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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.

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 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 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 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 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 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 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.