Body Leather Belt Staredown Eyes of Madness Eagle Style Snake

Peter
Body
Leather Belt
Staredown
Body
Belt
Skill
0 Sneak
2 Belt Slots
+2
Interrupt. 1 , and the GM gets 2
+2
1
: 2
1
:
1
: 1
2
: 2
1
: [1:1:X] +0:1d4 unarmed.
2
: Manipulate environment for cover
Rest
: +1
2
: Change contents of hands.
2
: +1
Max
:
Eyes of
Madness
Skill
.
+2
It would be a lot less creepy if he were actually
staring at anyone.
+1
+1
until SoT
Cydonian
per
Cydonian
You may not equip anything in your torso slot,
and you may not unequip this skill.
Each time you spend for , you may select
an enemy and immediately move 1space closer
to it.
(Interrupt) until SoT
$50
⇒
Eagle Style
Snake Style
Tiger Style
Cowboy Hat
Stance
Stance
Stance
Head
Unarmed : +2
+1
+1
-1
+1
+1
If this has no
counters, you may change
what’s in your stance slot for 0 . If you do so,
put two counters on this.
Dance gracefully out of harm’s way while
striking with deadly accuracy in the fashion of
this tiny old-world creature.
Cydonian Stance
Soar swiftly through the air like this legendary
desert bird.
Cydonian Stance
Stance
Strike with vicious claws like this 4-armed
desert beast of yore.
- 1/ 7 -
No, this equipment is not transferable. Nobody
can touch your hat. They do not understand
what it means.
Cydonian
taken.
You may change what’s in your stance slot for
1 .
Peter
Elbow Strike
Elbow Strike
Backfist
Straight Punch
1 Free Hand
1 Free Hand
1 Free Hand
1 Free Hand
1
1
1
1
[1:1:X] +1:1d4 unarmed.
[1:1:X] +1:1d4 unarmed.
[1:1:X] +1:1d6 unarmed.
Red : +1
Red : +1
Red : +1
Straight Punch
Sucker Punch
1 Free Hand
1 Free Hand
1 Red
2
[1:1:X] +0:1d6+1 unarmed.
: +1d4
(this damage is
doubled by critical hits etc.)
1 Combo
Shaolin Bear
Strike
2 Free Hands
Pair
[1:1:X] -2:2d8 unarmed.
Super 1 : +2
Super 1 : 1 Stun token
1 Stun
If the target has any Stun tokens (not including
those granted by this attack), +1d6 .
-2/7-
1 Cydonian Finishing Strike Color
1
1 Red
1
[1:1:X] +0:1d6+1 unarmed.
1 Combo Color
1 Combo Color
1 Combo Color
Solid, 1
1 Combo
1
1
2
Pair
[1:1:X] +0:1d10 unarmed.
Super N
: +Nd6
Super 2
:
Red Pair
: +1d8
, N knockback.
Black Pair : If solid, +2d8
The name of this attack has been handed down
from generation to generation at least once.
Nobody knows what it means.
Kung Fu
Skill
Unarmed : +1
1
: [1:X:X] +0:1d6 unarmed
Peter
Backfist
Backfist
Uppercut
Uppercut
1 Free Hand
1 Free Hand
1 Free Hand
1 Free Hand
1
1
1
1
2
1
[1:1:X] +1:1d6 unarmed.
[1:1:X] +1:1d6 unarmed.
[1:1:X] +1:1d8 unarmed
[1:1:X] +1:1d8 unarmed
Red : +1
Red : +1
On hit, give the enemy this card.
On hit, give the enemy this card.
-1
-1
: +1d4
(this damage is
doubled by critical hits etc.)
2
Knee
Knee
Any
Any
1
1
1
[1:1:X] -1:1d8 unarmed
, discard at the end of your turn.
, discard at the end of your turn.
2
Solid, 1
1 Combo Color
: +1d4
(this damage is
doubled by critical hits etc.)
1 Combo Color
Solid, 1
Desert Robot
Fist
2 Free Hands
1
3
[1:1:X] -1:1d8 unarmed
2 Cydonian Finishing Strike
2 Combo
-3/ 7-
Super 2 : On hit, choose an item in the
enemy’s hands and place it on the
ground 2 spaces away.
Super 2 : On hit, this card
-2
, can’t reduce
Telegraph
Skill
Combo,
: The next attack gets -1
+2X
where X is the length of the
combo before the next attack.
SoT
:
2Pair
[1:1:X] +3:1d8+4 unarmed
2 Combo
2
1
the target.
below 2.
This heavy blow does significant damage to
the enemy’s armor. Posing is recommended but
not mandatory.
Yelling the attack name is optional but
encouraged.
Peter
Fist Wraps
Snap Kick
Snap Kick
Palm Smash
Gloves
Any
Any
2 Free Hands
Unarmed : +1
2
Unarmed : +1
2 Black
2
[1:1:X] +2:1d6+2 unarmed
2 Black
Pair
1
[1:1:X] +2:1d6+2 unarmed
You may pay 2
decreases to 2
Simple bandages make it that much more comfortable to punch an armor-plated brawler, or
perhaps a tank.
instead. If you do, the cost
.
[1:1:X] 0:1d10+2 unarmed
+2
if you have any heavy equipment.
3 Combo
3 Combo
$110
3 Combo
Solid: Knockback 1. You may immediately
take 1
(no bonuses apply). +1
to your
next attack.
Two-Headed
Snake
1 Free Hand
2 Free Hands
2 Free Hands
2
Pair+1
[1:1:X] -1:0 unarmed
+3
if sneaking.
On hit: Choose an item in the enemy’s hands
and place it on the ground 1d4 spaces away in
a random direction.
3
Critical: May repeat the above action until the
enemy’s hands are empty.
2
2Pair
[1:1:X] +4:1d6+3x2 unarmed. A different
target may be chosen for each attack.
Two-Headed Snake ⇒ : The attack is x4
instead. (This requires a separate copy of the
card.)
If each pair is of mixed color, +2
per hit.
An elaborate torso-wiggling motion precedes
a series of lightning-quick strikes, which more
often than not catch the opponent laughing.
-4/7-
3 Cydonian Color Finishing Strike
Two-Headed
Snake
3 Cydonian Color Finishing Strike
Disarming
Strike
2
Rapid Attack
Skill
Comes into play with 5 counters on it.
2Pair
[1:1:X] +4:1d6+3x2 unarmed. A different
target may be chosen for each attack.
Two-Headed Snake ⇒ : The attack is x4
instead. (This requires a separate copy of the
card.)
If each pair is of mixed color, +2
per hit.
An elaborate torso-wiggling motion precedes
a series of lightning-quick strikes, which more
often than not catch the opponent laughing.
Remove a counter: Make a normal attack with
the Combo property.
1
: Add 1 counter to this card.
Peter
Lightning
Counter
Swift Strike
Swift Strike
Feint Attack
Melee
Melee
Melee
Melee
Make a non-Inspiration melee attack. It gains
Combo.
Make a non-Inspiration melee attack. It gains
Combo.
(Clarification: This costs 0
(Clarification: This costs 0
Play when you make a combo attack. Even if
the attack misses, your combo continues. (The
attack that misses does not count in the combo
length.)
Pair
.)
.)
.
Feint Attack
Melee
Play when you make a combo attack. Even if
the attack misses, your combo continues. (The
attack that misses does not count in the combo
length.)
4
4 Combo
The first such attack gets +2
If the attack hits, the next attack in the combo
gets +1 .
4 Combo
4 Combo Interrupt
Play when an enemy attack misses you. Start a
Combo against that enemy. You have no total
to spend; that is, you may only play attacks
normally costing 1 .
Fighting Spirit
II
Leading Attack
Fierce Kick
1 Free Hand
Any
Skill
Play when an attack misses. Your next attack
against that target is +2 +2 .
1
At the beginning of combat, draw one more
.
Pair
Make a [1:X:X] +2:1d6+2 unarmed attack. If it
does damage, add two Stun tokens.
If the attack hits, the next attack in the combo
gets +1 .
All Red
: +1
-5/ 7-
5 Stun Color
5
4
All Black : +1d4+2
Peter
Preparation
Preparation
Preparation
Any
Any
Any
2
.
2
.
2
Moustache of
Righteousness
Skill
.
This comes into play with 2
on it.
Drunken Window
Technique
2 Free Hands
2
2Pair
Cydonian
Stunning Strike
Stunning Strike
1 Free Hand
1 Free Hand
2
You’ve always had this moustache.
Cydonian
Spinning Back
Any
1
Play when you make a unarmed or blunt
melee attack. The attack adds 1 Stun and 1
Vulnerability token.
6 Stun
6 Stun
-6/7-
6 Cydonian
You may pay 3
gains Interrupt.
If the target is thrown into a wall or other
per hex of
immovable object, +1d6
movement prevented in this way.
OR
2
Remove from yourself all On Fire,
Vulnerability, Stun, and Recoil tokens. You
may use this even if stunned.
If the attack hits, the target lands in a target hex
three hexes away from his current location and
takes 1d2+1 Stun tokens.
If a straight line from the target’s current
location to the target’s final location passes
through a window, this does an extra 2d6
and adds 2 Wound tokens. You can use this
only once per window.
If the replayed inspiration card checks how or what
costs were paid (e.g. color), they’re the same as when
the card was played for the first time.
2
Play when you make a unarmed or blunt
melee attack. The attack adds 1 Stun and 1
Vulnerability token.
[1:1:X] +1:6d4 unarmed
6 Cydonian Finishing Strike
5
5
5
1
1
: Interrupt. Play only after you play
an inspiration card, including making all rolls
used to pay for
associated with that card. The
this ability must be of the same or higher tier as the
inspiration card just played; if it’s higher, you can
play this ability without paying its cost. Ignore all
results of the inspiration card just played, and replay
that card paying no costs.
instead. If you do, this
A rapid whirling technique that looks like it’s
missing a crucial piece. When promped by an
inexperienced opponent, the knight replies:
the true master knows that it is not his leg that
kicks, it is only his mind.
Peter
Cydonian
Spinning Back
Handshake
Handshake
Any
Any
Any
Play when you become adjacent to an enemy.
Immediately make a basic unarmed attack
against that enemy. No other effects may be
played to modify this attack. If the attack hits,
it does no damage but adds a Vulnerability and
a Recoil token.
Play when you become adjacent to an enemy.
Immediately make a basic unarmed attack
against that enemy. No other effects may be
played to modify this attack. If the attack hits,
it does no damage but adds a Vulnerability and
a Recoil token.
2
2
OR
2
Remove from yourself all On Fire,
Vulnerability, Stun, and Recoil tokens. You
may use this even if stunned.
: The attack does full damage instead.
1
SStraight
: 5
⇒
.
An unbelievably light handgun, with a grip too
narrow to accommodate any magazine.PDUVII 0019 is engraved on the side.
: The attack does full damage instead.
The Cydonian handshake singlehandedly
drove the development of an elaborate culture
of respectful bowing from a safe distance. Other warriors often study it for its quick, ruthless
greeting efficiency, though few truly master all
of its nuances.
$1500
A rapid whirling technique that looks like it’s
missing a crucial piece. When promped by an
inexperienced opponent, the knight replies:
the true master knows that it is not his leg that
kicks, it is only his mind.
The Cydonian handshake singlehandedly
drove the development of an elaborate culture
of respectful bowing from a safe distance. Other warriors often study it for its quick, ruthless
greeting efficiency, though few truly master all
of its nuances.
10
1
N : [1:8:1] +3-N:1d6xN. N is 1-4.
Always Auto, even if N is 1 or 2.
instead. If you do, this
6
6 Cydonian
You may pay 3
gains Interrupt.
1H
6
1
Light Pulse
Laser
Battery
1H
Activate a weapon’s ⇒ ability. In paying the
cost, you may use the top 4 . If you have
a free hand and this is in your belt, you may use
this as if it were in your hand.
Shiny Metal
Boots
"Studded"
Gloves
Boots
Gloves
+0.5
+2 Unarmed , but it kind of makes your
knuckles hurt to hit anything with ’em. It’s like
they have marbles glued to the knuckles.
Applies to energy weapons, such as lasers
and plasma rifles. Other electrically-powered
weaponry may qualify.
Knockback 1 whenever you like.
2H
1
1
3
: [2:3:X] -2:3d10+10
This weapon’s attacks are Broken 3 and ignore
and
. They count as melee attacks.
dealt by this weapon cannot be reduced.
An extremely heavy ten-foot polearm, nearly
half of which is blade. A chain is attached to
the end. It cuts with flawless ease through any
material, leaving a perfectly smooth edge. The
air in the wake of its cuts feels full of grit, as if
in a sandstorm, but there’s nothing there.
$??
$220
Ammo Consumable
$80
Orumide’s
Fission Voulge
-7/7-