Most dice-rolling requires the player or GM to roll 3d6, add or subtract any modifiers, and get a result equal to or better than the Target Number (TN). TNs include, but are not limited to,
When making a 3d6 roll, a natural roll of 3 (three ones) always fails, while a natural roll of 18 (three sixes) always succeeds, regardless of the TN required for success or the result of the roll.
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Old Roll
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New Modifier
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Old Roll
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New Modifier
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8-
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2
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12-
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6
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9-
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3
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13-
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7
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10-
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4
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14-
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8
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11-
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5
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15-
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9
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Tied results are resolved using the following criteria:
At the start of each game session, each player receives two cards. A player can either draw four cards and discard two, or choose one card and draw the other.
The GM receives cards equal to the number of players attending the game session (N). The GM can either draw cards equal to N+2 and discard two, or choose one card and draw cards equal to N-1.
Cards may be used on any PC or NPC, at the card holder's discretion. The card holder chooses either the narrative or the mechanical effect: only one effect applies. Card play is intended to narratively enhance the game, allow actions to succeed at dramatically appropriate moments, and encourage creativity during play. The GM is the final arbiter of the effectiveness of card play, and may overrule the success or failure of any action despite card play.
Unused cards are discarded at the end of the game session.
| Card | Narrative Effect | Mechanical Effect |
| 2 | Talk to me | Success! |
| 3 | I've got you now! | Success! |
| 4 | Getaway | Missed me! |
| 5 | Rogue negotiation | Missed me! |
| 6 | Look! A clue! | Kryptonite |
| 7 | Sonic screwdriver | Kryptonite |
| 8 | Cavalry | Get up and get moving |
| 9 | Media darling | Get up and get moving |
| 10 | Cupid's arrow | Wake up! |
| jack | Complications | Wake up! |
| queen | Luck of the Irish | I can do this |
| king | With our powers combined | I can do this |
| ace | Cosmic power | I can do this |
Cavalry Reinforcements arrive.
Complications Things unexpectedly get worse.
Cosmic power Your power has an unexpected effect.
Cupid's arrow A love interest forms or changes.
Getaway Escape from your enemies, even if they should capture
you.
I've got you now! Capture your enemies, even if they should
escape.
Look! A clue! Learn something useful, like an opponent's weakness
or a lead on solving a problem.
Luck of the Irish Things unexpectedly get better.
Media darling Appreciative media arrive.
Rogue negotiation A character does something rash, like revealing a
secret or starting a fight.
Sonic Screwdriver Gain access to a useful resource or jury
rig something for a similar effect.
Talk to me Start a conversation with a character, even if they
are hostile, uncooperative or secretive.
With our powers combined Your teamwork has an unexpected effect.
Get up and get moving Take an immediate standard or move
action, or grant a teammate an immediate full round action. This card does not
reset the recipient's place in the initiative sequence.
I can do this Gain a +3 bonus to any 3d6 roll. You must play this card
before you roll.
Kryptonite Give an attack +4 damage classes, armour piercing,
or penetrating. You must play this card after the attack hits and before damage
is resolved.
Missed me! Change a success on a 3d6 roll to a fail. You must
play this card before the result of the success is resolved: you cannot use
this card to make an attack miss once you know how much damage the attack causes,
for example.
Success Change a fail on a 3d6 roll to a success. Treat the
success as if you achieved the minimum possible successful result: you cannot
use this card to make an autofired attack hit with all 5 attacks, for example,
or to take 1 action to succeed on a skill check that usually takes 1 month.
Wake up! If you are conscious, immediately recover from being
stunned and regain Stun equal to your Recovery. If you are unconscious, immediately
recover from being stunned and reset your Stun to equal your Recovery. This
card does not reset the recipient's place in the initiative sequence.