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Action Card Decks

Action Card Deck........................10 Saga 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 use as many as 10 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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 Saga 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

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Tier 1 Bookworm.........................1000 Saga Points

Grants the user +3 to Intelligence-based rolls.

Tier 2 Bookworm.........................500 Saga Points

Grants the user +2 to Intelligence-based rolls.

Tier 3 Bookworm.........................250 Saga Points

Grants the user +1 to Intelligence-based rolls.

Social Skill Action Cards

Tier 1 Don't Know Jack..................100 Saga Points

Grants the user +3 on Intimidation rolls.

Tier 2 Don't Know Jack..................50 Saga Points

Grants the user +2 on Intimidation rolls.

Tier 3 Don't Know Jack..................25 Saga Points

Grants the user +1 on Intimidation rolls.

Combat Skill Action Cards

Tier 1 Gun Fu...........................100 Saga Points

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

Tier 2 Gun Fu...........................50 Saga Points

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

Tier 3 Gun Fu...........................25 Saga 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 Saga Points

Grants the user +3 to Medical-based rolls.

Tier 2 Healing Hands....................100 Saga Points

Grants the user +2 to Medical-based rolls.

Tier 3 Healing Hands....................50 Saga Points

Grants the user +1 to Medical-based rolls.

Vehicle Skill Action Cards

Tier 1 Juke and Weave...................100 Saga Points

Grants the user +3 to Piloting and Driving rolls.

Tier 2 Juke and Weave...................50 Saga Points

Grants the user +2 to Piloting and Driving rolls.

Tier 3 Juke and Weave...................25 Saga Points

Grants the user +1 to Piloting and Driving rolls.

Engineering Skill Action Cards

Tier 1 Miracle Worker...................200 Saga Points

Grants the user +3 to Engineering-based rolls.

Tier 2 Miracle Worker...................100 Saga Points

Grants the user +2 to Engineering-based rolls.

Tier 3 Miracle Worker...................50 Saga Points

Grants the user +1 to Engineering-based rolls.

Rogue Skill Action Cards

Tier 1 Safecracker......................100 Saga Points

Grants the user +3 to Lockpicking rolls.

Tier 2 Safecracker......................50 Saga Points

Grants the user +2 to Lockpicking rolls.

Tier 3 Safecracker......................25 Saga Points

Grants the user +1 to Lockpicking rolls.

Demolitions Skill Action Cards

Tier 1 The Blue Wire....................100 Saga Points

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

Tier 2 The Blue Wire....................50 Saga Points

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

Tier 3 The Blue Wire....................25 Saga Points

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

Reaction Skill Action Cards

Tier 1 Whoa.............................1000 Saga Points

Grants the user +3 to Reaction-based rolls.

Tier 2 Whoa.............................500 Saga Points

Grants the user +2 to Reaction-based rolls.

Tier 3 Whoa.............................250 Saga Points

Grants the user +1 to Reaction-based rolls.

Dexterity Skill Action Cards

Tier 1 Yippy-ky-ay......................1000 Saga Points

Grants the user +3 to Dexterity-based rolls.