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ace Successfully beats a General Ability Test by 3 points.

adrenaline surge No explanation necessary.

angry mob No explanation necessary.

Recover all Magic points. If Magic is not used, recover Stability points used
arcane inspiration to power magic.

Spell costs no Magic/Stability (but still Sanity) to cast, causing double


arcane spike damage. Health-4 to avoid receive 2 Damage.

better you than me New target must be close by.

bullseye! No explanation necessary.

catnap Refresh three General Abilities as if resting in a Haven.

contact No explanation necessary.

deadly blow No explanation necessary.

dressed to kill All Interpersonal Ability (except Intimidation) spends are 2 points cheaper.

enemy Sworn enemy adds +1 to Damage against you.

epiphany Receive 2 floating points to be used on Clues.

extra effort Adds +1d6 to General Ability Test result. On a 6, roll again and add result.

flesh wound Totally recover an dramatic unimportant NPCs.

folk hero No explanation necessary.

get a clue No explanation necessary.

get savage! Receive the ability to add points to combat rolls after the roll is made.
here comes the cavalry No explanation necessary.

hidden stash Immediately recover Preparedness pool.

hot iron and whiskey First Aid heals double against a single character, but leaves a scar.

inspiration Adds +2 to General Ability Tests.

last stand Receive +1 to Hit Threshold and +2 to Health for the rest of the scene.

let’s settle this PCs suffer an additional +1 Damage. NPCs suffer an additional +2 Damage.

love interest No explanation necessary.

lucky break No explanation necessary.

make no mistake No explanation necessary.

mechanical malfunction Tests to repair broken device has +2 to Difficulty Number.

noble sacrifice No explanation necessary.

not today Treat another characters combat roll result as a natural “1”.

out of the frying pan No explanation necessary.

parley No explanation necessary.

payback Adds +2 to Damage against a dramatic important NPC.

peace No explanation necessary.

perfect timing Spend 1 point from your Stability Pool to search the remaining cards.

Recovers 2d6 Magic. If Magic is not used, add a 2d6 Stability point dedicated
power surge to magic use.
rally Allies ignores the effects of Hurt or Shaken in this combat.

reinforcements No explanation necessary.

renown Receives a free spend on Interpersonal Abilities around your fans.

revelation Receives all Clues in a given scene for free.

riled up After taking damage, add +2 to Damage.

rise up! rise up! No explanation necessary.

second wind Recovers damage received in this combat and ignores Hurt.

Character can act exactly when he wants (usually first) for the remainder
seize the day! of the combat.

shakin’ in their boots All other characters are treated as Shaken.

spill the beans Receives all Interpersonal Ability Clues in a given scene for free.

spurred on Translate the Pace part to +4 to either a Fleeing or Athletics Test.

teamwork +2 to next General Ability Test. Allies must be close by.

Turncoat No explanation necessary.

uh-oh Chosen giant foe receives +2 to Damage and +100 % Health.

unexpected insight Receive +1 to hit the type of creature and add +2 to Damage.

villainous verbosity Affects a dramatic important NPC.

windfall No explanation necessary.

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