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-
© Copyright 2026 Paperzz