Dramadeck Backs
Dramadeck Backs
A
C
Standard: H — V Fatigued
Dramatic: V — H Fatigued
MANEUVER/TRICK 1
YOU SPOT A WEAKNESS!
A
B
D
Standard: V Stymied H —
Dramatic: H Surge V —
MANEUVER / TAUNT 2
YOU’RE THROWN BACK!
A
B
Standard: H — V Flurry
Dramatic: V — H Surge
TAUNT / TRICK 3
YOU SEEK AN ADVANTAGE!
A
C
Standard: V — H Surge
Dramatic: H Fatigued V —
MANEUVER / TRICK 4
THEY HESITATE!
A
D
Standard: H — V Fatigued
Dramatic: V Fatigued H —
TRICK 5
THEY REGROUP!
A
B
C
Standard: H — V Inspiration
Dramatic: V Inspiration H —
TAUNT 6
THEY STRIKE!
B
C
Standard: V — H Fatigued
Dramatic: H — V Up
MANEUVER 7
THE GOING GETS TOUGH!
B
D
Standard: V Inspiration H —
Dramatic: H Surge V —
INTIMIDATE 8
THAT OLD CHESTNUT?
B
C
Standard: H — V Fatigued
Dramatic: V — H Surge
TAUNT / TRICK 9
I’M NOT THROUGH YET!
COMPLICATION
Standard: V — H Inspiration
Dramatic: H Stymied V —
ANY 10
YOU WARILY ENGAGE!
A
B
Standard: H Fatigued V —
Dramatic: V Fatigued H —
ATTACK / DEFEND 11
THE PACE QUICKENS!
A
B
C
D
Standard: V — H Up
Dramatic: H — V Flurry
ANY MULTI-ACTION 12
OVER THE TOP!
A
D
Standard: H Up V —
Dramatic: V Fatigued H —
INTIMIDATE / TAUNT 13
NOT LIKE THIS!
A
B
C
Standard: V Setback H —
Dramatic: H Fatigued V —
INTIMIDATE / MANEUVER 14
LOOK OUT!
POSSIBLE
SETBACK
Standard: H Surge V —
Dramatic: V — H Confused
ATTACK 15
ALWAYS THE HARD WAY!
PROBLEM
CRITICAL
Standard: V — H —
Dramatic: H Inspiration V —
ANY MULTI-ACTION 16
YOU CAN’T STOP ME!
A
B
D
Standard: H — V Fatigued
Dramatic: V — H Confused
INTIMIDATE / TRICK 17
INTO THE FIRE!
A
B
Standard: V — H Flurry
Dramatic: H Surge V —
INTIMIDATE / TAUNT 18
TIME FOR ACTION!
A
C
Standard: H — V —
Dramatic: V — H Flurry
ATTACK / TRICK 19
HERE THEY COME!
A
D
Standard: V — H —
Dramatic: H — V Flurry
INTIMIDATE / MANEUVER 20
THEY’RE ON THE RUN!
A
B
C
D
Standard: H Up V —
Dramatic: H — V Setback
INTIMIDATE 21
COMEBACK!
A
B
C
Standard: H Inspiration V —
Dramatic: H — V —
ANY 22
CLOSER TO VICTORY!
A
B
D
Standard: H — V Setback
Dramatic: H — V —
MANEUVER 23
YOU TAKE IT TO THEM!
A
B
C
D
Standard: H — V —
Dramatic: H — V Setback
ATTACK / MANEUVER 24
BREAKTHROUGH!
A
B
C
D
Standard: H Flurry V —
Dramatic: H Up V —
TAUNT 25
CURSES!
A
B
D
Standard: H — V Fatigued
Dramatic: H — V Stymied
INTIMIDATE / TRICK 26
REVERSAL!
A
B
Standard: H — V Fatigued
Dramatic: H Inspiration V —
MANEUVER / TAUNT 27
LET ‘EM HAVE IT!
A
B
C
Standard: H — V —
Dramatic: H Flurry V —
ATTACK / INTIMIDATE 28
LUCKY BREAK!
A
D
Standard: H — V Stymied
Dramatic: H Inspiration V —
ATTACK / TAUNT 29
SHOWDOWN!
A
B
Standard: H Flurry V —
Dramatic: H — V —
TRICK 30
YOU GIVE UP GROUND!
B
D
Standard: V — H Fatigued
Dramatic: V — H Surge
DEFEND 31
YOU’RE DRIVEN BACK!
A
C
Standard: V — H Surge
Dramatic: V Inspiration H —
DEFEND / MANEUVER 32
I HAVE YOU NOW!
COMPLICATION
Standard: V — H —
Dramatic: V — H Stymied
DEFEND / TAUNT 33
THE BATTLE IS MINE!
B
C
Standard: V — H Setback
Dramatic: V Inspiration H —
DEFEND / TRICK 34
I SHALL TRIUMPH!
B
D
Standard: V — H —
Dramatic: V Up H —
DEFEND 35
TORG!
POSSIBLE
SETBACK
Standard: V — H Stymied
Dramatic: V — H Confused
DEFEND / TAUNT 36
OH NO!
B
C
Standard: V — H Surge
Dramatic: V Up H —
DEFEND / INTIMIDATE 37
RUN AWAY!
B
D
Standard: V Up H —
Dramatic: V Inspiration H —
DEFEND / MANEUVER 38
WHEN SUDDENLY...
A
B
Standard: V — H Confused
Dramatic: V — H Setback
DEFEND / INTIMIDATE 39
UH OH!
PROBLEM
CRITICAL
Standard: V — H Setback
Dramatic: V — H Setback
DEFEND / TRICK 40
ADRENALINE
Add +3 to your Dexterity, Strength,
or related skill total. Adrenaline may
be played after determining the
success level of the test.
1
ADRENALINE
Add +3 to your Dexterity, Strength,
or related skill total. Adrenaline may
be played after determining the
success level of the test.
2
ADRENALINE
Add +3 to your Dexterity, Strength,
or related skill total. Adrenaline may
be played after determining the
success level of the test.
3
ADRENALINE
Add +3 to your Dexterity, Strength,
or related skill total. Adrenaline may
be played after determining the
success level of the test.
4
WILLPOWER
Add +3 to your Charisma, Mind, Spirit,
or related skill total. Willpower may
be played after determining the
success level of the test.
5
WILLPOWER
Add +3 to your Charisma, Mind, Spirit,
or related skill total. Willpower may
be played after determining the
success level of the test.
6
WILLPOWER
Add +3 to your Charisma, Mind, Spirit,
or related skill total. Willpower may
be played after determining the
success level of the test.
7
WILLPOWER
Add +3 to your Charisma, Mind, Spirit,
or related skill total. Willpower may
be played after determining the
success level of the test.
8
ALERTNESS
You notice an otherwise unseen
item, clue, or event. Alertness may
be played out of your hand at the
start of an ambush to prevent the
heroes from being surprised.
9
ALERTNESS
You notice an otherwise unseen
item, clue, or event. Alertness may
be played out of your hand at the
start of an ambush to prevent the
heroes from being surprised.
10
MARTYR
Play this card to achieve a significant
goal. Your character perishes in the
process. Alternatively, discard for a
Possibility and draw a new card.
11
ACTION
Add +3 to the total of your test. Action
may be played after determining
the success level of the test.
12
ACTION
Add +3 to the total of your test. Action
may be played after determining
the success level of the test.
13
ACTION
Add +3 to the total of your test. Action
may be played after determining
the success level of the test.
14
ACTION
Add +3 to the total of your test. Action
may be played after determining
the success level of the test.
15
FLURRY
Your character gets an additional turn
this round, after every hero has acted.
A character may not benefit from
more than one Flurry each round,
either as a Destiny card or from the
Conflict Line of the Drama Deck.
16
FLURRY
Your character gets an additional turn
this round, after every hero has acted.
A character may not benefit from
more than one Flurry each round,
either as a Destiny card or from the
Conflict Line of the Drama Deck.
17
MASTER PLAN
Pick up any Destiny card just
played or discarded in exchange
for this one. The recovered card
may either replace Master Plan in
your Action Pool or go straight
into your hand. You may play
the new card immediately.
18
MASTER PLAN
Pick up any Destiny card just
played or discarded in exchange
for this one. The recovered card
may either replace Master Plan in
your Action Pool or go straight
into your hand. You may play
the new card immediately.
19
INSPIRE
Play to give all Storm Knights
their choice of 1 Possibility, a
draw from the Destiny Deck, or
they can recover 3 Shock.
20
SEIZE INITIATIVE
Play at the beginning of the round
to keep the current Drama card for
another round, or flip a new one after
the card for this round is revealed.
21
SEIZE INITIATIVE
Play at the beginning of the round
to keep the current Drama card for
another round, or flip a new one after
the card for this round is revealed.
22
HERO
Play this card as a Possibility. You
may not spend more than one
Hero card per test, but you may
spend it in addition to regular
Possibilities and a Drama Card.
23
HERO
Play this card as a Possibility. You
may not spend more than one
Hero card per test, but you may
spend it in addition to regular
Possibilities and a Drama Card.
24
HERO
Play this card as a Possibility. You
may not spend more than one
Hero card per test, but you may
spend it in addition to regular
Possibilities and a Drama Card.
25
HERO
Play this card as a Possibility. You
may not spend more than one
Hero card per test, but you may
spend it in addition to regular
Possibilities and a Drama Card.
26
OPPONENT FAILS
Play after an opponent has
successfully completed a
test. The test fails. If this is a
contest, reverse the results.
27
OPPONENT FAILS
Play after an opponent has
successfully completed a
test. The test fails. If this is a
contest, reverse the results.
28
RALLY
All players may discard as
many cards as they wish from
their hands. Players may then
immediately refill their hands.
29
SECOND CHANCE
Immediately reattempt any
action. The new test takes the
place of the failed one. This may
be played after a Mishap, negating
any effects before they occur.
30
SECOND CHANCE
Immediately reattempt any
action. The new test takes the
place of the failed one. This may
be played after a Mishap, negating
any effects before they occur.
31
SECOND CHANCE
Immediately reattempt any
action. The new test takes the
place of the failed one. This may
be played after a Mishap, negating
any effects before they occur.
32
CONNECTION
Your hero knows someone in
the area who can lend aid.
33
IDEA
Gain a clue or insight indicating
the next course of action your
hero should take, or play to
make the Approved Action
of the Drama Deck “Any.”
34
ATTUNED
Play to draw a Cosm Card.
35
GLORY
Play after a die roll of 60+ to refill all
the Ords in a zone with Possibility
Energy. All player characters
immediately receive one Possibility
and draw a Destiny Card. Hand
size is increased by one until the
end of the next act. Only one Glory
card may be played per die roll.
36
GLORY
Play after a die roll of 60+ to refill all
the Ords in a zone with Possibility
Energy. All player characters
immediately receive one Possibility
and draw a Destiny Card. Hand
size is increased by one until the
end of the next act. Only one Glory
card may be played per die roll.
37
GLORY
Play after a die roll of 60+ to refill all
the Ords in a zone with Possibility
Energy. All player characters
immediately receive one Possibility
and draw a Destiny Card. Hand
size is increased by one until the
end of the next act. Only one Glory
card may be played per die roll.
38
GLORY
Play after a die roll of 60+ to refill all
the Ords in a zone with Possibility
Energy. All player characters
immediately receive one Possibility
and draw a Destiny Card. Hand
size is increased by one until the
end of the next act. Only one Glory
card may be played per die roll.
39
COUP DE GRACE
Play to add a bonus die to the damage
of your successful attack. May be
played after rolling other bonus
dice (including other Coup De Grace
cards) and seeing the results.
40
COUP DE GRACE
Play to add a bonus die to the damage
of your successful attack. May be
played after rolling other bonus
dice (including other Coup De Grace
cards) and seeing the results.
41
COUP DE GRACE
Play to add a bonus die to the damage
of your successful attack. May be
played after rolling other bonus
dice (including other Coup De Grace
cards) and seeing the results.
42
COUP DE GRACE
Play to add a bonus die to the damage
of your successful attack. May be
played after rolling other bonus
dice (including other Coup De Grace
cards) and seeing the results.
43
ROMANCE
Play to encourage an amorous
relationship between your character
and a nonplayer character. Gain
three Possibilities. You may spend
Possibilities for this character.
Alternatively, discard for a
Possibility and draw a new card.
44
NEMESIS
Play to make a particular reality-
rated character a personal enemy
of your Storm Knight. You and
the foe both gain 3 Possibilities.
Alternatively, discard for a
Possibility and draw a new card.
45
DRAMA
Play this card as a Possibility. You
may not spend more than one
Drama card per test, but you may
spend it in addition to regular
Possibilities and a Hero Card.
46
DRAMA
Play this card as a Possibility. You
may not spend more than one
Drama card per test, but you may
spend it in addition to regular
Possibilities and a Hero Card.
47
DRAMA
Play this card as a Possibility. You
may not spend more than one
Drama card per test, but you may
spend it in addition to regular
Possibilities and a Hero Card.
48
DRAMA
Play this card as a Possibility. You
may not spend more than one
Drama card per test, but you may
spend it in addition to regular
Possibilities and a Hero Card.
49
LEADERSHIP
Play to place two cards into
other characters’ card pools
directly from your hand or pool.
Immediately refill your hand.
50
LEADERSHIP
Play to place two cards into
other characters’ card pools
directly from your hand or pool.
Immediately refill your hand.
51
SUPPORTER
Play to add +3 to any other
character’s total. Supporter may
be played after determining the
success level of the test.
52
SUPPORTER
Play to add +3 to any other
character’s total. Supporter may
be played after determining the
success level of the test.
53
SUPPORTER
Play to add +3 to any other
character’s total. Supporter may
be played after determining the
success level of the test.
54
SUPPORTER
Play to add +3 to any other
character’s total. Supporter may
be played after determining the
success level of the test.
55
SECOND WIND
Play to recover 5 Shock.
56
SECOND WIND
Play to recover 5 Shock.
57
TRANSFER
Play to give any number of your
Possibilities to other Storm Knights.
58
REALITY SURGE
When played, the character’s
axioms and World Laws are in
effect for him as if he were in a
Mixed Zone for the remainder of
the scene. This only affects the
character and any items he’s using.
59
MAELSTROM
Until the end of the Heroes’ next
turn, no one may spend Possibilities
or use abilities from Eternity
Shards or Darkness Devices—
including travel via dimthread.
60
LOOK WHAT I FOUND!
1
FACE ME!
2
TRAP!
5
WANDERING MONSTER
Aggressive opponents happen into
the area and attack. A dragon swoops
down from above, a war band of
wights burst up from below, or some
vile creature is just passing through.
All participating Storm Knights gain
one to three Possibilities after
the battle, depending on the
strength of the attackers.
6
FICKLE MAGIC
Play immediately when drawn. The
first player character who rolls a Mishap
while casting a spell has the opposite of
the intended effect instead (GM’s call).
All Storm Knights gain one
Possibility once the effect triggers. If
there are no spellcasters in the party
draw a new Cosm card.
7
LOOT THE BODY!
8
MANA SURGE
9
FINDERS KEEPERS
10
SPURRED ON!
1
KEEP FIGHTING
Play when any character must
test Defeat. She automatically
receives an Outstanding result
without a roll. She may say a few
encouraging words before being
KO’ed.
All Storm Knights gain one
Possibility from her heroic
sentiment.
2
ROUSING SPEECH
3
THE LAW OF HOPE
4
WELCOME TO OUR WORLD!
5
ESCALATION!
7
SEIZE THE DAY
8
GO FOR BROKE
9
LUCKY BREAK
10
GOD IN THE MACHINE
2
CONJUNCTION
1
THE LAW OF DECAY
The heroes’ gear falls apart, is ruined,
or lost. Each character must lose
something valuable, such as all the
ammo for one gun, a weapon, his
armor, or some other important
equipment. Each Storm Knight gains
one to three Possibilities depending
on the value of the loss (GM’s
call).
2
THE BEST DEFENSE
3
SURVIVAL OF THE FITTEST
4
PERILS OF THE LIVING LAND
7
PRIMAL INSTINCTS
1
IN THE CROSSFIRE
2
CAPTURED!
3
ROUND TWO!
Play during any encounter. Heroes
recover all Shock, but a new twist is
added for the rest of the encounter
(a storm, a fire, etc). When any
Dilemma appears on the Drama Card,
all characters (including villains)
must make an appropriate roll
(dodge if falling rocks, Strength if
resisting smoke, etc) or suffer a
4 Wound.
SUDDENLY...
Random violence erupts as a crew
of villainous henchmen rampage
through the area. The attack may be
related to a larger plot or a complete
coincidence.
All players gain one to three
Possibilities once the villains are
stopped, depending on the
strength of the foes.
5
DRAMATIC REVEAL
A villain reveals some dramatic
secret or advantage over your hero,
such as a captured loved one, that
he’s a blood relative, or some other
sinister secret. Your hero suffers a
–4 penalty to all tests when acting
directly against this villain for the
rest of the scene. Gain two
Possibilities.
6
TEMPORARY REPRIEVE
8
INEVITABLE RETURN
9
THE LAW OF ACTION
10
DAMNED
1
TEMPTATION
2
OMINOUS PORTENTS
The party happens upon a grisly
discovery or sees a dark omen of
some kind. For the rest of the scene
(or the next if the GM feels this is too
near the end of the current scene),
die rolls from Possibilities stand
as rolled (they aren’t at least a 10).
All Storm Knights gain three
Possibilities.
3
JUMP SCARE
4
MARKED FOR DEATH
5
SUNSET?!
6
SINISTER SECRETS
7
UNHOLY INTEREST
Play on a villain. He or she takes a
special interest in your hero and does
everything possible not to cause her
permanent harm. This might be a
romantic connection or a brotherly
kinship. This ends only when the
fiend perishes. Make a Corruption
test once per scene when the
villain is encountered.
8
MARK OF TERROR
9
LIGHTS OUT!
1
BLOODBATH
2
FEUD!
Someone is out to get your hero. A
nondescript bystander might recognize
him for some past misdeed or a vengeful
foe might stalk him from the shadows.
The foe might attempt an ambush,
frame him for some crime or offense, or
simply tarnish his reputation.
Gain one to three Possibilities
depending on the strength of the
3 foe (GM’s call).
MUTATION
4
OUTBREAK
6
IS THAT A BITE?
Play when in a public place and not
in combat. A Kanawa patrol arrives
and attempts to take in anyone who
is wounded, sick, or may have been
exposed to infection. This applies
to the heroes, allies, and random
bystanders.
All Storm Knights gain one
Possibility.
7
YOU DON’T LOOK SO GOOD
10
LOOKS LIKE TROUBLE
2
SCOURGE
3
IRRADIATED
4
CYBERPSYCHOSIS
Play immediately when drawn.
Player characters with Occultech
suffer 2 Shock every time a Dilemma
appears on the Drama card for the
remainder of the act.
All Storm Knights with Occultech
gain two Possibilities. If no
characters have Occultech
discard this and draw a new
5 Cosm card.
KNEEL!
6
YOU WORK FOR ME NOW
7
ENRAGED
Play on any character with
Cyberware or Occultech. She suffers
an outburst of cyberpsychosis for
the remainder of the scene. She
adds +1BD to damage results, but
on a Mishap, a random target is hit
instead.
Alternatively, discard this card
and draw a new one.
8
SALVAGE!
9
TORTUROUS VISIONS
Play immediately when drawn. The
party experiences psychic flashes of
grim potential futures. For the rest of
the act, if Fatigue appears on the Conflict
line the characters are also Stymied, and
psionicists are Very Stymied.
All Storm Knights gain one Possibility, or
two if they have the Psionics Perk.
10