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Dramadeck Backs

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0% found this document useful (0 votes)
118 views180 pages

Dramadeck Backs

Uploaded by

Anon yms
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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YOU TRY TO OUTFLANK!

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.

”We’re in the Living Land.


Roll with it. Get savage.”
—Aidan McAllister

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!

Play after your hero or an ally


opens a container or searches a
fallen foe. An item from the Magic
Treasure Table (see Torg Eternity)
is found along with other goods or
belongings.

1
FACE ME!

Play on a reality-rated foe. His attacks


against your character are Favored
for the rest of the scene.
Gain Possibilities equal to his
remaining Wounds.

2
TRAP!

A deadly trap or hazard appears


somewhere in this act. It affects one
of the party randomly, and deals
1BD Wounds. These wounds may be
soaked normally.
Gain three Possibilities after the
trap is resolved.
3
COURTLY INTRIGUE

The party is the target of nasty


rumors. Nonplayer characters react
negatively or are outright hostile,
and persuasion rolls suffer a –4
penalty until the group plays a Glory
card or otherwise dispels the rumors.
All Storm Knights gain two
Possibilities.
4
COURTLY ROMANCE

Present a gift, recite a poem, sing


a song, or otherwise make a public
declaration of amorous intent to a
potential or current love interest.
Gain two Possibilities.

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!

Play after your hero or an ally


opens a container or searches a
fallen foe. An item from the Magic
Treasure Table (see Torg Eternity)
is found along with other goods or
belongings.

8
MANA SURGE

Magical energies are abundant,


perhaps due to ley lines, an astral
conjunction, or a vortex of power.
Magical skills become Favored for
the next three rounds.

9
FINDERS KEEPERS

Play on a reality-rated foe at the


beginning of a combat. The foe is
armed with a random item from Magic
Treasure Table (see Torg Eternity).
All Storm Knights gain one
Possibility.

10
SPURRED ON!

Play when any hero is KO’ed


or defeated. All other Storm Knights
are Up on their next turn.

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

Make a short speech designed


to inspire allies. If played during
combat the speech is a simple action.
The speaker and everyone who can
hear her gains two Possibilities.

3
THE LAW OF HOPE

Play at any time. Any Storm Knight


who wishes may immediately refresh
his Possibilities.

4
WELCOME TO OUR WORLD!

Play on a reality-rated foe. The


target must make an immediate Near
Impossible (DN 20) reality roll or be
disconnected.

5
ESCALATION!

Play at any time during an


encounter. Enemy reinforcements
arrive, including a reality-rated foe.
All Storm Knights gain one to three
Possibilities after the adversaries
are dealt with, depending on the
strength of the forces who
appeared.
6
THERE’S ALWAYS HOPE

All tests related to a Dramatic Skill


Resolution are Favored for the rest of
the scene.

7
SEIZE THE DAY

Play when a new Drama card is


revealed. Swap the Conflict lines for
the Heroes and Villains (including
Initiative).

8
GO FOR BROKE

All Storm Knights may ignore up to 4


points of penalties this round for any
and all actions.

9
LUCKY BREAK

Play to negate all Wounds and Shock


from a single attack.

10
GOD IN THE MACHINE

Play when using technology


connected to the GodNet (most
machines in the Cyberpapacy, even
appliances). The interaction may
draw the authorities.
The Storm Knights gain one to three
Possibilities based on the severity
of the response (GM’s call).
1
LA RESISTANCE!

The Resistance comes to the heroes’


aid. This might bring allies to a
fight, distract Church Police from
pursuing the Storm Knights, or
provide information, items, or other
resources to the team.

2
CONJUNCTION

Strong magical energy resonates


through the area for the remainder
of this scene. The Law of Heretical
Magic is negated.
If there are no spellcasters in the
group discard and draw a new
Cosm card.
3
HERETICAL MAGIC
Play immediately when drawn. The
first player character who rolls a
Mishap while casting a spell summons
a minor demon (see Torg Eternity).
All Storm Knights gain two
Possibilities after the demon is
defeated. If there are no spellcasters
in the group discard and draw a
new Cosm card.
4
MALRAUX’S WRATH

Play when your hero or an ally fails a


casting test with magic or miracles.
The caster suffers 4 Shock instead of
the usual 2. All other allies within 20
meters suffer 2 Shock.
All those affected gain one
Possibility.
5
HEIGHTENED PARANOIA
Play in a populated area.
The people there are on high
alert. Intimidation, persuasion,
and streetwise tests are Hard (–4) until
a Glory card is played in that area.
A Mishap when using any of these
skills alerts the Church Police.
All player characters gain one
Possibility.
6
DENOUNCED
A nonplayer character is mistrustful
of another player character. He
watches closely and is suspicious
of everything. Unless convinced
otherwise by the end of the scene, he
betrays, denounces, or reports the
accused.
Your hero and the targeted
Storm Knight gain two
7 Possibilities.
WANTED
Play after committing a crime
against the Cyberchurch (including
battle against Church forces). The
Church Police send a strike team to
attack sometime this act.
All Storm Knights involved gain one to
three Possibilities after the strike team
is repulsed, depending on the
strength of the strike team.
8
MANDATORY UPGRADE

An ill-timed upgrade or glitch


causes a piece of Tech 26 technology
to malfunction and fail for the
remainder of the scene.
If the item belonged to an ally, your
Storm Knight and the target gain one
to three Possibilities based on the
severity of the loss (GM’s call).
9
RAGE
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.
10
DINO ATTACK!

Creatures of the Living Land attack


sometime this act.
All Storm Knights gain one to three
Possibilities once the beasts are
repulsed, depending on the strength
of the attack.

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

Tests for Active Defense don’t


generate a minimum +1 bonus for
the remainder of the battle.
All Storm Knights gain one
Possibility.

3
SURVIVAL OF THE FITTEST

All allies ignore Wound penalties


when making skill or attribute totals
for the remainder of the battle.

4
PERILS OF THE LIVING LAND

Play when traveling the Living


Land. The party must negotiate
a dangerous obstacle such as a
massive waterfall they must climb,
a raging river they must swim, etc.
All Storm Knights gain one to three
Possibilities once the obstacle is
overcome, based on the danger
introduced (GM’s call).
5
THE DEEP MIST

Play when traveling the Living Land.


Your group becomes lost in the Deep
Mist, taking three times longer to
reach its destination and meeting
additional encounters or obstacles.
All Storm Knights gain one to
three Possibilities based on the
complications this causes.
6
THE LAW OF LIFE

You and the group find a restful


site with plentiful food and drink.
Everyone heals one Wound. All
Storm Knights gain one Possibility.

7
PRIMAL INSTINCTS

The Storm Knights embrace the


primal allure of the Living Land.
Clothing rips in the most flattering
way and passions are greatly
amplified during the next lull in the
action. Storm Knights who have an
amorous encounter gain two
Possibilities.
8
LOST TREASURE

You uncover a forgotten treasure,


item, or artifact. It might be ammo
for your firearm, a couple of
grenades, sealed MREs, a weapon,
a lost object of art, or even a tank
with a few working rounds. Work
with the GM to come up with a
suitable item.
9
THE LAW OF DECAY
The heroes’ gear falls apart, is
ruined, or lost. Each player 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).
10
PARTING SHOT

The opponent may take one


immediate action and then escape.
All Storm Knights gain two
Possibilities. The villain may not
reappear until next scene.

1
IN THE CROSSFIRE

Play during any battle to add +1BD


innocent bystanders to the area.
These individuals need saving (more
than most other civilians).
A character gains one Possibility for
each innocent he rescued.

2
CAPTURED!

Play when any Storm Knight is slain.


He is instead KO’ed, captured, and
immediately taken from the area by
his foes. Any allies who perish in this
scene share a similar fate.

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

Play at any time to avert a


catastrophe, including failing a
Dramatic Skill Resolution. Any
combat ends and the villains
withdraw, allowing the heroes time
to recover Shock before the situation
resumes or an alternative
problem arises.
7
TRIUMPHANT BOAST

Play when face to face with a villain.


The villain must explain his scheme
in some detail. If the villain isn’t in
charge, he explains who is and what
he knows of any master plan.

8
INEVITABLE RETURN

Play to bring any deceased character


immediately back to life. Where
or how she reappears is up to the
GM. All Storm Knights gain two
Possibilities if this card is used to
restore a villain.

9
THE LAW OF ACTION

All Storm Knights may immediately


play two Destiny cards into their
Action Pool.

10
DAMNED

Take one to three Possibilities from


another player character. Make a
Corruption Test at a penalty equal to
the number of Possibilities taken.

1
TEMPTATION

Play to make any one skill Favored


for the remainder of the scene. Make
a Corruption test.

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

The GM rolls a die. Odd, the scare


was merely a frightened cat or other
harmless trigger. Even, the threat
is real and some insidious thing
attacks! All Storm Knights gain one
Possibility.

4
MARKED FOR DEATH

Play as your hero suffers one or more


Wounds. The injury is completely
negated, but you may not Soak
further Wounds or Shock this scene.
Shock and Wounds may be recovered
by other means normally.

5
SUNSET?!

Play when traveling to some sinister


destination. Due to delays, strange
weather, storms, etc, it is dusk or
otherwise dark when the party
arrives. All Storm Knights gain two
Possibilities.

6
SINISTER SECRETS

Play to gain all the information


available on some foe, mystery, or
secret. Make a Corruption test.

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

Play after witnessing some horrible


event or creature. Your character
gains a physical mark, such as a
white streak in his hair, a strangely
intense stare, or some other tell. Gain
one Possibility.

9
LIGHTS OUT!

All light sources in the area are


extinguished. This may only be
played in combat and when it
matters; it has no effect in broad
daylight, for example.
All Storm Knights gain one
Possibility.
10
VENGEANCE IS MINE

Play on a reality-rated foe. He may


not Soak Wounds caused by your
character for the next three rounds.

1
BLOODBATH

A whirlwind of shots, blows, slashes


or other attacks causes 2 Shock
to every non reality-rated foe in a
combat encounter.

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

Play when encountering infected


creatures, such as jiangshi. One of
them mutates into a more powerful
monster. All Storm Knights gain one
Possibility.

4
OUTBREAK

Play at any time. A rampaging horde


of infected appear and are headed
your way.
All Storm Knights gain one to three
Possibilities after they deal with the
creatures, depending on the size of
the horde.
5
FISTS OF FURY

For the remainder of the


scene, unarmed combat is a Favored
skill for all player characters.

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

Play immediately when drawn. Your


Storm Knight shows symptoms of
possible infection. You do not roll
again on 10s until the end of the act.
If your hero perishes during this time
he rises soon after as a jiangshi.
Gain three Possibilities.
8
SOLD OUT
Play immediately when drawn. Your
hero will be betrayed by a nonplayer
character he considers an ally this
adventure.
Gain one to three Possibilities
depending on the severity of the
betrayal (GM’s call). All other
Storm Knights in the party gain
one Possibility.
9
HARDBOILED

Play while taking a Recovery. Your


Storm Knight stares at his foes,
wipes the blood from his mouth, and
signals that he’s not done yet.
All foes are Very Stymied.

10
LOOKS LIKE TROUBLE

Hostile characters or creatures head


your way looking for trouble. They
might be thralls, raiders, or horrific
aberrations.
All Storm Knights gain one to three
Possibilities once the enemies are
dealt with, depending on the
strength of the foes.
1
SUPREMACY

Play against a reality-rated foe.


For the rest of the Scene, your
attacks against him add +1BD. The
effect ends if the foe manages to
successfully uses intimidation against
your character.

2
SCOURGE

Play on the first round of a combat.


All combatants (enemies and allies)
add twice their Wound penalties
to melee weapons or unarmed
combat damage results for the
remainder of the fight. This stacks
with other similar abilities.

3
IRRADIATED

Your character is subjected to a


temporary but powerful dose of
occult radiation. He suffers 1 Wound
that cannot be healed until the end
of the act.
Gain three Possibilities.

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!

Play at any time. For the rest of the


scene, intimidation is Favored.

6
YOU WORK FOR ME NOW

Play on any Ord your character


has successfully intimidated. The
Ord becomes your lackey for the
remainder of the act.

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!

Make a Charisma or streetwise test.


Gain an item of that value or less.
The item is found in the ruins, traded
from the black market, etc.

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

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