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.
