NEW CARDS

 

157: Survival

The Will of Lanala!
 
(Fully described in WEG's Infiniverse #11)
 
+3 bonus to any action which avoids danger or ovecomes environment; plus
second chance if played in Living Land.

S: V    ---            H    Life Rage*
D: H   ---            V    Life Rage*
Act: Attack/Maneuver

Skill ABD

*Life Rage: Provides an up result to any character from the Living Land
which is directed toward the use of "dead tools."
 
 
 
 

158: Hero Fails

The pace quickens!

(Fully described in WEG's Infiniverse #13)

If played, the gamemaster may negate one of your character's successful actions,
but you gain three possibilities at the end of the adventure. Set this card out
facing the gamemaster.

S: H   Danger*     V    ---
D: V   Trick/Test   H    Danger*
Act: Any Multi-Action

Skill COMPLICATION

*Danger: Represents a complication in effect for only this round, giving -3
penalty to all Dexterity and Strength actions for that round. Affects both sides.
Due to the Law of Drama, Terran characters receive -5 penalty instead.
 
 
 
 

159: Research

Run Away!

(Fully described in WEG's Infiniverse #15)

The gamemaster supplies needed, but unexpected, clues to a mystery when
this card has been played down.

S: V    Test          H    Flee*
D: H   ---             V    Breaks
Act: Maneuver/Trick

Skill ABCD

*Flee: Something goes horribly wrong, and characters are forced to flee, for
this round only. Gamemaster gives +3 to any actions which are honest attempts
to flee. Orrorsh characters are given +5 instead.
 
 
 
 

160: The Quest

When suddenly...

(Fully described in WEG's Infiniverse #17)

Subplot. Character is offered a chance to embark on a quest, may turn this in
for a possibility.

S: H    Setback*    V    Setback*
D: V    Up              H   Fatigued
Act: Attack/Defend

Skill CRITICAL PROBLEM

*Dual Setback: Something occurs which adversely affects both parties equally.

 
 
 

161: Deadly Blow

"Finish Him!"

Character gets +5 to unarmed combat or melee attack. Characters using martial
arts gain an entire possibility on the action instead.

S: H    ---              V   Fatigued
D: H   Flurry         V   Stymied
Act: Intimidation

Skill ABD
 
 
 
 
 

162: Derring-Do

The music surges!

Character gets +5 on an action using maneuver, trick or acrobatics. Characters affected
by the Law of Action (from any realm) gain an entire possibility on the action instead.

S: H    ---              V    ---
D: H   Up             V    Stymied
Act: Intimidation

Skill ACD
 
 
 
 

163: Repair

"It still works!"

Gives +5 to character's attempt at repair action for any  air, land, space, or water vehicle.
If character is from the Wasteland, this card reverses effects of Law of Decay on one
item or a small group of items.

S: H    ---              V    ---
D: H   Up             V    ---
Act: Test/Trick

Skill AB
 

 

164: The Duel

"Pistols, High Noon!"

The character is singled out by one villain during a combat scene. Other characters
attempting to become involved are at -3 for interfering actions. In Texarkana, character
is challenged to a one-on-one gunfight.

S: H    ---                V    ---
D: V    Up               H    Setback
Act: Intimidation/Trick

Skill BC
 
 
 
 
 

165: Insight

"I've got it!"

This card gives +5 to any Perception or Mind skill use in solving a problem. If the
character is from Core Earth, they receive a possibility instead.

S: H    Inspiration    V    ---
D: H    Up                V   Fatigued
Act: Intimidation/Trick

Skill BCD
 
 
 
 

166: Uncover Deception

The truth revealed!

Gives +5 to Detect Lie skill or Intimidation during interrogation. If the character is
from Nippon Tech, they receive a possibility instead.

S: V    Inspiration    H    ---
D: H    Up               V    Fatigued
Act: Trick

Skill D
 
 
 
 
 

167: Rage

"Kill them all!"

This card enables the character to ignore the effects of all K, O, shock, and
normal damage (except death) for this round only. Characters from Tharkold
are given one possibility for removal of damage.

S: V    ---                 H    Up
D: H    Up               V    Stymied
Act: Intimidation

Skill AC
 
 
 
 
 

168: Rescue

The Cavalry arrives!

Gives characters in a team +3 to any action while attempting to escape. If at
least one character is affected by the Law of Drama, an event happens to free
the characters from a threatening trap or encounter.

S: V    ---                 H    Up
D: H    Up               V    Setback
Act: Maneuver/Trick

Skill CD
 
 
 
 

169: Trump

The future revealed!

Subplot. If played, roll on table below* to determine subplot effect, or may be
turned in for possibility.

S: V    Setback          H    Flurry + Up
D: V   Flurry + Up   H    Setback
Act: Any

Skill COMPLICATION
 
*View the Trump Table
 

 
 

170: Enemy

"I have returned!"

Subplot. When played, one Nemesis of the character enters the scenario. The
opposite of Connection.
 
S: V    Up                H    Setback
D: V    Inspiration   H   Confused
Act: None

Skill AUTOMATIC FAILURE!
 
 

 

171: Trouble

"Look out!"

Subplot. When played, one complication to an active subplot arises. Increases
the reward given at the end of the adventure by one possibility per complication. 
 
S: V    Flurry           H    ---
D: V    Up               H    Danger*
Act: Defense

Skill COMPLICATION
 
 
 
 

172: Reputation

"I know you!"

Gives character +3 to interactions. Characters affected by Laws of Drama or
Morality or with at least three adds in either Honor or Corruption gain +5 instead.

S: H    Up                V    Breaks
D: H    Flurry           V    Stymied
Act: Trick/Taunt

Skill ABCD
 
 
 
 

173: Wild Card

The Unexpected!
 
Player who draws this card may play it any time as any card in the deck, including
realm-specific cards, or can turn it in as a possibility.

S: V    Flurry            H    Flurry
D: V    Flurry           H    Flurry
Act: None

Skill ANY
 
 
 
 

174: Tragedy

Losing the Fight?

Subplot. Character loses important permanent fixture in life, such as favored item,
important relationship, arm or leg, etc.

S: V    ---                H    Fatigue
D: V    Flurry         H    Setback
Act: Defend/Taunt

Skill     CRITICAL PROBLEM