TEXT: 1
  They're on the run!
  S: H: -----
  V: Fatigue
  D: H: Inspiration
  V: -----
  Act: Any
  Skill A B
  1
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  2
  They're on the run!
  S: H: Up
  V: -----
  D: V: -----
  H: Inspiration
  Act: Any
  Skill A B C
  2
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  3
  They're on the run!
  S: V: -----
  H: Up
  D: V: -----
  H: Inspiration
  Act: Any
  Skill A B D
  3
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  4
  They're on the run!
  S: H: Flurry
  V: -----
  D: H: Inspiration
  V: -----
  Act: Any
  Skill A B
  4
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  5
  They're on the run!
  S: H: Flurry
  V: -----
  D: V: -----
  H: Inspiration
  Act: Any
  Skill A B
  5
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  6
  They're on the run!
  S: V: -----
  H: Up
  D: V: -----
  H: Inspiration
  Act: Any
  Skill A B
  6
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  7
  They're on the run!
  S: H: Up
  V: -----
  D: H: Inspiration
  V: -----
  Act: Any
  Skill A B
  7
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  8
  You try to outflank!
  S: H: Flurry
  V: -----
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Trick
  Skill A B
  8
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  9
  You try to outflank!
  S: V: -----
  H: Flurry
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Trick
  Skill A B
  9
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  
  10
  You try to outflank!
  S: H: Flurry
  V: -----
  D: H: Fatigue
  V: -----
  Act: Manoeuvre/Trick
  Skill A B
  10
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  11
  You try to outflank!
  S: H: Flurry
  V: -----
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Trick
  Skill A B
  11
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  12
  You try to outflank!
  S: V: -----
  H: Flurry
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Trick
  Skill A B D
  12
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  13
  You try to outflank!
  S: H: Flurry
  V: -----
  D: H: Fatigue
  V: -----
  Act: Manoeuvre/Trick
  Critical Problem
  13
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  14
  You try to outflank!
  S: H: Flurry
  V: -----
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Trick
  Complication
  14
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  15
  You try to outflank!
  S: V: -----
  H: Flurry
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Trick
  Possible Setback
  15
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  16
  You spot a weakness!
  S: H: Up
  V: -----
  D: V: -----
  H: Up
  Act: Taunt/Intimidation
  Skill B D
  16
  Adrenalin
  Add +3 to the value of
  Dexterity, Strength or
  Toughness, or a related skill
  17
  You spot a weakness!
  S: H: Up
  V: -----
  D: V: Up
  H: -----
  Act: Taunt/Intimidation
  Skill B C
  17
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  18
  You spot a weakness!
  S: V: -----
  H: Up
  D: V: Up
  H: -----
  Act: Taunt/Intimidation
  Skill
  18
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  
  19
  You spot a weakness!
  S: H: Up
  V: -----
  D: H: -----
  V: Up
  Act: Taunt/Intimidation
  Skill A C
  19
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  20
  You spot a weakness!
  S: H: Up
  V: -----
  D: V: Up
  H: -----
  Act: Taunt/Intimidation
  Skill A B
  20
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  21
  You spot a weakness!
  S: V: -----
  H: Up
  D: V: Up
  H: -----
  Act: Taunt/Intimidation
  Skill A B C
  21
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  22
  You spot a weakness!
  S: H: Up
  V: -----
  D: H: -----
  V: -----
  Act: Taunt/Intimidation
  Skill A B D
  22
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  23
  You spot a weakness!
  S: H: Up
  V: -----
  D: V: -----
  H: -----
  Act: Taunt/Intimidation
  Skill A B C D
  23
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  24
  You're thrown back!
  S: V: Up
  H: -----
  D: V: -----
  H: Fatigue
  Act: Defend/Trick
  Critical Problem
  24
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  25
  You're thrown back!
  S: H: -----
  V: Up
  D: H: Fatigue
  V: -----
  Act: Defend/Trick
  Complication
  25
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  26
  You're thrown back!
  S: H: -----
  V: Flurry
  D: V: Flurry
  H: -----
  Act: Defend/Trick
  Possible Setback
  26
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  27
  You're thrown back!
  S: V: Flurry
  H: -----
  D: V: Flurry
  H: -----
  Act: Defend/Trick
  Skill B D
  27
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  
  28
  You're thrown back!
  S: H: -----
  V: Flurry
  D: H: Setback
  V: Flurry
  Act: Defend/Trick
  Skill B C
  28
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  29
  You're thrown back!
  S: H: -----
  V: -----
  D: H: Setback
  V: Flurry
  Act: Defend/Trick
  Skill A D
  29
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  30
  You're thrown back!
  S: V: -----
  H: Fatigue
  D: V: Flurry
  H: -----
  Act: Defend/Trick
  Skill A C
  30
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  31
  You're thrown back!
  S: H: Fatigue
  V: -----
  D: H: Setback
  V: -----
  Act: Defend/Trick
  Skill A B
  31
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  32
  You seek an advantage!
  S: H: -----
  V: Stymied
  D: V: -----
  H: -----
  Act: Manoeuvre/Test
  Skill A B C
  32
  Willpower
  Add +3 to the value of
  Perception or Mind
  or a related skill
  33
  You seek an advantage!
  S: V: Stymied
  H: -----
  D: V: -----
  H: -----
  Act: Manoeuvre/Test
  Skill A B D
  33
  Alertness
  You notice an otherwise
  unseen item, character, or
  clue. Set this card out,
  facing the GM
  34
  You seek an advantage!
  S: H: -----
  V: Stymied
  D: H: Fatigue
  V: -----
  Act: Manoeuvre/Test
  Skill A B C D
  34
  Alertness
  You notice an otherwise
  unseen item, character, or
  clue. Set this card out,
  facing the GM
  35
  You seek an advantage!
  S: H: -----
  V: Stymied
  D: V: -----
  H: -----
  Act: Manoeuvre/Test
  Critical Problem
  35
  Alertness
  You notice an otherwise
  unseen item, character, or
  clue. Set this card out,
  facing the GM
  36
  You seek an advantage!
  S: V: Stymied
  H: -----
  D: V: -----
  H: -----
  Act: Manoeuvre/Test
  Complication
  36
  Action
  +3 to the bonus
  of any action
  
  37
  You seek an advantage!
  S: H: -----
  V: Stymied
  D: H: Fatigue
  V: -----
  Act: Manoeuvre/Test
  Possible Setback
  37
  Action
  +3 to the bonus
  of any action
  38
  You seek an advantage!
  S: H: -----
  V: Stymied
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Test
  Skill B D
  38
  Action
  +3 to the bonus
  of any action
  39
  You seek an advantage!
  S: V: Stymied
  H: -----
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Test
  Skill B C
  39
  Action
  +3 to the bonus
  of any action
  40
  They hesitate!
  S: H: Flurry
  V: -----
  D: H: Fatigue
  V: -----
  Act: Attack/Taunt
  Skill A D
  40
  Haste
  You gain a bonus action at
  anytime during the round
  41
  They hesitate!
  S: H: Flurry
  V: -----
  D: V: -----
  H: Fatigue
  Act: Attack/Taunt
  Skill A C
  41
  Haste
  You gain a bonus action at
  anytime during the round
  42
  They hesitate!
  S: V: -----
  H: Flurry
  D: H: -----
  V: -----
  Act: Attack/Taunt
  Skill A C
  42
  Haste
  You gain a bonus action at
  anytime during the round
  43
  They hesitate!
  S: H: Flurry
  V: -----
  D: H: -----
  V: -----
  Act: Attack/Taunt
  Skill A B C
  43
  Haste
  You gain a bonus action at
  anytime during the round
  44
  They hesitate!
  S: H: Flurry
  V: -----
  D: V: -----
  H: -----
  Act: Attack/Taunt
  Skill A B D
  44
  Haste
  You gain a bonus action at
  anytime during the round
  45
  They hesitate!
  S: V: -----
  H: Flurry
  D: V: -----
  H: -----
  Act: Attack/Taunt
  Skill A B C D
  45
  Haste
  You gain a bonus action at
  anytime during the round
  
  46
  They hesitate!
  S: H: Flurry
  V: -----
  D: H: -----
  V: -----
  Act: Attack/Taunt
  Critical Problem
  46
  Haste
  You gain a bonus action at
  anytime during the round
  47
  They hesitate!
  S: H: Flurry
  V: -----
  D: V: -----
  H: -----
  Act: Attack/Taunt
  Complication
  47
  Haste
  You gain a bonus action at
  anytime during the round
  48
  Closer to victory!
  S: V: -----
  H: Up
  D: V: -----
  H: Flurry
  Act: Test/Intimidation
  Possible Setback
  48
  Haste
  You gain a bonus action at
  anytime during the round
  49
  Closer to victory!
  S: H: -----
  V: Fatigue
  D: H: Flurry
  V: -----
  Act: Test/Intimidation
  Skill B D
  49
  Haste
  You gain a bonus action at
  anytime during the round
  50
  Closer to victory!
  S: H: -----
  V: Fatigue
  D: V: -----
  H: Flurry
  Act: Test/Intimidation
  Skill B C
  50
  Masterplan
  You may pick up any card
  just discarded in exchange
  for this one
  51
  Closer to victory!
  S: V: Fatigue
  H: -----
  D: V: -----
  H: Flurry
  Act: Test/Intimidation
  Skill A D
  51
  Masterplan
  You may pick up any card
  just discarded in exchange
  for this one
  52
  Closer to victory!
  S: H: -----
  V: Fatigue
  D: H: Flurry
  V: -----
  Act: Test/Intimidation
  Skill A C
  52
  Masterplan
  You may pick up any card
  just discarded in exchange
  for this one
  53
  Closer to victory!
  S: H: -----
  V: Fatigue
  D: V: -----
  H: Flurry
  Act: Test/Intimidation
  Skill A B
  53
  Masterplan
  You may pick up any card
  just discarded in exchange
  for this one
  54
  Closer to victory!
  S: V: Fatigue
  H: -----
  D: V: -----
  H: Flurry
  Act: Test/Intimidation
  Skill A B C
  54
  Masterplan
  You may pick up any card
  just discarded in exchange
  for this one
  
  55
  Closer to victory!
  S: H: -----
  V: Fatigue
  D: H: Flurry
  V: -----
  Act: Test/Intimidation
  Skill A B D
  55
  Masterplan
  You may pick up any card
  just discarded in exchange
  for this one
  56
  They regroup!
  S: H: -----
  V: Fatigue
  D: V: -----
  H: -----
  Act: Test/Trick
  Skill A B C D
  56
  Action
  +3 to the bonus
  of any action
  57
  They regroup!
  S: V: Fatigue
  H: -----
  D: V: -----
  H: -----
  Act: Test/Trick
  Critical Problem
  57
  Action
  +3 to the bonus
  of any action
  58
  They regroup!
  S: H: -----
  V: Fatigue
  D: H: -----
  V: Inspiration
  Act: Test/Trick
  Complication
  58
  Action
  +3 to the bonus
  of any action
  59
  They regroup!
  S: H: -----
  V: Fatigue
  D: V: Inspiration
  H: -----
  Act: Test/Trick
  Possible Setback
  59
  Action
  +3 to the bonus
  of any action
  60
  They regroup!
  S: V: Fatigue
  H: -----
  D: V: Inspiration
  H: -----
  Act: Test/Trick
  Skill B D
  60
  Seize Initiative
  You may either keep the
  current card on the action
  stack for another round, or
  flip a new one for this round
  61
  They regroup!
  S: H: -----
  V: Fatigue
  D: H: -----
  V: Inspiration
  Act: Manoeuvre/Trick
  Skill B C
  61
  Seize Initiative
  You may either keep the
  current card on the action
  stack for another round, or
  flip a new one for this round
  62
  They regroup!
  S: H: -----
  V: Fatigue
  D: V: Inspiration
  H: -----
  Act: Manoeuvre/Trick
  Skill A D
  62
  Seize Initiative
  You may either keep the
  current card on the action
  stack for another round, or
  flip a new one for this round
  63
  They regroup!
  S: V: Fatigue
  H: -----
  D: V: Up
  H: -----
  Act: Manoeuvre/Trick
  Skill A C
  63
  Seize Initiative
  You may either keep the
  current card on the action
  stack for another round, or
  flip a new one for this round
  
  64
  They strike!
  S: H: Fatigue
  V: -----
  D: H: -----
  V: Up
  Act: Defend/Taunt
  Skill A B
  64
  Hero
  May be played as an
  additional possibility
  65
  They strike!
  S: H: Fatigue
  V: -----
  D: V: Up
  H: -----
  Act: Defend/Taunt
  Skill A B C
  65
  Hero
  May be played as an
  additional possibility
  66
  They strike!
  S: V: -----
  H: Fatigue
  D: V: Up
  H: -----
  Act: Defend/Taunt
  Skill A B D
  66
  Hero
  May be played as an
  additional possibility
  67
  They strike!
  S: H: Fatigue
  V: -----
  D: H: -----
  V: Up
  Act: Defend/Taunt
  Skill A B C D
  67
  Hero
  May be played as an
  additional possibility
  68
  They strike!
  S: H: Fatigue
  V: -----
  D: V: Up
  H: -----
  Act: Defend/Taunt
  Critical Problem
  68
  Hero
  May be played as an
  additional possibility
  69
  They strike!
  S: V: -----
  H: Fatigue
  D: V: Up
  H: -----
  Act: Defend/Taunt
  Complication
  69
  Hero
  May be played as an
  additional possibility
  70
  They strike!
  S: H: Fatigue
  V: -----
  D: H: -----
  V: Up
  Act: Defend/Taunt
  Possible Setback
  70
  Hero
  May be played as an
  additional possibility
  71
  They strike!
  S: H: Fatigue
  V: -----
  D: V: Up
  H: -----
  Act: Defend/Taunt
  Skill B D
  71
  Hero
  May be played as an
  additional possibility
  72
  Comeback!
  S: V: -----
  H: -----
  D: V: -----
  H: Inspiration
  Act: Manoeuvre/Test
  Skill B C
  72
  Hero
  May be played as an
  additional possibility
  
  73
  Comeback!
  S: H: -----
  V: -----
  D: H: Inspiration
  V: -----
  Act: Manoeuvre/Test
  Skill A B C
  73
  Hero
  May be played as an
  additional possibility
  74
  Comeback!
  S: H: -----
  V: -----
  D: H: Inspiration
  V: -----
  Act: Manoeuvre/Test
  Skill A B D
  74
  Opponent Fails
  This card negates an
  opponent's successful
  action upon you
  75
  The going gets tough!
  S: V: -----
  H: -----
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Test
  Skill A B C D
  75
  Opponent Fails
  This card negates an
  opponent's successful
  action upon you
  76
  The going gets tough!
  S: H: -----
  V: -----
  D: H: Setback
  V: Flurry
  Act: Manoeuvre/Test
  Complication
  76
  Opponent Fails
  This card negates an
  opponent's successful
  action upon you
  77
  The going gets tough!
  S: H: -----
  V: -----
  D: V: -----
  H: -----
  Act: Manoeuvre/Test
  Skill B D
  77
  Opponent Fails
  This card negates an
  opponent's successful
  action upon you
  78
  The going gets tough!
  S: V: -----
  H: Setback
  D: V: -----
  H: Fatigue
  Act: Manoeuvre/Test
  Skill B C
  78
  Rally
  All players may discard
  and immeadiately
  refill their hands
  79
  The going gets tough!
  S: H: Setback
  V: -----
  D: H: -----
  V: Flurry
  Act: Manoeuvre/Test
  Skill A D
  79
  Second Chance
  You may immediately
  re-attempt any action at
  which you just failed
  80
  You take it to them!
  S: H: -----
  V: Breaks
  D: V: Up
  H: Flurry
  Act: Manoeuvre/Intimidation
  Skill A C
  80
  Alertness
  You notice an otherwise
  unseen item, character, or
  clue. Set this card out,
  facing the GM
  81
  You take it to them!
  S: V: Fatigue
  H: -----
  D: V: Up
  H: Flurry
  Act: Manoeuvre/Intimidation
  Skill A B
  81
  Connection
  You know someone in the
  area who can aid you
  
  82
  You take it to them!
  S: H: -----
  V: Fatigue
  D: H: Flurry
  V: Up
  Act: Manoeuvre/Intimidation
  Skill A B C
  82
  Connection
  You know someone in the
  area who can aid you
  83
  You take it to them!
  S: H: Flurry
  V: -----
  D: V: Up
  H: Flurry
  Act: Manoeuvre/Intimidation
  Skill A B D
  83
  Connection
  You know someone in the
  area who can aid you
  84
  You take it to them!
  S: V: -----
  H: Flurry
  D: V: Up
  H: Flurry
  Act: Manoeuvre/Intimidation
  Skill A B C D
  84
  Connection
  You know someone in the
  area who can aid you
  85
  You take it to them!
  S: H: -----
  V: Breaks
  D: H: Flurry
  V: Up
  Act: Manoeuvre/Intimidation
  Skill A D
  85
  Idea
  Used to gain clues
  indicating the next course of
  action you should take
  86
  You take it to them!
  S: H: Flurry
  V: -----
  D: V: Up
  H: Flurry
  Act: Manoeuvre/Intimidation
  Skill A C
  86
  Idea
  Used to gain clues
  indicating the next course of
  action you should take
  87
  You take it to them!
  S: V: -----
  H: Flurry
  D: V: Up
  H: Flurry
  Act: Manoeuvre/Intimidation
  Skill A B
  87
  Second Chance
  You may immediately
  re-attempt any action at
  which you just failed
  88
  You give up ground!
  S: H: -----
  V: -----
  D: H: -----
  V: Inspiration
  Act: Defend/Taunt
  Skill A B C
  88
  Idea
  Used to gain clues
  indicating the next course of
  action you should take
  89
  You give up ground!
  S: H: -----
  V: -----
  D: V: Inspiration
  H: -----
  Act: Defend/Taunt
  Skill A B D
  89
  Idea
  Used to gain clues
  indicating the next course of
  action you should take
  90
  You give up ground!
  S: V: -----
  H: -----
  D: V: Inspiration
  H: -----
  Act: Defend/Taunt
  Skill A B C D
  90
  Second Chance
  You may immediately
  re-attempt any action at
  which you just failed
  
  91
  You give up ground!
  S: H: -----
  V: -----
  D: H: -----
  V: Inspiration
  Act: Defend/Taunt
  Complication
  91
  Glory
  Played after a roll of 60+.
  This card increases the
  adventure award by
  three possibilities
  92
  You give up ground!
  S: H: -----
  V: -----
  D: V: Inspiration
  H: -----
  Act: Defend/Taunt
  Skill B D
  92
  Glory
  Played after a roll of 60+.
  This card increases the
  adventure award by
  three possibilities
  93
  You give up ground!
  S: V: -----
  H: -----
  D: V: Inspiration
  H: -----
  Act: Defend/Taunt
  Skill B C
  93
  Glory
  Played after a roll of 60+.
  This card increases the
  adventure award by
  three possibilities
  94
  You give up ground!
  S: H: -----
  V: -----
  D: H: -----
  V: Inspiration
  Act: Defend/Taunt
  Skill B C
  94
  Glory
  Played after a roll of 60+.
  This card increases the
  adventure award by
  three possibilities
  95
  You give up ground!
  S: H: -----
  V: -----
  D: V: Up
  H: -----
  Act: Defend/Taunt
  Skill A C
  95
  Monologue
  All hostile actions cease
  while you make a
  dramatic speech
  96
  You're driven back!
  S: V: -----
  H: Fatigue
  D: V: Flurry
  H: Confused
  Act: Defend/Test
  Skill A B
  96
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  97
  You're driven back!
  S: H: Fatigue
  V: -----
  D: H: Confused
  V: Flurry
  Act: Defend/Test
  Critical Problem
  97
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  98
  You're driven back!
  S: H: Fatigue
  V: -----
  D: V: Flurry
  H: Confused
  Act: Defend/Test
  Possible Setback
  98
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  99
  You're driven back!
  S: V: -----
  H: Fatigue
  D: V: Flurry
  H: Confused
  Act: Defend/Test
  Complication
  99
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  
  100
  You're driven back!
  S: H: Fatigue
  V: -----
  D: H: Confused
  V: Flurry
  Act: Defend/Test
  Skill B D
  100
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  101
  You're driven back!
  S: H: Fatigue
  V: -----
  D: V: -----
  H: Confused
  Act: Defend/Test
  Skill B C
  101
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  102
  You're driven back!
  S: V: -----
  H: Fatigue
  D: V: -----
  H: Confused
  Act: Defend/Test
  Skill A D
  102
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  103
  You're driven back!
  S: H: Fatigue
  V: -----
  D: V: Flurry
  H: Confused
  Act: Defend/Test
  Skill A C
  103
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  104
  Do you risk an opening?
  S: H: Inspiration
  V: -----
  D: V: Flurry
  H: -----
  Act: Attack/Defend
  Skill A B
  104
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  105
  Do you risk an opening?
  S: V: Fatigue
  H: -----
  D: V: Flurry
  H: -----
  Act: Attack/Defend
  Skill B C
  105
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  106
  Do you risk an opening?
  S: H: -----
  V: Stymied
  D: H: -----
  V: Flurry
  Act: Attack/Defend
  Skill A B C D
  106
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  107
  Do you risk an opening?
  S: H: -----
  V: Breaks
  D: V: Flurry
  H: -----
  Act: Attack/Defend
  Skill B D
  107
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  108
  Do you risk an opening?
  S: H: -----
  V: Stymied
  D: V: Flurry
  H: -----
  Act: Attack/Defend
  Skill A C
  108
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  
  109
  Do you risk an opening?
  S: H: -----
  V: Stymied
  D: H: -----
  V: Flurry
  Act: Attack/Defend
  Skill A D
  109
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  110
  Do you risk an opening?
  S: H: -----
  V: Stymied
  D: V: Flurry
  H: -----
  Act: Attack/Defend
  Skill A C
  110
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  111
  Do you risk an opening?
  S: V: Stymied
  H: -----
  D: V: Flurry
  H: -----
  Act: Attack/Defend
  Skill A B
  111
  Presence
  Add +3 to the value
  of Charisma, Spirit or
  a related skill
  112
  I have you now!
  S: H: -----
  V: Fatigue
  D: H: Setback
  V: Trick
  /Taunt
  Act: Intimidation/Trick
  Skill A B
  112
  Campaign
  If a player and the GM both
  agree, this card makes a
  subplot permenant
  113
  I have you now!
  S: H: -----
  V: Fatigue
  D: V: Trick
  H: -----
  /Taunt
  Act: Intimidation/Trick
  Skill A B D
  113
  Coup De Grace
  This card allows you
  to add +3 to
  your effect value
  114
  I have you now!
  S: V: Fatigue
  H: -----
  D: V: Trick
  H: -----
  /Taunt
  Act: Intimidation/Trick
  Skill A B C D
  114
  Coup De Grace
  This card allows you
  to add +3 to
  your effect value
  115
  I have you now!
  S: H: -----
  V: Fatigue
  D: H: Stymied
  V: Trick
  /Taunt
  Act: Intimidation/Trick
  Skill B D
  115
  Coup De Grace
  This card allows you
  to add +3 to
  your effect value
  116
  I have you now!
  S: H: -----
  V: Fatigue
  D: V: Trick
  H: -----
  /Taunt
  Act: Intimidation/Trick
  Skill B C
  116
  Coup De Grace
  This card allows you
  to add +3 to
  your effect value
  117
  I have you now!
  S: V: Fatigue
  H: -----
  D: V: Trick
  H: -----
  /Intimidation
  Act: Intimidation/Trick
  Skill A D
  117
  Coup De Grace
  This card allows you
  to add +3 to
  your effect value
  
  118
  I have you now!
  S: H: -----
  V: Fatigue
  D: H: Stymied
  V: Trick
  /Intimidation
  Act: Intimidation/Trick
  Skill A C
  118
  Second Chance
  You may immediately
  re-attempt any action at
  which you just failed
  119
  I have you now!
  S: V: Fatigue
  H: -----
  D: V: Trick
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A B
  119
  Second Chance
  You may immediately
  re-attempt any action at
  which you just failed
  120
  The battle is mine!
  S: V: -----
  H: -----
  D: V: Trick
  H: -----
  /Test
  Act: Manoeuvre/Test
  Skill A B C
  120
  Romance
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  121
  The battle is mine!
  S: H: -----
  V: -----
  D: H: Stymied
  V: Trick
  /Test
  Act: Manoeuvre/Test
  Skill A B D
  121
  Romance
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  122
  The battle is mine!
  S: H: -----
  V: -----
  D: V: Trick
  H: -----
  /Test
  Act: Manoeuvre/Test
  Skill A B C D
  122
  Martyr
  Subplot. May defeat
  any opponent at the cost
  of your own life
  123
  The battle is mine!
  S: V: -----
  H: -----
  D: V: Trick
  H: -----
  /Test
  Act: Manoeuvre/Test
  Skill B D
  123
  Mistaken Identity
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  124
  The battle is mine!
  S: H: -----
  V: -----
  D: H: Stymied
  V: Trick
  /Test
  Act: Manoeuvre/Test
  Skill B C
  124
  True Identity
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  125
  The battle is mine!
  S: H: -----
  V: -----
  D: V: Trick
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A D
  125
  Personal Stake
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  126
  The battle is mine!
  S: H: -----
  V: -----
  D: V: Trick
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A C
  126
  Nemesis
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  
  127
  I shall Triumph!
  S: H: -----
  V: -----
  D: H: Setback
  V: Taunt
  /Intimidation
  Act: Taunt/Test
  Skill A B
  127
  Suspicion
  Subplot. May be turned
  in for Possibility, or gain
  one Possibility per Act
  for subplot
  128
  I shall Triumph!
  S: H: -----
  V: -----
  D: V: Taunt
  H: -----
  /Intimidation
  Act: Taunt/Test
  Skill A B C
  128
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  129
  I shall Triumph!
  S: V: -----
  H: -----
  D: V: Taunt
  H: -----
  /Intimidation
  Act: Taunt/Test
  Skill A B D
  129
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  130
  I shall Triumph!
  S: H: -----
  V: -----
  D: H: Stymied
  V: Test
  /Taunt
  Act: Taunt/Test
  Skill A B C D
  130
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  131
  I shall Triumph!
  S: H: -----
  V: -----
  D: V: Test
  H: -----
  /Taunt
  Act: Taunt/Test
  Skill B D
  131
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  132
  I shall Triumph!
  S: V: -----
  H: -----
  D: V: Test
  H: -----
  /Taunt
  Act: Taunt/Test
  Skill B C
  132
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  133
  I shall Triumph!
  S: H: -----
  V: -----
  D: H: Stymied
  V: Test
  /Taunt
  Act: Taunt/Test
  Skill A D
  133
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  134
  That old chestnut?
  S: H: -----
  V: Setback
  D: V: Test
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A C
  134
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  135
  That old chestnut?
  S: V: Setback
  H: -----
  D: V: Test
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A B
  135
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  
  136
  That old chestnut?
  S: H: -----
  V: -----
  D: H: Setback
  V: Test
  /Taunt
  Act: Manoeuvre/Taunt
  Skill A B C
  136
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  137
  That old chestnut?
  S: H: -----
  V: Flurry
  D: V: Test
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A B D
  137
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  138
  That old chestnut?
  S: V: Flurry
  H: -----
  D: V: Test
  H: -----
  /Intimidation
  Act: Manoeuvre/Taunt
  Skill A B C D
  138
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  139
  That old chestnut?
  S: H: -----
  V: Flurry
  D: H: Stymied
  V: Taunt
  /Intimidation
  Act: Trick/Intimidation
  Skill B D
  139
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  140
  That old chestnut?
  S: H: -----
  V: Flurry
  D: V: Taunt
  H: -----
  /Intimidation
  Act: Trick/Intimidation
  Skill B C
  140
  Drama
  May be used as a Hero card
  or turned in after the
  adventure is over for
  three Possibilities
  141
  I'm not through yet!
  S: V: Stymied
  H: -----
  D: V: Inspiration
  H: -----
  Act: Trick/Intimidation
  Skill A D
  141
  Leadership
  You may play two cards into
  other character's card pools
  from your hand and/or discard,
  immeadiately refilling your hand
  142
  I'm not through yet!
  S: H: -----
  V: Breaks
  D: H: -----
  V: Inspiration
  Act: Trick/Intimidation
  Skill A C
  142
  Leadership
  You may play two cards into
  other character's card pools
  from your hand and/or discard,
  immeadiately refilling your hand
  143
  I'm not through yet!
  S: H: -----
  V: Breaks
  D: V: Inspiration
  H: -----
  Act: Trick/Intimidation
  Skill A B
  143
  Leadership
  You may play two cards into
  other character's card pools
  from your hand and/or discard,
  immeadiately refilling your hand
  144
  I'm not through yet!
  S: V: Breaks
  H: -----
  D: V: Inspiration
  H: -----
  Act: Trick/Intimidation
  Skill A B C
  144
  Leadership
  You may play two cards into
  other character's card pools
  from your hand and/or discard,
  immeadiately refilling your hand
  
  145
  I'm not through yet!
  S: H: -----
  V: Breaks
  D: H: -----
  V: Inspiration
  Act: Trick/Intimidation
  Skill A B D
  145
  Leadership
  You may play two cards into
  other character's card pools
  from your hand and/or discard,
  immeadiately refilling your hand
  146
  I'm back!
  S: H: -----
  V: Breaks
  D: V: Inspiration
  H: -----
  Act: Trick/Intimidation
  Skill A B C D
  146
  Supporter
  +3 to any other character's
  bonus for any action
  147
  Oh no!
  S: V: Breaks
  H: -----
  D: V: Setback
  H: -----
  Act: Trick/Intimidation
  Skill B D
  147
  Supporter
  +3 to any other character's
  bonus for any action
  148
  Oh no!
  S: H: -----
  V: Breaks
  D: H: -----
  V: Setback
  Act: Trick/Intimidation
  Skill B C
  148
  Supporter
  +3 to any other character's
  bonus for any action
  149
  You warily engage.
  S: H: -----
  V: -----
  D: V: -----
  H: -----
  Act: Intimidation/Trick
  Skill A D
  149
  Supporter
  +3 to any other character's
  bonus for any action
  150
  You warily engage.
  S: V: -----
  H: -----
  D: V: -----
  H: -----
  Act: Intimidation/Trick
  Skill A C
  150
  Supporter
  +3 to any other character's
  bonus for any action
  151
  You warily engage.
  S: H: -----
  V: -----
  D: H: -----
  V: -----
  Act: Intimidation/Trick
  Skill A B
  151
  Supporter
  +3 to any other character's
  bonus for any action
  152
  You warily engage.
  S: H: -----
  V: -----
  D: V: -----
  H: -----
  Act: Intimidation/Trick
  Skill A B C
  152
  Supporter
  +3 to any other character's
  bonus for any action
  153
  You warily engage.
  S: V: -----
  H: -----
  D: V: -----
  H: -----
  Act: Intimidation/Trick
  Skill A B D
  153
  Supporter
  +3 to any other character's
  bonus for any action
  
  154
  You warily engage.
  S: H: -----
  V: -----
  D: H: -----
  V: -----
  Act: Intimidation/Trick
  Skill A B C D
  154
  Supporter
  +3 to any other character's
  bonus for any action
  155
  You warily engage.
  S: H: -----
  V: -----
  D: V: -----
  H: -----
  Act: Intimidation/Trick
  Skill A D
  155
  Supporter
  +3 to any other character's
  bonus for any action
  156
  You warily engage.
  S: V: -----
  H: -----
  D: V: -----
  H: -----
  Act: Intimidation/Trick
  Skill A C
  156
  Escape!
  You and your party may
  escape an encounter.
  Must be first card
  played into pool
  
  157
  The will of Lanala!
  S: V: -----
  H: Life Rage
  D: H: -----
  V: Life Rage
  Act: Attack/Manoeuvre
  Skill A B D
  157
  Survival
  +3 bonus to any action which
  avoids danger or overcomes
  environment; plus Second
  Chance if played in Living Land
  Infiniverse
  158
  The pace quickens!
  S: H: Danger
  V: -----
  D: V: Trick
  H: Danger
  Act: Any Multi-Action
  Complication
  158
  Hero Fails
  If played, the GM may negate one of
  your character's successful actions
  If played, gain three Possibilities
  at the end of the adventure
  Infiniverse
  159
  Run away!
  S: V: Test
  H: Flee
  D: H: -----
  V: Breaks
  Act: Manoeuvre/Trick
  Skill A B C D
  159
  Research
  The GM supplies needed, but
  unexpected clue to a mystery
  when this card has been played
  Infiniverse
  160
  When suddenly...
  S: H: Setback
  V: Setback
  D: V: Up
  H: Fatigue
  Act: Attack/Defend
  Critical Problem
  160
  Quest
  Subplot. Character is offered a chance
  to embark on a quest, or may
  turn this in for a Possibility
  Infiniverse
  161
  Feel the tension!
  S: V: -----
  H: Setback
  D: H: Breakdown
  V: -----
  Act: Manoeuvre/Trick
  Skill A B
  161
  Net Gain
  +3 bonus to Net Find, Net Stealth,
  Net Manipulation or Net Tracing
  while in the GodNet or the Grid
  Infiniverse
  
  163
  You take it to them!
  S: H: Up
  V: -----
  D: H: Flurry
  V: Up
  Act: Any Muli-Action
  Complication
  163
  Super Hero
  May be played as an additional
  Possibility with no minimum. Roll
  twice, player chooses the better
  of the two
  Taylorg v2.0a1 20/6/1997
  164
  Comeback!
  S: H: Flurry
  V: -----
  D: H: Inspiration
  V: Flurry
  Act: Manoeuvre/Trick
  Skill A B C D
  164
  Second Wind
  You may ignore up to three levels
  of wound penalties until the end
  of an Event or a Scene,
  whichever comes first
  Taylorg v2.0a1 20/6/1997
  165
  The going gets tough!
  S: V: Flurry
  H: -----
  D: V: Flurry
  H: Fatigue
  Act: Defend/Test
  Skill C
  165
  Resolve
  Add +6 to all Willpower skill
  totals this round.
  Taylorg v2.0a1 20/6/1997
  166
  They hesitate!
  S: H: -----
  V: Fatigue
  D: V: -----
  H: Confused
  Act: Attack/Manoeuvre
  Skill D
  166
  Breakthrough
  Add +3 to any one skill that you
  do not have, and roll as if you
  were skilled
  Taylorg v2.0a1 20/6/1997
  167
  They're on the run!
  S: H: Flurry
  V: Breaks
  D: V: Flurry
  H: Up
  Act: Attack/Taunt
  Skill A C D
  167
  New Hope
  You must spend a full round
  roleplaying an inspirational act
  or speech. All players who can
  trade cards are inspired
  Taylorg v2.0a1 20/6/1997
  168
  They regroup!
  S: V: -----
  H: -----
  D: H: Fatigue
  V: -----
  Act: Manoeuvre/Taunt
  Skill B C
  168
  Plunder
  Discard this card to take a card
  from another player's pool or a
  random card from a player's hand
  to replace this card
  Taylorg v2.0a1 20/6/1997
  169
  They Strike!
  S: V: -----
  H: -----
  D: V: -----
  H: Fatigue
  Act: Defend/Trick
  Skill C
  169
  Event
  A new Event happens and will affect
  all parties involved. This card
  must be the next card to be
  played when drawn.
  Taylorg v2.0a1 20/6/1997
  170
  I'm not through yet!
  S: H: Confused
  V: -----
  D: H: Stymied
  V: Up
  Act: None
  Skill A B
  170
  Fate
  When played, player may discard
  as many cards as desired, and
  draw that number of cards to
  replace them
  Taylorg v2.0a1 20/6/1997
  171
  They strike!
  S: H: -----
  V: Flurry
  D: V: Inspiration
  H: Setback
  Act: None
  Possible Setback
  171
  Murphy's Law
  If played, the GM may negate a
  hero's successful action. If
  played, gain four Possibilites at
  the end of the adventure
  Taylorg v2.0a1 20/6/1997
  
  172
  You give up ground!
  S: V: -----
  H: -----
  D: V: -----
  H: -----
  Act: Test/Intimidation
  Skill A C
  172
  Retrospection
  Cannot be played in combat.
  Meditiate for one turn, discard
  card, then take one card from
  Discard stack
  Taylorg v2.0a1 20/6/1997
  173
  You spot a weakness!
  S: H: -----
  V: Fatigue
  D: V: Fatigue
  H: Flurry
  Act: Trick/Intimidation
  Skill C D
  173
  Desperation
  All players must move all cards
  from hands into their pools
  Taylorg v2.0a1 20/6/1997
  174
  You're driven back!
  S: H: Fatigue
  V: Inspiration
  D: V: Taunt
  H: Breakdown
  /Intimidation
  Act: Trick/Intimidation
  Skill A D
  174
  Clone
  This card may duplicate any
  other card that is in a pool
  Taylorg v2.0a1 20/6/1997
  175
  You take it to them!
  S: H: Up
  V: Breaks
  D: V: -----
  H: Stymied
  Act: Attack/Manoeuvre
  Skill B C
  175
  Reckoning
  + 1 bonus to all skills used to
  attack one opponent until the end
  of an Event or a Scene,
  whichever comes first
  Taylorg v2.1 18/12/1997
  176
  You're driven back!
  S: V: Flurry
  H: Up
  D: V: Taunt
  H: Stymied
  /Intimidation
  Act: Defend/Test
  Skill C D
  176
  Defiance
  + 1 bonus to all skills used to
  defend against one opponent until
  the end of an Event or a Scene,
  whichever comes first
  Taylorg v2.1 18/12/1997
  177
  When suddenly...
  S: H: Inspiration
  V: Flurry
  D: V: Inspiration
  H: Flurry
  Act: Manoeuvre/Trick
  Complication
  177
  Divine Intervention
  Add one Success level to any
  one Miracle by a person of
  compatible Faith
  Taylorg v2.1 18/12/1997
  178
  Do you risk an opening?
  S: H: -----
  V: Fatigue
  D: H: Fatigue
  V: -----
  Act: Test/Intimidation
  Skill A B
  178
  EverLaw
  Add +3 to a Reality based
  skill total
  Taylorg v2.1 18/12/1997
  179
  The going gets tough!
  S: H: Flurry
  V: -----
  D: V: Flurry
  H: -----
  Act: Manoeuvre/Taunt
  Skill A C D
  179
  Fortitude
  Add +3 to one skill that uses
  Stanima, Mind or Spirit
  Taylorg v2.1 18/12/1997
  180
  I shall triumph!
  S: V: -----
  H: Flurry
  D: V: Flurry
  H: -----
  Act: Attack/Taunt
  Skill B D
  180
  Precision
  Add +3 to one skill that uses
  Dexterity, Agility or Intellect
  Taylorg v2.1 18/12/1997
  
  181
  They strike!
  S: H: Flurry
  V: -----
  D: V: Flurry
  H: Confused
  Act: Defend/Trick
  Skill B C D
  181
  Storm Surge
  You may discard this card for
  2 Possibilities while in a
  Reality Storm - OR - add +2 to
  the rating of any Storm in sight
  Taylorg v2.1 18/12/1997
  182
  All hell breaks loose!
  S: H: Flurry/Up
  V: Flurry/Up
  D: V: Flurry
  H: Flurry
  /Up
  /Up
  Critical Problem
  182
  Blood Thirst!
  Add +6 to ANY attacks made in
  the next round, not the round
  in which it is played
  Taylorg v2.1 18/12/1997
  183
  Things calm down
  S: H: -----
  V: -----
  D: V: -----
  H: -----
  Act: Anything but Attack
  A B C D
  183
  Diplomacy
  Played only at the start of a
  round. All offensive actions are
  -6, any action involving communicat
  with the enemy is at +3
  Taylorg v2.1 18/12/1997
  666
  You're doomed!
  S: V: Up
  H: Setback
  D: V: Up
  H: Setback
  Act: Die Horribly
  Complication
  666
  Certain Death
  You cannot escape, there is
  no hope. Create new characters
  and start again
  Taylorg v2.0a1 1/1/2000
  Break Thru
  Act as skilled in something
  you know nothing about
  with +3
  Taylorg v2.0a1 1/1/2000
  Hope
  Acts as Inspiration for
  the entire group
  Taylorg v2.0a1 1/1/2000
  Event
  Heavy duty card that triggers a
  major event in the adventure.
  Played automatically when turned
  Taylorg v2.0a1 1/1/2000
  Murphys Law
  Something goes wrong in the
  adventure that effects whole
  group. Play facing GM. Gain
  3 Possibilities at adventure's end
  Taylorg v2.0a1 1/1/2000
  Super Hero
  Like Hero but recieve 2
  Possibilities. Roll twice and
  choose the best
  Taylorg v2.0a1 1/1/2000
  
  Second Wind
  Heals 3 wound levels
  and all shock damage
  Taylorg v2.0a1 1/1/2000
  Reinforcements
  Aid arrives in some form.
  Plays facing GM
  Taylorg v2.0a1 1/1/2000
  Reality
  +3 to any Reality based action
  Taylorg v2.0a1 1/1/2000
  Never Surrender
  +3 to any combat
  related action
  Taylorg v2.0a1 1/1/2000
  Factor X
  Increases difficulty of
  adventure substantially.
  Gain +3 possibilities at end of
  adventure if successful
  Taylorg v2.0a1 1/1/2000
  Fate
  Must be first card played into
  pool. Card when used allows
  you to discard and draw three
  cards from deck into pool
  Taylorg v2.0a1 1/1/2000
  Noble Cause
  You have taken up a noble cause
  in your adventure and will follow
  it through to the end
  cards from deck into pool
  Taylorg v2.0a1 1/1/2000
  Publicity
  PC has gained noteriety
  and is hounded by media types
  you to discard and draw three
  cards from deck into pool
  Taylorg v2.0a1 1/1/2000
  Debt of Honour
  You owe a debt of honour
  and must see it through
  Taylorg v2.0a1 1/1/2000
  
  Storm
  Allows you to make a reroll
  during combat in a reality storm
  Taylorg v2.0a1 1/1/2000
  Curse
  You have been cursed
  Taylorg v2.0a1 1/1/2000
  Hand of God
  If given a death blow you
  do not die but are stabilized
  Taylorg v2.0a1 1/1/2000
  Reckoning
  +6 to any combat action
  Taylorg v2.0a1 1/1/2000
  Iron Will
  +6 to Willpower
  Taylorg v2.0a1 1/1/2000
  Divine Aura
  +6 to any Spirit based roll
  Taylorg v2.0a1 1/1/2000
  Enlightenment
  +6 to any Mind or Intelligence
  based roll
  Taylorg v2.0a1 1/1/2000
  
  10
  S: P: -----
  G: Stymied
  D: G: Flurry
  P: Confused
  Act: Attack/Trick
  Critical Problem
  10
  Double Cross
  Gain +6 to any action performed
  that directly betrays
  the rest of the party
  Masterbook
  S: P: -----
  G: Stymied
  D: G: Flurry
  P: Confused
  Act: Defend/Taunt
  Possible setback
  Breakthrough
  Add +3 to any skill your character
  is normally untrained in and roll
  as if trained
  Masterbook
  S: P: -----
  G: Breaks
  D: G: Inspiration
  P: -----
  Act: Defend/Taunt
  Possible setback
  Common Ground
  Establish "common ground" with
  an otherwise alien or unknown
  being or group
  Set card out facing GM
  Masterbook
  Interloper
  Play face up as a subplot card.
  Sometime during the adventure
  a "third party" shows up, acting in
  the party's, GM's or own intersts
  Masterbook
  Wild Card
  Use as any card in deck
  Masterbook
  Disaster
  Something really bad happens,
  not necessarily to Character,
  but in general
  Masterbook
  Oppurtunity
  Can be played from pool
  to gain an opportunity
  helpful to PC
  Masterbook
  
SOURCE: textdata/thevault/Torg/Torg Cards.pdf