GreenDragon
11-06-2011, 04:43 AM
Infiniverse offered Survival (LL/LB*), Hero Fails (NE/LB*), Research (Or), The Quest (Ay), and Net Gain (CP/TH). I've yet to come up with a good Tz'Ravok card - though Survival works. However Masterbook has a few cards not in Torg that fit the other two realms fairly well.
* These cards were only intended for the first listed reality - but Merretika/Land Above is a cross between the two so the cards can fit the flavor of it fairly well.
162: Double Cross
A character who wishes to betray his party or one of his party members may play the double cross card to add +6 to any one action. The action should be taken to the detriment of another player character, and the player using the card must state what single value he wishes to affect when he plays the card. If either the character who plays this card, or the target character is from Nippon-Tech, the Nippon character(s) gain a Possibility at the end of the adventure. Furthermore, the target may swear vengeance, per that World Law.
S:H: -- V: Stymied
D:V: Flurry H: Confused
Act: Attack/Trick
Skill: Critical Problem
163: Common Ground
When a character has this subplot in effect, the gamemaster uses it to establish a common relationship between that character and an otherwise alien or strange person, environment or culture. For some reason, that the gamemaster may or may not explain, the character is able to relate to the alien situation fairly easily – if through a narrow focus.
Characters of Aka alignment gain +5 (rather than +3) to Charm rolls in this situation, and may benefit from leadership and supporter cards - with the aliens only, not other party members - for the rest of the scene. Zinatt-aligned characters gain +5 to Persuasion (rather than +3). Coar characters may treat the aliens as Coar for purposes of buying/selling cards. All Space God characters gain one extra Possibility at the end of the adventure.
S: H: -- V: Breaks
D: V: Inspiration H: --
Act: Defend/Taunt
Skill: ABCD
Also, for what its worth, one of my players commented tonight that the Monologue card would be a nice addition to the Masterdeck.
* These cards were only intended for the first listed reality - but Merretika/Land Above is a cross between the two so the cards can fit the flavor of it fairly well.
162: Double Cross
A character who wishes to betray his party or one of his party members may play the double cross card to add +6 to any one action. The action should be taken to the detriment of another player character, and the player using the card must state what single value he wishes to affect when he plays the card. If either the character who plays this card, or the target character is from Nippon-Tech, the Nippon character(s) gain a Possibility at the end of the adventure. Furthermore, the target may swear vengeance, per that World Law.
S:H: -- V: Stymied
D:V: Flurry H: Confused
Act: Attack/Trick
Skill: Critical Problem
163: Common Ground
When a character has this subplot in effect, the gamemaster uses it to establish a common relationship between that character and an otherwise alien or strange person, environment or culture. For some reason, that the gamemaster may or may not explain, the character is able to relate to the alien situation fairly easily – if through a narrow focus.
Characters of Aka alignment gain +5 (rather than +3) to Charm rolls in this situation, and may benefit from leadership and supporter cards - with the aliens only, not other party members - for the rest of the scene. Zinatt-aligned characters gain +5 to Persuasion (rather than +3). Coar characters may treat the aliens as Coar for purposes of buying/selling cards. All Space God characters gain one extra Possibility at the end of the adventure.
S: H: -- V: Breaks
D: V: Inspiration H: --
Act: Defend/Taunt
Skill: ABCD
Also, for what its worth, one of my players commented tonight that the Monologue card would be a nice addition to the Masterdeck.