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MEDIC: Automatically stabilize a dying creature that is near you.

WAKEY WAKEY: Use when you are DYING. Get back up with 1 HP.

REFRESHED: You are healed for 1D8 HP.

BREATHE: Heal 5 HP

HUNKERED DOWN: Add +5 to your ARMOR until your next TURN.

I CHOOSE YOU: You and one of your allies are healed to maximum HP.

FILLED TO THE BRIM: You are healed to maximum HP.

RISE ABOVE: Gain 10 temporary HP

SKIRMISH: Use when you receive damage and reduce it by D12. Any excess becomes
damage to the attacker.

RIGHT BACK AT YOU: Use when you receive damage. The attacker receives the same
amount of damage.

SHIFT: Any EFFORT done against you is halved until your next turn.

SIDESTEP: Use this after an attack hits you to move up to CLOSE. The attack misses.

I AM NEXT: Play a bonus TURN after this one. This TURN can be anyone's

TWINS: Repeat your last ACTION with the same results (don't roll).

AGAIN:Repeat your last ACTION. Make any necessary rolls.

INVULNERABILITY: You can't be harmed until your next TURN.

RUN: Move up to FAR (if this is your TURN, it is a bonus movement).

SNEAKY: Move up to NEAR (if this is your TURN, it is a bonus movement). Nobody
sees/hears you moving.

WHIRLWIND: Make a melee or a ranged attack 1D4 additional times.

OUT OF MY WAY: Play a bonus TURN immediately, interrupting the current TURN
(including the GM's). When you are done, the interrupted TURN resumes.

I NEVER MISS:You automatically succeed your next ATTACK

A WALK IN THE PARK:You automatically succeed your next ATTEMPT that is not an
ATTACK.

RELIABLE: Add 1D4 to all EFFORT rolls until your next TURN.

DEPENDABLE: Add +2 to all EFFORT rolls until your next TURN.

MY PRECIOUS: Restore an object to pristine condition.

THAT"S NASTY: Use after a non-critical successful roll. It is now a CRITICAL


SUCCESS.

MEH: You automatically succeed your next CHECK.


CHILD's PLAY: You automatically succeed on your next roll

MAN'S BEST FRIEND: Summon a creature that is appropriate for your surroundings and
it will be under your control until death.

STAY AWAY: An NPC of your choice can't move towards you until the end of the
encounter.

MARKED:Choose an NPC. All ROLLS against it are at advantage until the end of the
encounter.

POOR SOB: An NPC you pick that is not a BOSS drops to 0 HP

NOT YOU: An NPC of your choice doesn't act and doesn't move.

FOCUS: Add or remove 1D4 to/from one of your TIMERS. This includes any ongoing
effects that were put on you by others.

RELAX: Lower the ROOM DC by 1.

EXCHANGE: Roll 4 D20s and record them. You can replace any D20 roll with any of
these, including the GM's. You can use a result only once.

CHANGE: Roll any 4 EFFORT DICE of your choosing and record


them. You can replace any effort roll with any of these, including the GM's. You
can use a result only once.

I SEE YOU: You instinctively know where all the NPCs are as far as you can see
(even if they are hidden).

NOT THAT BAD: Use after you make a MAGIC MISHAP roll to reroll it.

DELAY: Add 1 to a ROOM TIMER.

TIME"S UP: Remove any TIMER(S) you want that are on you.

DOUBLE UP: Discard this HERO CARD and draw TWO new cards.

I DON"T LIKE IT: The GM rerolls any dice he just rolled (includes TIMERS and
everything else).

CAN'T FOOL ME:You sense whether an NPC that you are interacting with is lying to
you or otherwise trying to deceive you.

PERSUASION: An NPC that you are interacting with will do what you say or suggest

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