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=Action Card Decks=
 
Action Card Deck........................10 RP Reward Points
 
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.
 
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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=Player Initiative Action Cards=
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
+
 
+
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  
 
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.
 
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  
 
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.
 
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
 
Tier 1 Killing Blow.....................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.
 
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  
 
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.
 
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
 
Tier 2 Killing Blow.....................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.
 
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
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Tier 3 Indomitable Will.................500 RP Reward Points  
  
Grants the user +2 to Engineering-based rolls.
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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 2 Safecracker......................50 RP Reward Points
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Tier 3 Killing Blow.....................1500 RP Reward Points
  
Grants the user +2 to Lockpicking rolls.
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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 2 The Blue Wire....................50 RP Reward Points
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Tier 3 Lucky Break......................500 RP Reward Points
  
Grants the user +2 to Demolition rolls for placing or disarming explosives.
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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.
  
Tier 2 Whoa.............................500 RP Reward Points
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Tier 3 Mental Tyrant....................1500 RP Reward Points  
  
Grants the user +2 to Reaction-based rolls.
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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.
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=Race-Specific Action Cards=
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B'hiri Gender Switcher..................50 RP Reward Points
  
Tier 2 Yippy-ky-ay......................500 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.
  
Grants the user +2 to Dexterity-based rolls.
+
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.
 +
=Intelligence Skill Action Cards=
 +
Tier 1 Bookworm.........................1000 RP Reward Points
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 +
Grants the user +3 to Intelligence-based rolls.
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Tier 2 Bookworm.........................500 RP Reward Points
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Grants the user +2 to Intelligence-based rolls.
  
 
Tier 3 Bookworm.........................250 RP Reward Points
 
Tier 3 Bookworm.........................250 RP Reward Points
  
 
Grants the user +1 to Intelligence-based rolls.
 
Grants the user +1 to Intelligence-based rolls.
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=Social Skill Action Cards=
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Tier 1 Don't Know Jack..................100 RP Reward Points
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 +
Grants the user +3 on Intimidation rolls.
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 +
Tier 2 Don't Know Jack..................50 RP Reward Points
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 +
Grants the user +2 on Intimidation rolls.
  
 
Tier 3 Don't Know Jack..................25 RP Reward Points
 
Tier 3 Don't Know Jack..................25 RP Reward Points
  
 
Grants the user +1 on Intimidation rolls.
 
Grants the user +1 on Intimidation rolls.
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=Combat Skill Action Cards=
 +
Tier 1 Gun Fu...........................100 RP Reward Points
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 +
Grants the user +3 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
 +
 +
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 3 Gun Fu...........................25 RP Reward Points
 
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.
 
Grants the user +1 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
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=Medical Skill Action Cards=
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Tier 1 Healing Hands....................200 RP Reward Points
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 +
Grants the user +3 to Medical-based rolls.
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 +
Tier 2 Healing Hands....................100 RP Reward Points
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 +
Grants the user +2 to Medical-based rolls.
  
 
Tier 3 Healing Hands....................50 RP Reward Points
 
Tier 3 Healing Hands....................50 RP Reward Points
  
 
Grants the user +1 to Medical-based rolls.
 
Grants the user +1 to Medical-based rolls.
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=Vehicle Skill Action Cards=
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Tier 1 Juke and Weave...................100 RP Reward Points
  
Tier 3 Indomitable Will.................500 RP Reward Points
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Grants the user +3 to Piloting and Driving rolls.
  
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 2 Juke and Weave...................50 RP Reward Points
 +
 
 +
Grants the user +2 to Piloting and Driving rolls.
  
 
Tier 3 Juke and Weave...................25 RP Reward Points
 
Tier 3 Juke and Weave...................25 RP Reward Points
  
 
Grants the user +1 to Piloting and Driving rolls.
 
Grants the user +1 to Piloting and Driving rolls.
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=Engineering Skill Action Cards=
 +
Tier 1 Miracle Worker...................200 RP Reward Points
  
Tier 3 Killing Blow.....................1500 RP Reward Points
+
Grants the user +3 to Engineering-based rolls.
  
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.
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Tier 2 Miracle Worker...................100 RP Reward Points
  
Tier 3 Lucky Break......................500 RP Reward Points
+
Grants the user +2 to Engineering-based rolls.
  
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 Miracle Worker...................50 RP Reward Points
  
Tier 3 Mental Tyrant....................1500 RP Reward Points  
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Grants the user +1 to Engineering-based rolls.
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=Rogue Skill Action Cards=
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Tier 1 Safecracker......................100 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.
+
Grants the user +3 to Lockpicking rolls.
  
Tier 3 Miracle Worker...................50 RP Reward Points
+
Tier 2 Safecracker......................50 RP Reward Points
  
Grants the user +1 to Engineering-based rolls.
+
Grants the user +2 to Lockpicking rolls.
  
 
Tier 3 Safecracker......................25 RP Reward Points
 
Tier 3 Safecracker......................25 RP Reward Points
  
 
Grants the user +1 to Lockpicking rolls.
 
Grants the user +1 to Lockpicking rolls.
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=Demolitions Skill Action Cards=
 +
Tier 1 The Blue Wire....................100 RP Reward Points
 +
 +
Grants the user +3 to Demolition rolls for placing or disarming explosives.
 +
 +
Tier 2 The Blue Wire....................50 RP Reward Points
 +
 +
Grants the user +2 to Demolition rolls for placing or disarming explosives.
  
 
Tier 3 The Blue Wire....................25 RP Reward Points
 
Tier 3 The Blue Wire....................25 RP Reward Points
  
 
Grants the user +1 to Demolition rolls for placing or disarming explosives.
 
Grants the user +1 to Demolition rolls for placing or disarming explosives.
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=Reaction Skill Action Cards=
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Tier 1 Whoa.............................1000 RP Reward Points
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 +
Grants the user +3 to Reaction-based rolls.
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 +
Tier 2 Whoa.............................500 RP Reward Points
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 +
Grants the user +2 to Reaction-based rolls.
  
 
Tier 3 Whoa.............................250 RP Reward Points
 
Tier 3 Whoa.............................250 RP Reward Points
  
 
Grants the user +1 to Reaction-based rolls.
 
Grants the user +1 to Reaction-based rolls.
 +
=Dexterity Skill Action Cards=
 +
Tier 1 Yippy-ky-ay......................1000 RP Reward Points
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 +
Grants the user +3 to Dexterity-based rolls.
 +
 +
Tier 2 Yippy-ky-ay......................500 RP Reward Points
 +
 +
Grants the user +2 to Dexterity-based rolls.
  
 
Tier 3 Yippy-ky-ay......................250 RP Reward Points
 
Tier 3 Yippy-ky-ay......................250 RP Reward Points
  
 
Grants the user +1 to Dexterity-based rolls.
 
Grants the user +1 to Dexterity-based rolls.
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=Special Occasion Action Cards=
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Trick or Treat 2009...........Free by request during holiday
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Issued to participants in Halloweekend 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.
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Thanks for Playing 2009.......Free by request during holiday
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Issued to participants in Thanksgiving Week 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.
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Ho-Ho-Hiverspace 2009.........Free by request during holiday
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Issued to participants in Christmas Week 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.

Revision as of 14:35, 20 December 2009

Action Card Decks

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.

Player Initiative Action Cards

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 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 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 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 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 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 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.

Race-Specific Action Cards

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.

Intelligence Skill Action Cards

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

Grants the user +3 to Intelligence-based rolls.

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

Grants the user +2 to Intelligence-based rolls.

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

Grants the user +1 to Intelligence-based rolls.

Social Skill Action Cards

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

Grants the user +3 on Intimidation rolls.

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

Grants the user +2 on Intimidation rolls.

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

Grants the user +1 on Intimidation rolls.

Combat Skill Action Cards

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 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 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.

Medical Skill Action Cards

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

Grants the user +3 to Medical-based rolls.

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

Grants the user +2 to Medical-based rolls.

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

Grants the user +1 to Medical-based rolls.

Vehicle Skill Action Cards

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

Grants the user +3 to Piloting and Driving rolls.

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

Grants the user +2 to Piloting and Driving rolls.

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

Grants the user +1 to Piloting and Driving rolls.

Engineering Skill Action Cards

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

Grants the user +3 to Engineering-based rolls.

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

Grants the user +2 to Engineering-based rolls.

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

Grants the user +1 to Engineering-based rolls.

Rogue Skill Action Cards

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

Grants the user +3 to Lockpicking rolls.

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

Grants the user +2 to Lockpicking rolls.

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

Grants the user +1 to Lockpicking rolls.

Demolitions Skill Action Cards

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

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

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

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

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

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

Reaction Skill Action Cards

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

Grants the user +3 to Reaction-based rolls.

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

Grants the user +2 to Reaction-based rolls.

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

Grants the user +1 to Reaction-based rolls.

Dexterity Skill Action Cards

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

Grants the user +3 to Dexterity-based rolls.

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

Grants the user +2 to Dexterity-based rolls.

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

Grants the user +1 to Dexterity-based rolls.

Special Occasion Action Cards

Trick or Treat 2009...........Free by request during holiday

Issued to participants in Halloweekend 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.

Thanks for Playing 2009.......Free by request during holiday

Issued to participants in Thanksgiving Week 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.

Ho-Ho-Hiverspace 2009.........Free by request during holiday

Issued to participants in Christmas Week 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.