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(Created page with 'Action Card Deck........................10 RP Reward Points This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes…')
 
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This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes, you may choose no more than three from your deck to use during the course of the event. Once a card is played, it is lost. Decks may be replenished in the Player Reward Services Center near the OOC hangout room.
 
This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes, you may choose no more than three from your deck to use during the course of the event. Once a card is played, it is lost. Decks may be replenished in the Player Reward Services Center near the OOC hangout room.
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B'hiri Gender Switcher..................50 RP Reward Points
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Give this card to a ref, stating whether your B'hiri character is changing to male or female. The ref should then adjust the gifts on your +sheet accordingly. Male B'hiri get bonuses to combat skills, but penalties to psi and other practical skills. Female B'hiri get bonuses to psi and practical skills, but take penalties to combat skills. May only play one switch per scene.
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B'hiri Transgender Berserker............1000 RP Reward Points
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Using this card, you can access all types of skills with a +2 bonus and none of the gender-based penalties normally associated with the B'hiri. Character returns to normal gender after conclusion of scene.
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Reroute.................................750 RP Reward Points
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Don't like the direction the current Event Card activity is going? Feel like it's too "on rails" the way the ref wants it? You may play one Reroute per scene. You must provide an alternative suggestion for how the story should proceed.
  
 
Tier 1 Bookworm.........................1000 RP Reward Points
 
Tier 1 Bookworm.........................1000 RP Reward Points
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Grants the user +3 to Medical-based rolls.
 
Grants the user +3 to Medical-based rolls.
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Tier 1 Indomitable Will.................1000 RP Reward Points
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In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Superb at -2, a Fair or greater succeeds.
  
 
Tier 1 Juke and Weave...................100 RP Reward Points
 
Tier 1 Juke and Weave...................100 RP Reward Points
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In the event of imminent demise, play this card and roll Superb at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
 
In the event of imminent demise, play this card and roll Superb at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
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Tier 1 Mental Tyrant....................3000 RP Reward Points
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In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Superb at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
  
 
Tier 1 Miracle Worker...................200 RP Reward Points
 
Tier 1 Miracle Worker...................200 RP Reward Points
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Grants the user +2 to Medical-based rolls.
 
Grants the user +2 to Medical-based rolls.
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Tier 2 Indomitable Will.................750 RP Reward Points
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In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Great at -2, a Fair or greater succeeds.
  
 
Tier 2 Juke and Weave...................50 RP Reward Points
 
Tier 2 Juke and Weave...................50 RP Reward Points
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In the event of imminent demise, play this card and roll Great at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
 
In the event of imminent demise, play this card and roll Great at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
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Tier 2 Mental Tyrant....................2000 RP Reward Points
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In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Great at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
  
 
Tier 2 Miracle Worker...................100 RP Reward Points
 
Tier 2 Miracle Worker...................100 RP Reward Points
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Grants the user +1 to Medical-based rolls.
 
Grants the user +1 to Medical-based rolls.
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Tier 3 Indomitable Will.................500 RP Reward Points
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In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Good at -2, a Fair or greater succeeds.
  
 
Tier 3 Juke and Weave...................25 RP Reward Points
 
Tier 3 Juke and Weave...................25 RP Reward Points
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In the event of imminent demise, play this card and roll Good at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
 
In the event of imminent demise, play this card and roll Good at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
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Tier 3 Mental Tyrant....................1500 RP Reward Points
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In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Good at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
  
 
Tier 3 Miracle Worker...................50 RP Reward Points
 
Tier 3 Miracle Worker...................50 RP Reward Points

Revision as of 14:15, 20 December 2009

Action Card Deck........................10 RP Reward Points

This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes, you may choose no more than three from your deck to use during the course of the event. Once a card is played, it is lost. Decks may be replenished in the Player Reward Services Center near the OOC hangout room.

B'hiri Gender Switcher..................50 RP Reward Points

Give this card to a ref, stating whether your B'hiri character is changing to male or female. The ref should then adjust the gifts on your +sheet accordingly. Male B'hiri get bonuses to combat skills, but penalties to psi and other practical skills. Female B'hiri get bonuses to psi and practical skills, but take penalties to combat skills. May only play one switch per scene.

B'hiri Transgender Berserker............1000 RP Reward Points

Using this card, you can access all types of skills with a +2 bonus and none of the gender-based penalties normally associated with the B'hiri. Character returns to normal gender after conclusion of scene.

Reroute.................................750 RP Reward Points

Don't like the direction the current Event Card activity is going? Feel like it's too "on rails" the way the ref wants it? You may play one Reroute per scene. You must provide an alternative suggestion for how the story should proceed.

Tier 1 Bookworm.........................1000 RP Reward Points

Grants the user +3 to Intelligence-based rolls.

Tier 1 Don't Know Jack..................100 RP Reward Points

Grants the user +3 on Intimidation rolls.

Tier 1 Gun Fu...........................100 RP Reward Points

Grants the user +3 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.

Tier 1 Healing Hands....................200 RP Reward Points

Grants the user +3 to Medical-based rolls.

Tier 1 Indomitable Will.................1000 RP Reward Points

In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Superb at -2, a Fair or greater succeeds.

Tier 1 Juke and Weave...................100 RP Reward Points

Grants the user +3 to Piloting and Driving rolls.

Tier 1 Killing Blow.....................3000 RP Reward Points

When your target tries to play a Lucky Break card, play this and roll Superb at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.)

Tier 1 Lucky Break......................1000 RP Reward Points

In the event of imminent demise, play this card and roll Superb at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.

Tier 1 Mental Tyrant....................3000 RP Reward Points

In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Superb at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.

Tier 1 Miracle Worker...................200 RP Reward Points

Grants the user +3 to Engineering-based rolls.

Tier 1 Safecracker......................100 RP Reward Points

Grants the user +3 to Lockpicking rolls.

Tier 1 The Blue Wire....................100 RP Reward Points

Grants the user +3 to Demolition rolls for placing or disarming explosives.

Tier 1 Whoa.............................1000 RP Reward Points

Grants the user +3 to Reaction-based rolls.

Tier 1 Yippy-ky-ay......................1000 RP Reward Points

Grants the user +3 to Dexterity-based rolls.

Tier 2 Bookworm.........................500 RP Reward Points

Grants the user +2 to Intelligence-based rolls.

Tier 2 Don't Know Jack..................50 RP Reward Points

Grants the user +2 on Intimidation rolls.

Tier 2 Gun Fu...........................50 RP Reward Points

Grants the user +2 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.

Tier 2 Healing Hands....................100 RP Reward Points

Grants the user +2 to Medical-based rolls.

Tier 2 Indomitable Will.................750 RP Reward Points

In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Great at -2, a Fair or greater succeeds.

Tier 2 Juke and Weave...................50 RP Reward Points

Grants the user +2 to Piloting and Driving rolls.

Tier 2 Killing Blow.....................2000 RP Reward Points

When your target tries to play a Lucky Break card, play this and roll Great at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.

Tier 2 Lucky Break......................750 RP Reward Points

In the event of imminent demise, play this card and roll Great at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.

Tier 2 Mental Tyrant....................2000 RP Reward Points

In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Great at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.

Tier 2 Miracle Worker...................100 RP Reward Points

Grants the user +2 to Engineering-based rolls.

Tier 2 Safecracker......................50 RP Reward Points

Grants the user +2 to Lockpicking rolls.

Tier 2 The Blue Wire....................50 RP Reward Points

Grants the user +2 to Demolition rolls for placing or disarming explosives.

Tier 2 Whoa.............................500 RP Reward Points

Grants the user +2 to Reaction-based rolls.

Tier 2 Yippy-ky-ay......................500 RP Reward Points

Grants the user +2 to Dexterity-based rolls.

Tier 3 Bookworm.........................250 RP Reward Points

Grants the user +1 to Intelligence-based rolls.

Tier 3 Don't Know Jack..................25 RP Reward Points

Grants the user +1 on Intimidation rolls.

Tier 3 Gun Fu...........................25 RP Reward Points

Grants the user +1 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.

Tier 3 Healing Hands....................50 RP Reward Points

Grants the user +1 to Medical-based rolls.

Tier 3 Indomitable Will.................500 RP Reward Points

In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Good at -2, a Fair or greater succeeds.

Tier 3 Juke and Weave...................25 RP Reward Points

Grants the user +1 to Piloting and Driving rolls.

Tier 3 Killing Blow.....................1500 RP Reward Points

When your target tries to play a Lucky Break card, play this and roll Good at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.

Tier 3 Lucky Break......................500 RP Reward Points

In the event of imminent demise, play this card and roll Good at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.

Tier 3 Mental Tyrant....................1500 RP Reward Points

In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Good at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.

Tier 3 Miracle Worker...................50 RP Reward Points

Grants the user +1 to Engineering-based rolls.

Tier 3 Safecracker......................25 RP Reward Points

Grants the user +1 to Lockpicking rolls.

Tier 3 The Blue Wire....................25 RP Reward Points

Grants the user +1 to Demolition rolls for placing or disarming explosives.

Tier 3 Whoa.............................250 RP Reward Points

Grants the user +1 to Reaction-based rolls.

Tier 3 Yippy-ky-ay......................250 RP Reward Points

Grants the user +1 to Dexterity-based rolls.