGood Stance| Good Stance | | Recharge: 2 | | Fatigue: 1 | | Open, Brawl, Melee, Deflect, React | | Prereq: Melee Skill trained | | None | | Using good hand to hand technique and stance you deflect an attack away. | After you have been declared the target of a melee attack, place 2 recharge tokens on this cart to add SR # of to the attack's dice pool. | | If the attack hits you, you have +SR Soak vs its damage. | | Brawl, Melee: Remove 1 recharge token from this card and waive the fatigue cost. |
EditGroundpound| Groundpound | | Recharge: (12-SR) | Fatigue: 2;  | | Open, Might | | Strength 7+, Athletics (Str) | | If you are on the ground or are falling to the ground, and are unencumbered and unimpeded you may play this card. | | 1: You strike the ground, causing a ground wave of devastation. Everything on the ground within Close range of you is thrown into the air, and then crashes down. People must make a Coordination (Ag) check vs SR difficulty or fall prone and take SR + Strength + # of success damage. Breakable objects affected by this Stunt might be broken per GM's discretion. Collateral damage is a given. A Grandstand is appropriate. | | 4: As (1), but everything within Medium range is affected. | | 8: As (4), but everything within Long range is affected | | +: You gain the Invigorated condition for (SR) | | ++: Remove 2 recharge tokens from this card. | | !: People that fall prone and take damage gain the Thunderstruck condition for (SR). | | ?: You are also affected. |
EditHEditHardened Senses| Hardened Senses | | Open, Acuity, Awareness, Passive | | Prereq: Observation trained, Resilience trained | | This card is always considered to be in play. | | You are harder than normal to blind. | | When the Blinded condition is applied to you, remove SR # of tokens from the condition before it takes effect. If there are no more tokens remaining on the condition you do not suffer any affect at all and the condition is discarded immediately; if there are any other associated effects contingent upon you being affected by the Blindness condition they also have no affect. | | Hardened Hearing: You may spend 1 character point or advance as a Facilitator to extended this protection to also apply vs the Deafened condition. | | Acuity: remove (SR x 2) # of tokens vs SR # of tokens. |
EditHeadscrew| Headscrew | | Recharge: (5-SR) |  | | Acuity | | Intuition (Int) vs Discipline(Wp) | | Prereq: Intelligence 4+, target is able to hear you clearly. | | You use your sharp wits to play head games with a target until they beg for mercy. | | 1: The target suffers (SR / 2) stress, rounded up. | | 4: The target suffers SR stress. | | Intelligence 6+: The target suffers (Intelligence - 5) additional stress. | | | | | | | | | | |
EditHip Shot| Hip Shot | | Recharge: (10-SR) | | Open, Archery, Ranged, React, Ongoing | | Prereq: Ranged weapon readied, Coordination or Athletics trained, Agility 3+ | | If you are using the Reposition action, you have a Ranged SFX Weapon Stunt readied or an Archery SFX Arrow Stunt readied, or an equivalent Stunt, and a target is within range you may play this card. | | Refer to the applicable Stunt used for the attack to resolve this reaction. | SR1: Add to your attack's dice pool. | SR3: Add to your attack's dice pool. | SR5: Add  to your attack's dice pool. You gain +1 movement maneuver. | | Archery: remove 2 recharge counters from this card. | | Ranged: You have +1 DEF while this card is recharging. |
EditHit & Run| Hit & Run | | Recharge: 2 |  | | Open, Speed | | Prereq: Agility 5+, Athletics trained, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are not engaged with an opponent but can maneuver to engage an opponent you may play this card. | | 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. The movement maneuvers do not have to have been taken in this Turn, but they must have been uninterrupted by any other action or maneuver. | | 3: As (1), and you gain +1 maneuver. | | ?: 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. |
| Hit & Run | | Recharge: 1 | Fatigue: 1; | | Open, Speed | | Prereq: Agility 5+, Athletics trained, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are not engaged with an opponent and are within Close range of an opponent you may play this card. | | 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. The movement maneuvers do not have to have been taken in this Turn, but they must have been uninterrupted by any other action or maneuver. | | 3: As (1), and you gain +1 maneuver. | | 5: As (3), 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. |
EditHyper-Agility| Hyper-Agility | | Recharge: * | | Fatigue: 1 | | Open, Speed, Ongoing, Rally, React | | None | | Prereq: Agility 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | Play this card and put a # of counters equal to your Agility rating on it. While this card has counters on it whenever you have to make an Agility based check you may remove a counter from this card and add to your dice pool. You may only remove up to SR # of counters in a single Round. | | Return this card to your action deck when it has no counters remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Speed: add SR # of additional counters when you play this card. The fatigue cost is waived. |
EditHyper-Brace| Hyper-Brace | | Recharge: 3 | | Fatigue: 1 | | Open, Resist, React | | Resilience (To) | | Prereq: Toughness 7+, Resilience Trained | | Replaces Brace and Improved Brace. | | If a Melee or Ranged attack hits you, you may play this card. | | 1: Until the start of your next turn you have +1 Soak. | | 3: Until the start of your next turn you have +SR Soak. | | ! : Regain 1 fortune. | | ? : Suffer 1 stress, 1 fatigue, and add 2 recharge tokens to this card. | | Resist: waive the fatigue cost; remove 1 recharge token from this card. |
EditHyper-Fellowship| Hyper-Fellowship | | Recharge: * | | Stress: 1 | | Open, Beguile, Ongoing, Rally, React | | None | | Prereq: Fellowship 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | Play this card and put a # of tokens equal to your Fellowship rating on it. While this card has tokens on it, whenever you have to make an Fellowship based check you may remove a token from this card and add to your dice pool. You may only remove up to SR # of tokens in a single Round. | | Return this card to your action deck when it has no tokens remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Beguile: add SR # of additional tokens when you play this card. The stress cost is waived. |
EditHyper-Intelligence| Hyper-Intelligence | | Recharge: * | | Stress: 1 | | Open, Acuity, Ongoing, Rally, React | | None | | Prereq: Intelligence 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | Play this card and put a # of tokens equal to your Intelligence rating on it. While this card has tokens on it, whenever you have to make an Intelligence based check you may remove a token from this card and add to your dice pool. You may only remove up to SR # of tokens in a single Round. | | Return this card to your action deck when it has no tokens remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Acuity: add SR # of additional tokens when you play this card. The stress cost is waived. |
EditHyper-Parry| Hyper-Parry | | Recharge: (7-SR) | | Open, Brawl, Melee, React | | Prereq: Strength 6+, at least one hand free | | Replaces Parry and Improved Parry. | | If an opponent that you are engaged with attempts to target you with a non-mental attack, you may play this card. | Your opponent adds  to their dice pool. | If you have Melee Skill trained, your opponent adds an additional to their dice pool. | | Brawl: remove 2 recharge tokens from this card. | | Melee: you gain +1 DEF while this card is recharging. |
EditHyper-Strength| Hyper-Strength | | Recharge: * | | Fatigue: 1 | | Open, Might, Ongoing, Rally, React | | Prereq: Strength 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | Play this card and put a # of counters equal to your Strength rating on it. While this card has counters on it whenever you have to make a Strength based check you may remove a counters from this card and add to your dice pool. You may remove up to SR # of counters in a single Round. | | Return this card to your action deck when it has no counters remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Might: add SR # of additional tokens when you play this card. The fatigue cost is waived. |
EditHyper-Toughness| Hyper-Toughness | | Recharge: * | | Fatigue: 1 | | Open, Resist, Ongoing, Rally, React | | None | | Prereq: Toughness 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | | Play this card and put a # of counters equal to your Toughness rating on it. While this card has tokens on it whenever you would lose a Wound you may instead remove a counter from this card on a 1:1 basis. You may remove up to SR # of counters in a single Round. | | Return this card to your action deck when it has no counters remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Resist: add SR # of additional counters when you play this card. The fatigue cost is waived. |
EditHyper-Willpower| Hyper-Willpower | | Recharge: * | | Stress: 1 | | Open, Ego, Ongoing, Rally, React | | None | | Prereq: Willpower 5+ | | An encounter or a Rally step as started. | | Play this card and put a # of tokens equal to your Willpower rating on it. While this card has tokens on it, whenever you would lose Grit you may instead remove a token from this card on a 1:1 basis. You may only remove up to SR # of tokens in a single Round. | | Return this card to your action deck when it has no tokens remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Ego: add SR # of additional tokens when you play this card. The stress cost is waived. |
EditHyper-Ward| Hyper-Ward | | Recharge: 2 | | Stress: 1 | | Open, Teamwork, Delay, Ego | | Discipline (Wp) | | Prereq: Willpower 7+, Discipline Trained | | Replaces Ward and Improved Ward. | | You may move one step closer to Defensive stance and play this card as an Action. | Add SR # of to your dice pool | 1: Until the start of your next turn add to the dice pool of any attack targeting you or any allies in the same engagement as you. | 3: Until the start of your next turn add  to the dice pool of any attack targeting you or any allies in the same engagement as you. | | + : Regain 1 stress | | - : Suffer 1 fatigue | | Ego: waive the stress cost; remove 1 recharge token from this card. |
EditIEditImproved Brace| Improved Brace | | Recharge: 4 | | Fatigue: 1 | | Open, Resist, React | | Resilience (To) | | Prereq: Toughness 4+, Resilience Trained | | Replaces Brace. | | If a Melee or Ranged attack hits you, you may play this card. | | 1: Until the start of your next turn you have +1 Soak. | | 4: Until the start of your next turn you have +SR Soak. | | ! : Regain 1 fortune. | | ? : Suffer 1 stress, 1 fatigue, and add 2 recharge tokens to this card. | | Resist: waive the fatigue cost; remove 1 recharge token from this card. |
EditImproved Parry| Improved Parry | | Recharge: (7-SR) | | Open, Brawl, Melee, React | | Prereq: Strength 4+, at least one hand free | | This Stunt upgrades and replaces Parry. | | If an opponent that you are engaged with targets you with a non-mental attack, you may play this card. | Your opponent adds to their dice pool. | If you have Melee Skill trained, your opponent adds an additional to their dice pool. | | Brawl: remove 2 recharge tokens from this card. | | Melee: you gain +1 DEF while this card is recharging. |
EditImproved Ward| Improved Ward | | Recharge: 2 | | Stress: 1 | | Open, Teamwork, Delay, Ego | | Discipline (Wp) | | Prereq: Willpower 4+, Discipline Trained | | Replaces Ward. | | You may move one step closer to Defensive stance and play this card as an Action. | Add SR # of to your dice pool | 1: Until the start of your next turn add to the dice pool of any attack targeting you or any allies in the same engagement as you. | 4: Until the start of your next turn add  to the dice pool of any attack targeting you or any allies in the same engagement as you. | | + : Regain 1 stress | | - : suffer 1 fatigue | | Ego: waive the stress cost; remove 1 recharge token from this card. |
EditInfighter| Infighter | | Open, Passive | | None | | Prereq: Melee skill trained | | This card is always considered to be in play. | | You are canny in close in fights. | | Melee attacks against you add 1 automatic bane to their check results. | | | | | | | | | | | | | | | | | | | | | | | | |
EditIrrepressible Agility| Irrepressible Agility | | Open, Speed, Passive | | None | | Prereq: Agility 4+ | | This card is always considered to be in play. | | When the Impaired condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | Speed: you add to all Agility based checks. | | | | | | | | | | | | |
EditIrrepressible Fellowship| Irrepressible Fellowship | | Open, Beguile, Passive | | None | | Prereq: Fellowship 4+ | | This card is always considered to be in play. | | When the Belittled condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | | | | | | | | | | | | | Beguile: you add to all Fellowship based checks. |
EditIrrepressible Intelligence| Irrepressible Intelligence | | Open, Acuity, Passive | | None | | Prereq: Intelligence 4+ | | This card is always considered to be in play. | | When the Baffled condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | Acuity: you add to all Intelligence based checks. | | | | | | | | | | | | |
EditIrrepressible Strength| Irrepressible Strength | | Open, Might, Passive | | None | | Prereq: Strength 4+ | | This card is always considered to be in play. | | When the Weakened condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | Might: you add to all Strength based checks. | | | | | | | | | | | | |
EditIrrepressible Toughness| Irrepressible Toughness | | Open, Resist, Passive | | None | | Prereq: Toughness 4+ | | This card is always considered to be in play. | | When the Depleted condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | Resist: you add to all Toughness based checks. | | | | | | | | | | | | |
EditIrrepressible Willpower| Irrepressible Willpower | | Open, Ego, Passive | | None | | Prereq: Willpower 4+ | | This card is always considered to be in play. | | When the Depressed condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | Ego: you add to all Willpower based checks. | | | | | | | | | | | | |
EditIrresistible Might| Irresistible Might | | Recharge: 4 | | Fatigue: 1 | | Open, Might, React | | Prereq: Strength 8+, not encumbered | | None | | If you are required to make an opposed Strength check, you may play this card. | Add SR # of to your check. | | Might: Remove 2 recharge tokens from this card. |
| Irresistible Might | | Recharge: 4 | | Fatigue: 1 | | Open, Might, React | | Prereq: Strength 8+, not encumbered | | None | | If you are required to make an opposed Strength check, you may play this card. | Add SR # of to your check. | | Might: Remove 2 recharge tokens from this card. |
EditJEditJust Kidding| Just Kidding | | Recharge: 4 | | Open, Beguile, React | | Prereq: Charm trained | | If you or an ally you are sharing a scene with makes a social blunder that would turn the mood of an audience against you or your allies you may play this card. | | Add 4 recharge tokens to this card and put it into play. You assert control over the situation and put some spin on it or play it off as a joke. This prevents the mood from turning against you or your allies. Status quo is maintained...for now. | | You may use this ability SR # of times per scene. | | Beguile: Remove 2 recharge tokens from this card. | | | | | | | | | | | | |
EditK
EditLEditLockpicks| Lockpicks | | Open, Gear, Passive | | None | | Prereq: Skulduggery trained | | You have various lockpicks and specialized equipment that makes it easier to open locks. | | Lockpicks are a device and thus can be targeted directly and broken via damage. | You gain SR # of to all Skulduggery checks related to locks. Furthermore, lockpicking tasks take less time to complete. Though circumstances in play and the needs of the plot may dictate otherwise, determining the normal amount of time necessary to pick a lock and then dividing that amount by SR is a good rule of thumb. Thus a lock that should take 1 minute to pick would take someone with Lockpicks (3) about 20 seconds. | Gear: Your Skulduggery dice pool gains when you are able to use your Lockpicks to pick locks. |
EditMEditMassive Presence| Massive Presence | | Open, Beguile, Passive | | None | | Prereq: Fellowship 4+ or Intimidate trained | | This card is always considered to be in play. | | You are a formidable opponent in the social arena. | All Social actions used against you add SR # of to their dice pools. | You add to Intimidate checks. | Beguile: You add to all Fellowship based checks. | | | | | | | | | | |
EditMental Bastion
EditMind Blank| Mind Blank | | Recharge: (6-SR) | | Stress: 2 | | Open, Mind, React | | None | | Prereq: Willpower 4+, Discipline trained | | After you have been declared the target of a mental ability, you may play this card. | SR1: the attacker adds to their dice pool. | SR3: the attacker adds  to their dice pool. | SR5: the attacker adds  to their dice pool. | | Fortune 1: At any time as a React you may remove any recharge tokens remaining on this card and return it to your Action deck. | | Mind: waive the stress cost. |
EditNEditNight Vision| Night Vision | | Open, Acuity, 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. | Acuity: You may convert up to SR # of , , or to in your Observation Skill checks when looking into darkness. | | | | | | | | | | | | | | | | | | | | |
EditO
EditPEditPounce| 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. |
EditPrecise Aim| Precise Aim | | Recharge: (7-SR) | | Open, Archery, Ranged, React | | Prereq: Ranged weapon | | Ranged Skill (Ag) vs Target Def | | If you are making a ranged attack you may play this card. | You add SR # of to your dice pool. | Ranged, Archery: You remove from your dice pool. | | | | | | | | | | | | |
EditPressurized Suit| Pressurized Suit | | Open, Gear, Passive, Device | | Prereq: Strength 3+, Enviro Suit Stunt | | This card is always considered to be in play. | | You have a suit or force field that protects you from environmental harm, including vacuum exposure and the depths of the ocean. It might be incorporated into an armored costume or worn on its own. | | A Pressurized Suit is an upgraded Enviro Suit. The rating of Pressurized Suit cannot exceed the rating of Enviro Suit. | | While the suit is intact you gain the normal benefits of an Enviro Suit, plus you are protected from vacuum exposure and from the pressures of deep ocean, and have a supply of breathable air and astronaut food sufficient to allow you to survive for (SR) days. | | | | | | | | Gear: Your Pressurized Suit has +SR # of Wounds vs attacks that target it directly. |
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. |
EditQEditQuick Strike| Quick Strike | | Recharge: (5-SR) | | | Open, Speed | | Prereq: Agility 4+, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. If you have a melee weapon readied you may add it's Damage Rating to your damage. | | 1: you hit for SR + Agility damage. | | 3: you hit for SR + Agility + 2 damage. | | 5: you hit for SR + Agility + 4 damage, and you hit again for SR + Agility damage. | | +: +1 maneuver | | -: Suffer 1 fatigue | | ?: Overbalanced: You gain the Exposed condition for (5-SR). | | Speed: Move your initiative marker up one step on the Initiative Tracker; it is available for use in the next Round. |
| Quick Strike | | Recharge: (5-SR) | | | Open, Speed | | Prereq: Agility 4+, not encumbered | | Melee Skill (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. If you have a melee weapon readied you may add it's Damage Rating to your damage. | | 1: you hit for SR + Agility damage. | | 3: you hit for SR + Agility + 2 damage. | | 5: you hit for SR + Agility + 4 damage, and you hit again for SR + Agility damage. | | +: +1 maneuver | | -: Suffer 1 fatigue | | ?: Overbalanced: You gain the Exposed condition for (5-SR). | | Speed: Move your initiative marker up one step on the Initiative Tracker; it is available for use in the next Round. |
EditREditRally| Rally | | Recharge: 0 | Fortune: 1;    | | Open, Beguile, React | | Leadership (Fel) | | Prereq: Fellowship 3+, Leadership trained, targets are able to hear you clearly. | | If one or more allies are within Medium range of you, and it is the End of Round phase you may play this card. You may use this ability once per SR per Act | | 1: You force a Rally phase to occur immediately. | Beguile: waive the fortune cost, and reduce the penalty by . | | | | | | | | | | |
EditRanged Riposte| Ranged Riposte | | Recharge: (7-SR) | | Open, Ranged, React | | Prereq: Agility 5+, Ranged skill trained, ranged weapon readied. | | If an attack you used a React against misses you, you may play this card | You may use the Ranged action or an equivalent where noted to attack the opponent whose attack triggered this React. Follow the directions of the Ranged action card you use, but add to your dice pool. | If you do not have either of Observation or Coordination trained add an additional to your dice pool and suffer 1 fatigue. | | If you miss, you gain the Exposed condition for (6-SR). | Ranged: remove from your dice pool on the ensuing attack check. |
EditRapid Recovery| Rapid Recovery | | Open, Speed, Passive | | None | | This card is always considered to be in play. | | You recover at an accelerated rate. | | During each of your End of Turn phases, you regain (SR/2) fatigue and stress, rounded up. This occurs even if you are unconscious, but not if you are dead. | | Speed: Alternately, you may remove (SR/2) # of counters, rounded up, from any malign condition affecting you. | | | | | | | | | | |
EditRapid Response| Rapid Response | | Recharge: (SR) | | Fatigue: 1 | | Open, Speed, React, Ongoing | | Athletics (Ag) or Coordination (Ag) | | Prereq: Agility 5+, 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 | | !: +1 initiative; this may be used multiple times. | | ?: -1 initiative; this may be used multiple times. | | Speed: You have +1 DEF while this card has recharge tokens on it. |
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. |
EditRelaxed Mind| Relaxed Mind | | Open, Mind, Passive | | Prereq: Willpower 3+, Discipline Trained | | You have a disciplined mind and retain a sense of serenity even in the face of stressful circumstances. | | | | During your End of Turn phase you regain SR stress. | | | | | | Willpower 6: regain 1 additional stress. | | Willpower 9: As (Willpower 6), and regain 1 additional stress. | | | | | | Mind: You have +1 Psyche. |
EditResolute| Resolute | | Open, Passive | | None | | Prereq: Willpower 4+ | | This card is always considered to be in play. | | You have an unusually strong mind. | | You have +1 Psyche. | | | | | | | | | | | | | | |
EditRifle| Rifle | | Open, Gear, Ranged, Device | | Uses: (SR x 7) | | Prereq: Ranged skill trained. | | You can carry one Rifle. It requires a maneuver to ready, sling, or prime a Rifle. | | You have a rifle or similar two handed ranged weapon that you can make Ranged attacks with at up to Long range. Your Rifle has a Damage Rating equal to (SR+3) and a Critical Rating equal to (7-SR). | | I.e., if you had SR 5 your Rifle would have DR8 and CR2. | | Your Rifle can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with a Rifle add the following result line: | | ?: Reload!: Your Rifle needs to be reloaded; you must spend a Prepare maneuver before using it again. | Gear: When using your Rifle to attack you may add to your dice pool. |
EditRoll With It| Roll With It | | Recharge: (7-SR) | | Open, Brawl, React | | Prereq: Melee Skill trained | | If you are hit by a melee attack, you may play this card. | | You gain (SR x 2) Soak vs the attack that hit you, and you also immediately disengage from all engaged opponents. You gain the Exposed condition while this card is recharging. | | | | | | | | | | | | Brawl: Remove 2 recharge tokens from this card. |
EditSEditScare| Scare | | Recharge: (6-SR) | Stress: 1;  | | Open | | Intimidate (Fel) vs Target DEF; Long Range | | 1: you hit; the target must make a Discipline (Wp) check vs SR difficulty or gain the Frightened condition for (SR + # of successes). | | -: Suffer 1 stress | | !: Add 1 recharge counter to all Frightened conditions the target currently has. | | ?: You gain the Imperiled condition for (6-SR). |
EditScary Presence| Scary Presence | | Open, Beguile, Passive | | None | | Prereq: Fellowship 4+ or Intimidate trained | | This card is always considered to be in play. | | You are an intimidating individual. | | You gain Fear (SR). | | Off Switch: You may spend 1 creation point or advance to allow this ability to be turned on and off at will. | | Beguile: You also gain Fearless (SR). | | | | | | | | | | |
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. |
EditSee Through Vision| See-Through Vision | | Open, Radiation, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You can see through solid substances. | | You may make sight based Observation checks even if solid, opaque obstructions block your line of sight, at a range increment based upon SR. | | When you acquire this Stunt you must identify either one reasonably common substance or circumstance that blocks your Vision (such as lead; the color yellow; any solid substance greater than two inches thick; reflective surfaces), or two or three less common substances or circumstances (such as titanium, depleted uranium, and tungsten; oak, hickory, and pine; plaid, paisley, and similar patterns). | | SR1: Close range. | | SR2: Medium range. | | SR3: Long range. | | SR4: Extreme range. | | SR5: Plot range. | Radiation: You have literal X-Ray vision. Your vision is blocked by dense metals and interfered with by strong radiation fields, but you add to all Observation checks using your X-Ray vision. |
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. |
EditShielded Mind| Shielded Mind | | Open, Ego, Passive | | Prereq: Willpower 3+. | | This card is always considered to be in play. | | Your mind is difficult to lock on to. | | You are immune to Mental Contact with a stunt rating less than or equal to SR. This works vs both malign and benign attempts at Mental Contact. You cannot turn off this ability, and may not even know you have it. | | For instance if you had Shielded Mind (4), a person with Mental Contact (4) or less would be unable to attain Mental Contact with you, but a person with Mental Contact (5) would be able to. | | You have +1 Psyche. | Ego: All mental abilities targeting you add to their dice pool. |
EditShove| Shove | | Recharge: (6-SR) | | | Open, Might | | Prereq: Strength 4+, not encumbered | | Athletics (Str) vs Target Athletics (Str) | | If you are engaged with an opponent you may play this card. | | 1: you shove your opponent, inflicting 1 fatigue, and the opponent is pushed back becoming disengaged from you. | | 3: As (1), but the opponent is pushed back to close range and must make a Coordination check vs SR difficulty or fall prone and take SR + Strength damage. | | 5: As (3), but the opponent is pushed back to medium range and if they fall prone they take (SR x 2) + Strength damage. | | +: Remove 1 recharge token from this card | | -: Add 1 recharge token from this card | | !: The target gains the Sluggish condition for (2). | | ?: Overbalanced: You gain the Exposed condition for (5-SR). | Might: Reduce the difficulty by | | 1 fortune: You may use the Offensive version of this card this action |
| Shove | | Recharge: (7-SR) | Fatigue: 1; | | Open, Might | | Prereq: Strength 4+, not encumbered | | Athletics (Str) vs Target Athletics (Str) | | If you are engaged with an opponent you may play this card. | | 1: you shove your opponent, inflicting 1 fatigue, and the opponent is pushed back becoming disengaged from you. | | 2: As (1), but the opponent is pushed back to close range and must make a Coordination check vs SR difficulty or fall prone and take SR + Strength damage. | | 3: As (2), but the opponent is pushed back to medium range and if they fall prone they take (SR x 2) + Strength damage. | | +: Recover 1 fatigue. | | -: Add 1 recharge token from this card | | !: The target gains the Sluggish condition for (2). | | ?: Overbalanced: You gain the Exposed condition for (5-SR). | Might: Reduce the difficulty by |
EditSidearm| Sidearm | | Open, Gear, Ranged, Device | | Uses: (SR x 10) | | You can carry up to two Sidearms. It requires a maneuver to draw, holster, or prime a Sidearm. | | You have a pistol or similar one handed ranged weapon that you can make Ranged attacks with at up to Medium range. Your Sidearm has a Damage Rating equal to SR and a Critical Rating equal to (6-SR). | | I.e., if you had SR 5 your Sidearm would have DR5 and CR1. | | Your Sidearm can be used in conjunction with the basic Ranged attack or a similar Stunt where noted. Attacks with Sidearms add the following result line: | | ?: Reload!: Your Sidearm needs to be reloaded; you must spend a Prepare maneuver before using it again. | Gear: When using your Sidearm to attack you may add to your dice pool. |
EditSpectacles| Spectacles | | Open, Gear, Passive, Device | | This card is always considered to be in play. | | You wear goggles, a visor, advanced contacts, or some other device that improves your vision. | | Spectacles is based on sight and cannot be used while blinded or otherwise rendered unable to see. | SR1: You offset up to penalties to Observation checks based on sight | | SR2: When you use the Observe action, remove 1 recharge token. | SR3: You add to Observation checks based on sight. | | SR4: When you use the Observe action, remove 1 additional recharge token. | | SR5: When you succeed with the Observe action, regain 1 Fortune. | | Gear: As above, and if you gain the Blinded condition remove (SRx2) # of counters before it takes effect; if no counters remain the condition has no effect and is removed from play. |
EditSpiky Bits| Spiky Bits | | Open, Device, Edged | | Your costume (or perhaps your skin) has various spikes, barbs, sharp edges, and so forth scattered around in various places. Your Spiky Bits have a Damage Rating equal to SR and a Critical Rating equal to (8-SR). Spiky Bits don't occupy your hands, and do not have to be readied. | | I.e., if you had SR 5 your Spiky Bits would have DR5 and CR3. | Spiky Bits can be used in Melee combat, and also cause anyone trying to grab you to add to their check, with a calamity indicating they suffer a Wound. | You can attack with your Spiky Bits using the Melee action or an equivalent Stunt where noted. Attacks with Spiky Bits add  to your dice pool, and add the following result lines: | | !: This attack gains Pierce (SR). | | ??: Ouch: You manage to injure yourself with your own Spiky Bits; you suffer 1 Wound. | | Permanent: if your Spiky Bits are permanent, they no longer count as devices but you can't take them off either. This is a Hindrance worth 1 advance. |
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. | | | | | | | | |
EditStable Footing| Stable Footing | | Recharge: 6 | | Open, Resist, React | | Resilience (To) | | Prereq: Toughness 4+, Resilience trained, Standing. | | If you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may play this card. | The opponent targeting you adds SR # of to their check. | | If you have Athletics trained, you may regain 1 fatigue. | | If you have Coordination trained, remove 1 recharge token. | | Resist: Recharge is (6-SR). | | | | | | | | | | | | |
EditStress Management| Stress Management | | Recharge: (6-SR) | | Open, Delay | | Prereq: Discipline trained | | Discipline (Wp) | | You may move one step closer to Defensive stance and play this card as an Action. | | 1: You regain SR stress. | | 3: You regain SR stress, and you have +1 DEF until the beginning of your next Turn. | | 5: As (3), and you regain 1 fortune. | | ! : Remove 1 counter from all malign conditions affecting you. | | | | | | | | |
EditStrong Footing| Strong Footing | | Recharge: 4 |  | | Open, Might, React | | Athletics (Str) | | Prereq: Strength 4+, Unencumbered and standing. | | If you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may play this card. | If you would be knocked back each movement maneuver amount of distance you would be knocked back adds to your dice pool. | Add SR # of to your dice pool | | 1: You slide back or buckle a little, but hold firm. You are not knocked back or prone or disengaged and suffer no ill effect contingent upon you doing so. | | 3: As (1), but you don't budge an inch. You may recover 1 fatigue or remove 1 recharge token from this card. | | +: Remove 1 recharge counter from this card; this may be used many times. | | -: You suffer 1 fatigue | Might: Waive the difficulty. |
EditSure Footing| Sure Footing | | Recharge: 4 |  | | Open, Brawl, React | | Coordination (Ag) | | Prereq: Coordination trained, Unencumbered and standing. | | If you would be knocked back or prone or forced to disengage by an effect described as pushing or shoving you back, you may play this card. | If you would be knocked back, each movement maneuver amount of distance you would be knocked back adds to your dice pool. | Add SR # of to your dice pool | | 1: You scramble a bit but you keep your feet. You are not knocked back or prone or disengaged and suffer no ill effect contingent upon you doing so. | | 2: As (1), and you end up in a good position. Remove 1 recharge token from this card. | | 5: As (1), but you look good doing it. Remove 2 recharge tokens from this card. A Grandstand may be appropriate depending on the situation. | | +: Remove 1 recharge token from this card; usable multiple times. | Brawl: Waive the difficulty. |
EditTEditTactical Shield| Tactical Shield | | Open, Gear, Device | | Prereq: Strength 3+ | | You have a sturdy combat shield that helps protect you from harm, while it is readied. | | The Tactical Shield is a device and thus can be targeted directly and broken via damage, but a Tactical Shield is particularly sturdy and has (12 + SR) Soak. A Tactical Shield can be disarmed. | | While the Tactical Shield is readied it occupies a hand but you have the following benefits. | | +1 DEF, +1 Soak | | Gear: SR2: +2 DEF, +1 Soak | | Gear: SR3: +3 DEF, +1 Soak | | Gear: SR4: +3 DEF, +2 Soak | | Gear: SR5: +3 DEF, +3 Soak |
EditThrow| Throw | | Recharge: 2 | Fatigue: 1,  * | | Open | | Prereq: Strength 4+, Athletics trained, not encumbered; Prepare | | Athletics (Str) | If you have a person grabbed or an item readied, you may play this card. If you have two hands free reduce the difficulty by . Additional or should be added to the difficulty if the thing being thrown is notably un-aerodynamic, heavy, or squirmy. You may aim the thing you are throwing at a target, in which case the check becomes opposed by the target's Def. | | 1: You throw the person or item up to SR # of movement maneuvers distance. The thrown subject takes Strength + 1 per movement maneuver thrown. If you aimed at a target, you hit and the target takes the same damage as the thrown subject. | | 3: As (1), but inflict SR + Strength + 1 per movement maneuver thrown. | | +: Recover 1 fatigue. | | -: -1 movement maneuver distance. | Might: Reduce difficulty by . |
EditUEditUltra-Accuracy| Ultra-Accuracy | | Recharge: 0 | | Stress: 2 | | Open, Archery, Ranged, React | | Prereq: Ranged Skill trained, Agility specialized. | | If a Ranged Skill check is required you may play this card. | | Do not roll the Ranged Skill check this is a reaction to. You are considered to have rolled SR # of successes and a serendipity for the required check. | | You may use this card once per session per SR. | | Ranged: regain 1 stress. | | Archery: You may use this card (SR + 1) times per session. |
EditUltra-Agility| Ultra-Agility | | Recharge: 0 | | Fatigue: 2 | | Open, Speed, React | | None | | Prereq: Agility8+, not strained or distressed | | When a Agility check is required, you may play this card instead. | | Do not roll a Agility check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Speed: regain 1 fatigue. |
EditUltra-Assault| Ultra-Assault | | Recharge: 0 | | Fatigue: 2 | | Open, Brawl, Melee, React | | Prereq: Melee Skill trained, Agility specialized. | | If a Melee Skill check is required you may play this card. | | Do not roll a Melee Skill check. You are considered to have rolled SR # of successes and a serendipity for the required check. | | You may use this card once per session per SR. | | Melee: regain 1 fatigue. | | Brawl: You may use this card (SR + 1) times per session. |
EditUltra-Fellowship| Ultra-Fellowship | | Recharge: 0 | | Stress: 2 | | Open, Beguile, React | | None | | Prereq: Fellowship 8+, not strained or distressed | | When a Fellowship check is required, you may play this card instead. | | Do not roll a Fellowship check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Beguile: regain 1 stress. |
EditUltra-Intelligence| Ultra-Intelligence | | Recharge: 0 | | Stress: 2 | | Open, Acuity, React | | None | | Prereq: Intelligence 8+, not strained or distressed | | When a Intelligence check is required, you may play this card instead. | | Do not roll a Intelligence check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Acuity: regain 1 stress. |
EditUltra-Strength| Ultra-Strength | | Recharge: 0 | | Fatigue: 2 | | Open, Might, React | | None | | Prereq: Strength 8+, not strained or distressed | | When a Strength check is required, you may play this card instead. | | Do not roll a Strength check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Might: regain 1 fatigue. |
EditUltra-Toughness| Ultra-Toughness | | Recharge: 0 | | Fatigue: 2 | | Open, Resist, React | | None | | Prereq: Toughness 8+, not strained or distressed | | When a Toughness check is required, you may play this card instead. | | Do not roll a Toughness check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Resist: regain 1 fatigue. |
EditUltra-Willpower| Ultra-Willpower | | Recharge: 0 | | Stress: 2 | | Open, Ego, React | | None | | Prereq: Willpower 8+, not strained or distressed | | When a Willpower check is required, you may play this card instead. | | Do not roll a Willpower check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Ego: regain 1 stress. |
EditUnbeatable Speed
| Unbeatable Speed | | Recharge: 4 | | Fatigue: 1 | | Open, Speed, React | | Prereq: Agility 8+, not encumbered | | None | | If you are required to make an opposed Agility check, you may play this card. | Add SR # of to your check. | | Speed: Remove 2 recharge tokens from this card. |
| Unbeatable Speed | | Recharge: 4 | | Fatigue: 1 | | Open, Speed, React | | Prereq: Agility 8+, not encumbered | | None | | If you are required to make an opposed Agility check, you may play this card. | Add SR # of to your check. | | Speed: Remove 2 recharge tokens from this card. |
EditUndismayed| Undismayed | | Recharge: 4 | | Stress: 1 | | Open, Beguile, React | | Prereq: Fellowship 4+ | | None | | If you are targeted by an effect that can reduce your morale or frighten you, you may play this card. | The attacker adds SR # of to their dice pool. | Beguile: regain 1 stress; add an additional to the attacker's dice pool. | | Stress 1: Remove 1 recharge counter from this card; this may be used many times. |
EditUnconvinced| Unconvinced | | Recharge: 4 | | Stress: 1 | | Open, Acuity, React | | Prereq: Intelligence 4+ | | None | | If you are targeted by an effect that can deceive or trick you, you may play this card. | The attacker adds SR # of to their dice pool. | Acuity: regain 1 stress; add an additional to the attacker's dice pool. | | Stress 1: Remove 1 recharge counter from this card; this may be used many times. |
EditUnfazed| Unfazed | | Recharge: 4 | | Stress: 1 | | Open, React | | Prereq: Willpower 4+ | | None | | If you are targeted by an effect that can affect your mind, you may play this card. | The attacker adds SR # of to their dice pool. | | Stress 1: Remove 1 recharge counter from this card; this may be used many times. |
EditUnhindered| Unhindered | | Recharge: 4 | | Fatigue: 1 | | Open, Speed, React | | Prereq: Agility 4+ | | None | | If you are targeted by an effect that can impede your movement or maneuvers, you may play this card. | The attacker adds SR # of to their dice pool. | Speed: regain 1 fatigue; add an additional to the attacker's dice pool. | | Fatigue 1: Remove 1 recharge counter from this card; this may be used many times. |
EditUnmoved| Unmoved | | Recharge: 4 | | Fatigue: 1 | | Open, Resist, React | | Prereq: Toughness 4+ | | None | | If you are targeted by an effect that can knock you back, knock you prone, or force you to disengage from an opponent, you may play this card. | The attacker adds SR # of to their dice pool. | Resist: regain 1 fatigue; add an additional to the attacker's dice pool. | | Fatigue 1: Remove 1 recharge counter from this card; this may be used many times. |
EditUnrestrained| Unrestrained | | Recharge: (7-SR) | | Fatigue: 1 | | Open, Might, React | | Prereq: Strength 4+ | | None | | If you are targeted by an effect that attempts to grab or entangle you, you may play this card. | The attacker adds SR # of to their dice pool. | | At any time you may suffer 1 fatigue to remove 1 recharge token from this card; this may be used many times. Return this card to your hand when there are no more recharge tokens remaining; it may be played again immediately if the criteria is met. | Might: regain 1 fatigue; add an additional to the attacker's dice pool. |
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