1. Devastating blow

Play this card when your melee attack hits, and deal +6 damage.

2. Quick recovery

Overcome injury in just one day of rest.

3. Refocus

Play this in the second combat turn or later. Re-roll your initiative but add 4 dice.

4. Meditation

Spend a day in meditation to shorten the stress cycle by one.

5. Stretch the limits

The next time you make a recovery roll, you may increase ability pools beyond their maximum.

6. Reset the clock

Play this card to regain the use of a special ability that has a cooldown.

7. Copy ability

Play this card after an ally uses a special ability. You can use the ability once as well.

8. Dead aim

Play when making a ranged attack, add 4 dice to the attack roll.

9. One guess

Try to guess the tactic used by an opponent. The GM will answer with a yes or no.

10. Instant action

Gain 1 AP instantly, even if it isn’t your turn.

11. Sense trouble

When looking for a malfunction, trap, bomb etc. – you find the source of the problem immediately.

12. Take a knee

Roll 3d6 when making your a recovery roll.

13. Blessing

Reduce the TN of one roll, any roll, by 1. If you are an expert in spiritualism (I) reduce the TN by 2.

14. Brilliant attack

Before making an attack, spend this card to know which tactic your target will use to defend itself.

15. Brilliant defense

Before defending from an attack, spend this card to know which tactic your attacker uses.

16. Communication insight

When attempting to communicate with a creature or a machine whose language you do not know, gain an insight into the general idea which they are trying to convey, and gain an insight that allows you to convey a general idea back.

17. Intellect effort

When spending one or more points of Intellect as effort, gain +4 dice for the roll.

18. Make it work

Spend this card to operate a device which whose design and interface are not familiar to you.

19. Mental chemistry

Spend this card to gain the effects as if you have consumed up to four doses of glycyrrhizin, or have taken up to four gulps of salts. You suffer no ill effects, even if you are allergic or addicted.

20. Might effort

When spending one or more points of Might as effort, gain +4 dice for the roll.

21. Overcome quirk

Spend this card to suppress your quirk for the duration of one encounter or one task.

22. Quantum strike

Spend this card to launch a quantum strike against a computer from a distance. It is enough that the devices operate by this computer may affect you.

23. Assure and counsel

When you overcome a stress point, play this card to also allow an ally to overcome a stress point.

24. Make your own luck

Play this card to reject a GM-intervention. You also lose any XP you may have gained from it.

25. Shake it off

When you are hit by an attack, make a pain resistance check against TN 4 and the same tactic of the attack that hit you. Each success removes one point of damage.

26. Speed effort

When spending one or more points of Speed as effort, gain +4 dice for the roll.

27. Square peg in a round hole

Spend this card to connect two devices which were not designed to interface with each other.

28. Swift action

Add two successes to your initiative bid, regardless of how you spend your other initiative successes.

29. Unlimited effort

Spend this card when using effort to support a roll. You can spend any ability dice on the effort, and spend as many as you wish regardless of your training level.

30. Act with purpose

Gain +1.2 AP when your turn on the initiative order comes up.

31. Wide observation

You can observe quantum particles in double the normal radius, causing their quantum wave function to collapse.

32. Quick relaxation

You can take a vacation or enjoy your hobby to reduce stress for half the usual time before recovering from 1 stress point.

33. Rainy day

Spend this card and your other card, to store the second card in reserve. You can then use that card at any time and it doesn’t count towards your maximum of two cards.

34. Genius calculation

When you access a quantum computer, you can use it to conduct a complex calculation instantly without a dedicated program.

35. Tactical maneuver

Outmaneuver a foe at the cost of 0.6 AP, change distance by one step and face the enemy’s rear.

36. Engine blast

When navigating a spaceship, use your thrusters to attack a target within short range (1 AP).

37. Dual systems

Use two systems at once without spending extra AP for three rounds.

38. Covering fire

Your ranged fire does no damage, but one enemy suffers -1 success to attacks and one ally gains +1 success to defenses for one round.

39. Mark target

Spend 0.6 AP to mark an enemy. You and your allies attack that enemy with -1 to TN.

40. Stretch resources

When conducting inventory and checking efficiency, recover 10% of spent fuel, oxygen, food, water or other resource.

41. Become the drone

When operating a drone, you can collapse quantum wave functions through the drone’s sensors. Lasts until you leave the controls.

42. Hedge your bet

Play this card before rolling a check. If you suffer a drawback because of the tactics, there is a tie instead.

43. Quality production

When you create a small object (up to one module in size), the result is one level of technology above your usual capacity.

44. Detect hostility

Spend the card to determine the willingness of another creature to resort to violence in the next few seconds.

45. Environment as weapon

When you use the environment as a weapon (such as by opening an airlock), you can coordinate with your allies who will have time to take precautions.

46. Easy jump

If you use this card when making a jump shorter than 4 light years, you do not suffer a stress point.

47. Medical aid

Spend this card to use one of your rest options on an ally. If you bring one of the ally’s attributes above zero, the ally also recovers a stress point.

48. Gentle awakening

Spend this card when you awaken from cold sleep to avoid suffering a stress point.