TEXT: Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V — 
  H Fatigued
  MANEUVER/TRICK
  DISORGANIZED RABBLE!
  1-L
  A
  C
  Mobs on either side are Stymied 
  thanks to discipline and formations 
  being contradictory concepts.
  
  Standard: 
  V Stymied 
  H —
  Dramatic: 
  H Surge 
  V —
  MANEUVER / TAUNT
  SOMETHING ABOUT YOU...
  2-L
  A
  B
  D
  If you have Charisma 8+ any test you 
  attempt this round is Favored.
  
  Standard: 
  H — 
  V Flurry
  Dramatic: 
  V — 
  H Surge
  TAUNT / TRICK
  PEEL THE FALSE SKIN!
  3-L
  A
  B
  Any worn Armor provides half its 
  usual protection (rounding up) this 
  round.
  
  Standard: 
  V — 
  H Surge
  Dramatic: 
  H Fatigued 
  V —
  MANEUVER / TRICK
  LANALA’S RAGE!
  4-L
  A
  C
  All characters become Stymied.
  
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V Fatigued 
  H —
  TRICK
  BAD FOOTING!
  5-L
  A
  D
  Villains must test Agility or become 
  Very Vulnerable.
  
  Standard: 
  H — 
  V Inspiration
  Dramatic: 
  V Inspiration 
  H —
  TAUNT
  STRONG SPIRITS!
  6-L
  A
  B
  C
  The faith skill is Favored this round, 
  but the backlash for failing to invoke 
  a Miracle increases to a Wound.
  
  Standard: 
  V — 
  H Fatigued
  Dramatic: 
  H — 
  V Up
  MANEUVER
  CRUMBLING RUINS!
  7-L
  B
  C
  Heroes must test Agility or become 
  Very Vulnerable.
  
  Standard: 
  V Inspiration 
  H —
  Dramatic: 
  H Surge 
  V —
  INTIMIDATE
  THICK SKIN!
  8-L
  B
  D
  Any character with a natural Armor 
  rating gains +1 Toughness for the 
  round.
  
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V — 
  H Surge
  TAUNT / TRICK
  PUNY TRICKS!
  9-L
  B
  C
  The intimidate skill may be used 
  as the defense against any type of 
  Interaction Attack this round.
  
  Standard: 
  V — 
  H Inspiration
  Dramatic: 
  H Stymied 
  V —
  ANY
  SOOTHE THE SAVAGE BEAST!
  10-L
  COMPLICATION
  The persuasion skill may be used as 
  an Interaction Attack this round. The 
  target is the defender’s persuasion.
  
  Standard: 
  H Fatigued 
  V —
  Dramatic: 
  V Fatigued 
  H —
  ATTACK / DEFEND
  BARED FANGS!
  11-L
  A
  B
  Unarmed attacks by either side are 
  favored this round.
  
  Standard: 
  V — 
  H Up
  Dramatic: 
  H — 
  V Flurry
  ANY MULTI-ACTION
  FICKLE FATE!
  12-L
  A
  B
  C
  D
  Dice added by Possibilities (or an 
  equivalent) don’t add a minimum of 
  10 this round.
  
  Standard: 
  H Up 
  V —
  Dramatic: 
  V Fatigued 
  H —
  INTIMIDATE / TAUNT
  THE SIGNS ARE BAD!
  13-L
  A
  D
  All villains must make a fear test. 
  Those who fail become Stymied, and 
  must flee on a Mishap.
  
  Standard: 
  V Setback 
  H —
  Dramatic: 
  H Fatigued 
  V —
  INTIMIDATE / MANEUVER
  THE FIRE HUNGERS!
  14-L
  A
  B
  C
  An 
  appropriate 
  portion 
  of 
  the 
  map (GM’s call) ignites and begins 
  burning as a bonfire (12 damage).
  
  Standard: 
  H Surge 
  V —
  Dramatic: 
  V — 
  H Confused
  ATTACK
  AN ILL WIND!
  15-L
  POSSIBLE SETBACK
  Villains’ missile weapons gain 10 
  extra meters of range.
  
  Standard: 
  V — 
  H —
  Dramatic: 
  H Inspiration 
  V —
  ANY MULTI-ACTION
  DON’T THINK TOO HARD!
  16-L
  CRITICAL PROBLEM
  Any character with a Social Axiom 
  of 8 or higher must roll to avoid 
  Disconnection as if a Surge occurred.
  
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V — 
  H Confused
  INTIMIDATE / TRICK
  MAKE YOURSELF LOOK BIGGER!
  17-L
  A
  B
  D
  This round the intimidation skill 
  becomes based on Strength rather 
  than Spirit.
  
  Standard: 
  V — 
  H Flurry
  Dramatic: 
  H Surge 
  V —
  INTIMIDATE / TAUNT
  FASTER THAN THEY LOOK!
  18-L
  A
  B
  Villains gain an extra 5 meters of 
  movement, or an extra 15 meters of 
  movement if they Run.
  
  Standard: 
  H — 
  V —
  Dramatic: 
  V — 
  H Flurry
  ATTACK / TRICK
  A FAVORABLE WIND!
  19-L
  A
  C
  Heroes’ missile weapons gain 10 
  extra meters of range.
  
  Standard: 
  V — 
  H —
  Dramatic: 
  H — 
  V Flurry
  INTIMIDATE / MANEUVER
  SPRINT FOR IT!
  20-L
  A
  D
  Heroes gain an extra 5 meters of 
  movement, or an extra 15 meters of 
  movement if they Run.
  
  Standard: 
  H Up 
  V —
  Dramatic: 
  H — 
  V Setback
  INTIMIDATE
  FLARING TENSIONS!
  21-L
  A
  B
  C
  D
  Two villains attack one another 
  simultaneously, playing no mind to 
  the heroes at all.
  
  Standard: 
  H Inspiration 
  V —
  Dramatic: 
  H — 
  V —
  ANY
  KILLER TERRAIN!
  22-L
  A
  B
  C
  The survival skill may be used as an 
  Interaction Attack this round. The 
  target is the defender’s survival.
  
  Standard: 
  H — 
  V Setback
  Dramatic: 
  H — 
  V —
  MANEUVER
  BLEEDING OUT!
  23-L
  A
  B
  D
  Any villain who has suffered one 
  or more Wounds suffers another 
  Wound.
  
  Standard: 
  H — 
  V —
  Dramatic: 
  H — 
  V Setback
  ATTACK / MANEUVER
  SHARPENED BLADES!
  24-L
  A
  B
  C
  D
  Melee weapons attacks by either 
  side are Favored this round.
  
  Standard: 
  H Flurry 
  V —
  Dramatic: 
  H Up 
  V —
  TAUNT
  SHATTERED BLADES!
  25-L
  A
  B
  C
  D
  Any weapon used this round gains a 
  Malfunction range of 1-4 and breaks 
  on a Malfunction.
  
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  H — 
  V Stymied
  INTIMIDATE / TRICK
  SMALL PACKS HUNT BEST!
  26-L
  A
  B
  D
  Mobs may not cooperate on tests.
  
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  H Inspiration 
  V —
  MANEUVER / TAUNT
  THE SPIRITS ROUSED!
  27-L
  A
  B
  Any character with a Condition 
  (Stymied or Vulnerable) suffers 2 
  Shock.
  
  Standard: 
  H — 
  V —
  Dramatic: 
  H Flurry 
  V —
  ATTACK / INTIMIDATE
  LOUDER THAN WORDS!
  28-L
  A
  B
  C
  Taunts suffer a –10 penalty this 
  round.
  
  Standard: 
  H — 
  V Stymied
  Dramatic: 
  H Inspiration 
  V —
  ATTACK / TAUNT
  REALITY BURST!
  29-L
  A
  D
  All Ords suffer 2 Shock and disconnect. 
  Reality-rated characters test reality and 
  lose 1 Possibility on a failure.
  
  Standard: 
  H Flurry 
  V —
  Dramatic: 
  H — 
  V —
  TRICK
  ARISE!
  30-L
  A
  B
  Any KOed characters (including 
  Defeated ones) regain consciousness 
  and recover 2 Shock.
  
  Standard: 
  V — 
  H Fatigued
  Dramatic: 
  V — 
  H Surge
  DEFEND
  ME FIRST!
  31-L
  B
  D
  Heroes must act according to how the 
  players are seated, starting to the GM’s 
  right and proceeding counter-clockwise.
  
  Standard: 
  V — 
  H Surge
  Dramatic: 
  V Inspiration 
  H —
  DEFEND / MANEUVER
  SPIRIT MIST RISES!
  32-L
  A
  C
  All attacks suffer an extra –2 
  Darkness penalty during the turn. 
  Star Eyes ignore this.
  
  Standard: 
  V — 
  H —
  Dramatic: 
  V — 
  H Stymied
  DEFEND / TAUNT
  HOT AND HUMID!
  33-L
  COMPLICATION
  Any 
  character 
  wearing 
  Armor 
  (whether it Fatigues or not) suffers 
  2 Shock.
  
  Standard: 
  V — 
  H Setback
  Dramatic: 
  V Inspiration 
  H —
  DEFEND / TRICK
  A DISTANT ROAR!
  34-L
  B
  C
  The heroes must make a Hard (DN 
  14) Fear test or become Stymied.
  
  Standard: 
  V — 
  H —
  Dramatic: 
  V Up 
  H —
  DEFEND
  MERCY!
  35-L
  B
  D
  On this round ∞ results do not add 
  extra Bonus Dice of damage.
  
  Standard: 
  V — 
  H Stymied
  Dramatic: 
  V — 
  H Confused
  DEFEND / TAUNT
  PLAN, WHAT PLAN?!
  36-L
  POSSIBLE SETBACK
  Heroes must act according to how the 
  players are seated, starting to the GM’s 
  right and proceeding counter-clockwise.
  
  Standard: 
  V — 
  H Surge
  Dramatic: 
  V Up 
  H —
  DEFEND / INTIMIDATE
  DON’T SHOW YOUR THROAT!
  37-L
  B
  C
  The character who has suffered 
  the most Shock (GM’s call on a tie) 
  becomes Very Vulnerable.
  
  Standard: 
  V Up 
  H —
  Dramatic: 
  V Inspiration 
  H —
  DEFEND / MANEUVER
  EYE OF THE PREDATOR!
  38-L
  B
  D
  Missile weapons attacks are Favored 
  this round.
  
  Standard: 
  V — 
  H Confused
  Dramatic: 
  V — 
  H Setback
  DEFEND / INTIMIDATE
  THESE ROCKS HATE YOU.
  39-L
  A
  B
  Any roll of 1-4 is treated as a Mishap 
  this round.
  
  Standard: 
  V — 
  H Setback
  Dramatic: 
  V — 
  H Setback
  DEFEND / TRICK
  LOSING BLOOD!
  40-L
  CRITICAL PROBLEM
  Any heroes with one or more 
  Wounds suffer an additional Wound.
  
SOURCE: textdata/thevault/Torg Eternity/Living Land/Torg Eternity - Living Land Booster Deck - Living Land Drama Deck.pdf