Action!/System/Deck
All Action! Cards have two things on each card:
- The Plot
- The Action
The Plot[edit | edit source]
These plots are for the players to use, or the GM before each scenario (or session). The following plots exist right now.
Alertness[edit | edit source]
Someone notices something relevant to the current situation.
Breakthrough![edit | edit source]
A current task or dilemma is suddenly resolved.
Campaign[edit | edit source]
Another subplot becomes semi-permanent.
Claim[edit | edit source]
You may claim participation in someone else's subplot.
Common Ground[edit | edit source]
You and the opposition find temporary common ground.
Connection[edit | edit source]
You know someone in the area that might help.
Double Cross![edit | edit source]
You become double crossed or double cross the party. This card refills all your Point pools.
Idea![edit | edit source]
You think of something that helps you along. Allows for permanent new things with Campaign.
Leadership[edit | edit source]
You take control of the situation. Refill one person's pool. Resolve one dilemma or cause a setback.
Martyr[edit | edit source]
You are out of the fight, but resolve the current dilemma. With Campaign: resolves the scenario, but kills you.
Mistaken Identity[edit | edit source]
You or someone else is mistaken for someone else.
Nemesis[edit | edit source]
You or someone else have a personal grudge against you or someone else.
Personal Stake[edit | edit source]
Now it's personal!
Rally[edit | edit source]
Everyone except you refills all their Point pools. You get Inspired this scene.
Romance[edit | edit source]
You or someone else find you or someone else romantically attractive.
The Shit Hits The Fan![edit | edit source]
The situation deteriorates in a catastrophic manner. Situation also becomes Dramatic: all Actions become Hazardous and Promising.
Suspicion[edit | edit source]
You or someone else is the subject of suspicion.
The Third Man[edit | edit source]
A third party with its own agenda shows up.
The Unknown[edit | edit source]
A weird, sometimes alien, third party shows up.
Wild![edit | edit source]
The situation becomes totally crazy. All Actions count as Experimental and Ínspired.
The Action[edit | edit source]
At the beginning of an encounter, fight or session (or whenever) the GM can draw a card to see what kind of situation this is and what Actions are approved. A player can change the card with a successful Action of the approved type.
Attack![edit | edit source]
All Attack Actions are Inspired.
Deceive![edit | edit source]
All Deceit Actions are Inspired.
Defend![edit | edit source]
All Active Defenses are Inspired.
Drama![edit | edit source]
All Actions are Hazardous and Promising.
Fatigue![edit | edit source]
All Actions cause Fatigue.
Inspiration![edit | edit source]
All Actions are Inspired.
Interaction![edit | edit source]
All Interaction Actions are Inspired.
Rejuvenation![edit | edit source]
All successful Actions return d10 Shockpoints, and all Wounds become bandaged.
Stymie![edit | edit source]
All Actions are Stymied.
Support![edit | edit source]
Non-Attack Actions are Inspired.