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."
(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.
(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.
(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.
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
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
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
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
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
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
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
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
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
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!
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
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
S: V Flurry
H Flurry
D: V Flurry
H Flurry
Act: None
Skill ANY
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