![]()
Feeling Lucky, Punk?

|
|
. . . .
. . . .
| 01 | Campaign | This card makes any SUBPLOT permanent, if the referee agrees. |
| 02-04 | Too Much | This card makes any botch or failed roll into such a success that the player should wish they had just failed. |
| 05-80 | Luck | +1 on any action |
| 81-00 | Adrenaline | +3 on REF, STR/BOD or MA roll |
| 101-120 | Willpower | +3 on INT, TEK or COOL roll |
| 121-140 | Presence | +3 on EMP, ATT, or LUCK roll |
| 141-145 | Haste | Gain first initiative this round |
| 146-150 | Second Chance | Re-roll a failed action |
| 151-154 | Effect | Effect of any succeeded roll is increased by 2 (change hit loc by 2, +2 damage, ½ normal time to succeed, etc) |
| 155-157 | Breakthrough | +3 to any roll involving a skill the character does not have |
| 158-162 | Support | +3 to any other character's action by providing roleplayed support and playing this card |
| 163-166 | Rally | All players may draw one card into their pools in exchange for this card and a rallying call or event. |
| 167-169 | Seize Initiative | use to either keep last round's initiative before rolling this round's or use to re-roll this round's initiative |
| 170-171 | Idea | The PunkMaster (referee) will give you a hint regarding a specific unsolved problem in the adventure |
| 172-175 | Claim | Replace this card at any time for the last card discarded or played by any player |
| 176-178 | Leadership | You may give any 2 cards you have to other players and replace them with new cards from the stack |
| 179-180 | Opponent Fails | This card negates an opponent's successful action against you only. |
| 181 | Double Cross | +6 on any action that directly betrays the rest of the party |
| 182-184 | Connection | You know someone in the area who can aid you |
| 185-188 | Alertness | You notice a previously unseen item, character or clue. Set this card out facing the GM |
| 189-192 | Common Ground | You establish some common ground with an otherwise alien or unknown being or group. Set this card out facing the GM |
| 193-194 | Nemesis | SUBPLOT Someone in the area has a grudge against the character (or vice versa if ref approves). If you play this card, gain 2 cards from the stack to replace it. |
| 195 | Romance | SUBPLOT You attract a romantic interest. If you play this card, gain 2 cards from the stack to replace it. |
| 196-198 | Personal Stake | SUBPLOT You have some vested interest in this situation. If you play this card, gain 2 cards from the stack to replace it. |
| 199 | Mitaken Identity | SUBPLOT You bear a marked resemblance to someone else in this area and are mistaken for them. If you play this card, gain 2 cards from the stack to replace it. |
| 200 | Suspicion | SUBPLOT You are suspected of being guilty of an act you may or may not have performed. If you play this card, gain 2 cards from the stack to replace it. |