Title | Flavor | Power |
Contact | Reggie. You old scoundrel. How you've been? | Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return. |
Peace | Wait. I know that guy... | Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn't work on true enemies-only "neutrals" who happen to cross paths with your party. |
Out of the Frying Pan | Quick! Down this garbage chute! | Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. |
Not Today | Missed me. Now it's my turn. | Play after any other character's attack roll to cause it to automatically fail. This is a critical failure. |
Get a Clue | Wait! I've got an idea! | Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem. |
Spill the Beans | You don't wanna get her riled, amigo. | The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force. |
Adrenaline Surge | Woah! He went Matrix on 'em! | Your hero gets an additional and immediate turn (including new movement). |
Lucky Break | Thank God I had that silver flask in my shirt pocket! | Play this card to completely negate the damage from one attack. |
Sudden Death | Nobody move or I push the button! | Your hero must do or say something that gives his foes pause. All foes within 12" lose their next action. |
Turncoat | How much are they paying you? | Your hero somehow convinces or bribes a minor foe to perform a small favor-such as helping the hero escape, revealing the location of the "boss," etc. |
Tale Teller | It was a dark and stormy night... | Your hero must tell a story of his group's deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party. |
Teamwork | On my mark... | Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus. |
Last Stand | Stand together now! | Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt. |
Second Wind | I'm feeling much better now. | Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is unshaken now as well. |
Better You Than Me | Fritz! They shot Fritz! | Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe. |
Rally | To me! | Play to cause all allies in sight and/or hearing to immediately lose their Shaken status. |
Inspiration | We only have one shot at this. It's all or nothing, gang. | Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round. |
Hidden Stash | You need an Allen wrench? In the middle of the desert? Yeah, I think I can do that. | Your hero scrounges up a generic type of item of your choosing, such as food and water, shelter, a box of ammo, enough money for a room, etc. |
Deadly Blow | Oooh! That'll leave a mark! | Play after damage is rolled to double the total of a successful melee attack. |
Bullseye! | Even plate mail has eyeslits. | Play after damage is rolled to double the total of a successful ranged attack. |
Revelation | I read about this once... | Your hero finds all the information available when doing research, or realizes critical information when confronting some obstacle such as a monster's weakness, the answer to a riddle or cipher, etc. |
Flesh Wound | Get up, Hicks. You ain't foolin' anyone. | Play to cause a wounded Extra to rise immediately, unshaken and unharmed. The Extra must have been wounded in the current "scene" (typically a combat or immediately thereafter). |
Extra Effort | Impressive! Most impressive. | Play to add +1d6 to any trait roll. This roll may Ace. |
Seize the Day! | Out of my way! | The character acts as if he had drawn a Joker this combat round. |
Villainous Verbosity | Hah! You fools! Did you really think you could thwart such an ingenious plan? | Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan. |
Folk Hero | He robbed from the rich and gave to the poor... | Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there. |
Noble Sacrifice | Gotta take one for the team... | Play when an adjacent ally suffers damage. You suffer the damage instead. |
Mechanical Malfunction | SPROING! | A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work. |
Ace | Never tell me the odds. | Play instead of rolling to make a trait test with a single automatic raise. |
Here Comes The Cavalry | I thought you guys would never get here. | Help arrives on the scene from some source determined by the GM. |
Dressed To Kill | Wow. You clean up nice, kid. | Your hero dresses up, is "on" for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current "scene." |
Renown | You're the one who defeated the dragon of Innsburg? | Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance). |
Epiphany | Beginner's luck. | Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session. |
Parley | I call on the ancient rite of parley! | All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker. |
Let's Settle This | You gonna skin that smokewagon or just stand there and bleed? | Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn. |
Payback | This is for my father! | Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene. |
Riled Up | That hurt. Now it's my turn. | Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene. |
Unruly Bystanders | The peasants have gotten angry. | Play automatically after combat breaks out in an area with bystanders. The bystanders are all armed and fight in the combat, but against all sides. |
Hidden Xenos | Uh, this is not what we thought it was. | Declare this at the start of combat. Someone involved in the combat, or watching from the shadows is a Xenos with its own agenda. |
Villainous Escape | No he is getting away. | Play automatically when an enemy is about to die, something unexpected happens and the villian gets away. |
Heroic Escape | I cannot believe we got away. | Use this card to instantly escape from all combat or danger. Your PC manages to just make it out of any situation alive and gets far enough away to be safe, for now. |
Pistols, At Dawn | We are settling this today, just you and me. | Both you and the target engage in a duel, using the duel rules. |
One Punch | One Punch! One Punch! | Play against an unruly NPC (not openly attacking enemy). You knock them out, cruely and efficiently. |
Murphy's Warp | I think something noticed us. | Play automatically when someone uses Psyker powers (not Navigator) or you travel in the warp. Something has taken notice. |
Wanted | Oh no, they found me. | Announce this at the start of the game. Someone related directly to your character (Wanted, Enemey, Duty) has found you and wants something. Gain an extra benny. |