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m (Intelligence Skill Action Cards)
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[[image:Icon_action_card.gif]]
 
[[image:Icon_action_card.gif]]
 
=Action Card Decks=
 
=Action Card Decks=
Action Card Deck........................10 RP Reward Points
+
Action Card Deck........................10 Saga Points
  
 
This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes, you may use as many as 10 from your deck to use during the course of the event. Once a card is played, it is lost. Decks may be replenished in the Player Reward Services Center near the OOC hangout room.
 
This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes, you may use as many as 10 from your deck to use during the course of the event. Once a card is played, it is lost. Decks may be replenished in the Player Reward Services Center near the OOC hangout room.
  
 
=Player Initiative Action Cards=
 
=Player Initiative Action Cards=
Reroute.................................750 RP Reward Points  
+
Reroute.................................750 Saga Points  
  
 
Don't like the direction the current Event Card activity is going? Feel like it's too "on rails" the way the ref wants it? You may play one Reroute per scene. You must provide an alternative suggestion for how the story should proceed.
 
Don't like the direction the current Event Card activity is going? Feel like it's too "on rails" the way the ref wants it? You may play one Reroute per scene. You must provide an alternative suggestion for how the story should proceed.
  
Tier 1 Indomitable Will.................1000 RP Reward Points  
+
Tier 1 Indomitable Will.................1000 Saga Points  
  
 
In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Superb at -2, a Fair or greater succeeds.
 
In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Superb at -2, a Fair or greater succeeds.
  
Tier 1 Killing Blow.....................3000 RP Reward Points
+
Tier 1 Killing Blow.....................3000 Saga Points
  
 
When your target tries to play a Lucky Break card, play this and roll Superb at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.)
 
When your target tries to play a Lucky Break card, play this and roll Superb at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.)
  
Tier 1 Lucky Break......................1000 RP Reward Points
+
Tier 1 Lucky Break......................1000 Saga Points
  
 
In the event of imminent demise, play this card and roll Superb at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
 
In the event of imminent demise, play this card and roll Superb at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
  
Tier 1 Mental Tyrant....................3000 RP Reward Points  
+
Tier 1 Mental Tyrant....................3000 Saga Points  
  
 
In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Superb at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
 
In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Superb at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
  
Tier 2 Indomitable Will.................750 RP Reward Points  
+
Tier 2 Indomitable Will.................750 Saga Points  
  
 
In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Great at -2, a Fair or greater succeeds.
 
In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Great at -2, a Fair or greater succeeds.
  
Tier 2 Killing Blow.....................2000 RP Reward Points
+
Tier 2 Killing Blow.....................2000 Saga Points
  
 
When your target tries to play a Lucky Break card, play this and roll Great at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.
 
When your target tries to play a Lucky Break card, play this and roll Great at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.
  
Tier 2 Lucky Break......................750 RP Reward Points
+
Tier 2 Lucky Break......................750 Saga Points
  
 
In the event of imminent demise, play this card and roll Great at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
 
In the event of imminent demise, play this card and roll Great at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
  
Tier 2 Mental Tyrant....................2000 RP Reward Points  
+
Tier 2 Mental Tyrant....................2000 Saga Points  
  
 
In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Great at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
 
In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Great at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
  
Tier 3 Indomitable Will.................500 RP Reward Points  
+
Tier 3 Indomitable Will.................500 Saga Points  
  
 
In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Good at -2, a Fair or greater succeeds.
 
In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Good at -2, a Fair or greater succeeds.
  
Tier 3 Killing Blow.....................1500 RP Reward Points
+
Tier 3 Killing Blow.....................1500 Saga Points
  
 
When your target tries to play a Lucky Break card, play this and roll Good at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.
 
When your target tries to play a Lucky Break card, play this and roll Good at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.
  
Tier 3 Lucky Break......................500 RP Reward Points
+
Tier 3 Lucky Break......................500 Saga Points
  
 
In the event of imminent demise, play this card and roll Good at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
 
In the event of imminent demise, play this card and roll Good at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.
  
Tier 3 Mental Tyrant....................1500 RP Reward Points  
+
Tier 3 Mental Tyrant....................1500 Saga Points  
  
 
In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Good at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
 
In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Good at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.
 
=Race-Specific Action Cards=
 
=Race-Specific Action Cards=
B'hiri Gender Switcher..................50 RP Reward Points  
+
B'hiri Gender Switcher..................50 Saga Points  
  
 
Give this card to a ref, stating whether your B'hiri character is changing to male or female. The ref should then adjust the gifts on your +sheet accordingly. Male B'hiri get bonuses to combat skills, but penalties to psi and other practical skills. Female B'hiri get bonuses to psi and practical skills, but take penalties to combat skills. May only play one switch per scene.
 
Give this card to a ref, stating whether your B'hiri character is changing to male or female. The ref should then adjust the gifts on your +sheet accordingly. Male B'hiri get bonuses to combat skills, but penalties to psi and other practical skills. Female B'hiri get bonuses to psi and practical skills, but take penalties to combat skills. May only play one switch per scene.
  
B'hiri Transgender Berserker............1000 RP Reward Points  
+
B'hiri Transgender Berserker............1000 Saga Points  
  
 
Using this card, you can access all types of skills with a +2 bonus and none of the gender-based penalties normally associated with the B'hiri. Character returns to normal gender after conclusion of scene.
 
Using this card, you can access all types of skills with a +2 bonus and none of the gender-based penalties normally associated with the B'hiri. Character returns to normal gender after conclusion of scene.
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[[image:Ac-bookwormT1.jpg]]
 
[[image:Ac-bookwormT1.jpg]]
  
Tier 1 Bookworm.........................1000 RP Reward Points
+
Tier 1 Bookworm.........................1000 Saga Points
  
 
Grants the user +3 to Intelligence-based rolls.
 
Grants the user +3 to Intelligence-based rolls.
  
Tier 2 Bookworm.........................500 RP Reward Points
+
Tier 2 Bookworm.........................500 Saga Points
  
 
Grants the user +2 to Intelligence-based rolls.
 
Grants the user +2 to Intelligence-based rolls.
  
Tier 3 Bookworm.........................250 RP Reward Points
+
Tier 3 Bookworm.........................250 Saga Points
  
 
Grants the user +1 to Intelligence-based rolls.
 
Grants the user +1 to Intelligence-based rolls.
  
 
=Social Skill Action Cards=
 
=Social Skill Action Cards=
Tier 1 Don't Know Jack..................100 RP Reward Points
+
Tier 1 Don't Know Jack..................100 Saga Points
  
 
Grants the user +3 on Intimidation rolls.
 
Grants the user +3 on Intimidation rolls.
  
Tier 2 Don't Know Jack..................50 RP Reward Points
+
Tier 2 Don't Know Jack..................50 Saga Points
  
 
Grants the user +2 on Intimidation rolls.
 
Grants the user +2 on Intimidation rolls.
  
Tier 3 Don't Know Jack..................25 RP Reward Points
+
Tier 3 Don't Know Jack..................25 Saga Points
  
 
Grants the user +1 on Intimidation rolls.
 
Grants the user +1 on Intimidation rolls.
 
=Combat Skill Action Cards=
 
=Combat Skill Action Cards=
Tier 1 Gun Fu...........................100 RP Reward Points
+
Tier 1 Gun Fu...........................100 Saga Points
  
 
Grants the user +3 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
 
Grants the user +3 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
  
Tier 2 Gun Fu...........................50 RP Reward Points
+
Tier 2 Gun Fu...........................50 Saga Points
  
 
Grants the user +2 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
 
Grants the user +2 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
  
Tier 3 Gun Fu...........................25 RP Reward Points
+
Tier 3 Gun Fu...........................25 Saga Points
  
 
Grants the user +1 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
 
Grants the user +1 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.
 
=Medical Skill Action Cards=
 
=Medical Skill Action Cards=
Tier 1 Healing Hands....................200 RP Reward Points
+
Tier 1 Healing Hands....................200 Saga Points
  
 
Grants the user +3 to Medical-based rolls.
 
Grants the user +3 to Medical-based rolls.
  
Tier 2 Healing Hands....................100 RP Reward Points
+
Tier 2 Healing Hands....................100 Saga Points
  
 
Grants the user +2 to Medical-based rolls.
 
Grants the user +2 to Medical-based rolls.
  
Tier 3 Healing Hands....................50 RP Reward Points
+
Tier 3 Healing Hands....................50 Saga Points
  
 
Grants the user +1 to Medical-based rolls.
 
Grants the user +1 to Medical-based rolls.
 
=Vehicle Skill Action Cards=
 
=Vehicle Skill Action Cards=
Tier 1 Juke and Weave...................100 RP Reward Points
+
Tier 1 Juke and Weave...................100 Saga Points
  
 
Grants the user +3 to Piloting and Driving rolls.
 
Grants the user +3 to Piloting and Driving rolls.
  
Tier 2 Juke and Weave...................50 RP Reward Points
+
Tier 2 Juke and Weave...................50 Saga Points
  
 
Grants the user +2 to Piloting and Driving rolls.
 
Grants the user +2 to Piloting and Driving rolls.
  
Tier 3 Juke and Weave...................25 RP Reward Points
+
Tier 3 Juke and Weave...................25 Saga Points
  
 
Grants the user +1 to Piloting and Driving rolls.
 
Grants the user +1 to Piloting and Driving rolls.
 
=Engineering Skill Action Cards=
 
=Engineering Skill Action Cards=
Tier 1 Miracle Worker...................200 RP Reward Points
+
Tier 1 Miracle Worker...................200 Saga Points
  
 
Grants the user +3 to Engineering-based rolls.
 
Grants the user +3 to Engineering-based rolls.
  
Tier 2 Miracle Worker...................100 RP Reward Points
+
Tier 2 Miracle Worker...................100 Saga Points
  
 
Grants the user +2 to Engineering-based rolls.
 
Grants the user +2 to Engineering-based rolls.
  
Tier 3 Miracle Worker...................50 RP Reward Points
+
Tier 3 Miracle Worker...................50 Saga Points
  
 
Grants the user +1 to Engineering-based rolls.
 
Grants the user +1 to Engineering-based rolls.
 
=Rogue Skill Action Cards=
 
=Rogue Skill Action Cards=
Tier 1 Safecracker......................100 RP Reward Points
+
Tier 1 Safecracker......................100 Saga Points
  
 
Grants the user +3 to Lockpicking rolls.
 
Grants the user +3 to Lockpicking rolls.
  
Tier 2 Safecracker......................50 RP Reward Points
+
Tier 2 Safecracker......................50 Saga Points
  
 
Grants the user +2 to Lockpicking rolls.
 
Grants the user +2 to Lockpicking rolls.
  
Tier 3 Safecracker......................25 RP Reward Points
+
Tier 3 Safecracker......................25 Saga Points
  
 
Grants the user +1 to Lockpicking rolls.
 
Grants the user +1 to Lockpicking rolls.
 
=Demolitions Skill Action Cards=
 
=Demolitions Skill Action Cards=
Tier 1 The Blue Wire....................100 RP Reward Points
+
Tier 1 The Blue Wire....................100 Saga Points
  
 
Grants the user +3 to Demolition rolls for placing or disarming explosives.
 
Grants the user +3 to Demolition rolls for placing or disarming explosives.
  
Tier 2 The Blue Wire....................50 RP Reward Points
+
Tier 2 The Blue Wire....................50 Saga Points
  
 
Grants the user +2 to Demolition rolls for placing or disarming explosives.
 
Grants the user +2 to Demolition rolls for placing or disarming explosives.
  
Tier 3 The Blue Wire....................25 RP Reward Points
+
Tier 3 The Blue Wire....................25 Saga Points
  
 
Grants the user +1 to Demolition rolls for placing or disarming explosives.
 
Grants the user +1 to Demolition rolls for placing or disarming explosives.
 
=Reaction Skill Action Cards=
 
=Reaction Skill Action Cards=
Tier 1 Whoa.............................1000 RP Reward Points
+
Tier 1 Whoa.............................1000 Saga Points
  
 
Grants the user +3 to Reaction-based rolls.
 
Grants the user +3 to Reaction-based rolls.
  
Tier 2 Whoa.............................500 RP Reward Points
+
Tier 2 Whoa.............................500 Saga Points
  
 
Grants the user +2 to Reaction-based rolls.
 
Grants the user +2 to Reaction-based rolls.
  
Tier 3 Whoa.............................250 RP Reward Points
+
Tier 3 Whoa.............................250 Saga Points
  
 
Grants the user +1 to Reaction-based rolls.
 
Grants the user +1 to Reaction-based rolls.
 
=Dexterity Skill Action Cards=
 
=Dexterity Skill Action Cards=
Tier 1 Yippy-ky-ay......................1000 RP Reward Points
+
Tier 1 Yippy-ky-ay......................1000 Saga Points
  
 
Grants the user +3 to Dexterity-based rolls.
 
Grants the user +3 to Dexterity-based rolls.
 
Tier 2 Yippy-ky-ay......................500 RP Reward Points
 
 
Grants the user +2 to Dexterity-based rolls.
 
 
Tier 3 Yippy-ky-ay......................250 RP Reward Points
 
 
Grants the user +1 to Dexterity-based rolls.
 
=Perception Skill Action Cards=
 
Tier 1 Sherlock.........................1000 RP Reward Points
 
 
Grants the user +3 to Perception-based rolls.
 
 
Tier 2 Sherlock.........................500 RP Reward Points
 
 
Grants the user +2 to Perception-based rolls.
 
 
Tier 3 Sherlock.........................250 RP Reward Points
 
 
Grants the user +1 to Perception-based rolls.
 
 
=Brawn Skill Action Cards=
 
Tier 1 Mongo............................1000 RP Reward Points
 
 
Grants the user +3 to Brawn-based rolls.
 
 
Tier 2 Mongo............................500 RP Reward Points
 
 
Grants the user +2 to Brawn-based rolls.
 
 
Tier 3 Mongo............................250 RP Reward Points
 
 
Grants the user +1 to Brawn-based rolls.
 
 
=Charisma Skill Action Cards=
 
Tier 1 Superstar............................1000 RP Reward Points
 
 
Grants the user +3 to Charisma-based rolls.
 
 
Tier 2 Superstar............................500 RP Reward Points
 
 
Grants the user +2 to Charisma-based rolls.
 
 
Tier 3 Superstar............................250 RP Reward Points
 
 
Grants the user +1 to Charisma-based rolls.
 
 
=Psi Skill Action Cards=
 
Tier 1 No Spoon.........................1500 RP Reward Points
 
 
Grants the user +3 to Psi-based rolls. (Must be Psi-capable to play this card.)
 
 
Tier 2 No Spoon.........................1000 RP Reward Points
 
 
Grants the user +2 to Psi-based rolls. (Must be Psi-capable to play this card.)
 
 
Tier 3 No Spoon.........................500 RP Reward Points
 
 
Grants the user +1 to Psi-based rolls. (Must be Psi-capable to play this card.)
 
 
=Special Occasion Action Cards=
 
Trick or Treat 2009...........Free by request during holiday
 
 
Issued to participants in Halloweekend 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.
 
 
Thanks for Playing 2009.......Free by request during holiday
 
 
Issued to participants in Thanksgiving Week 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.
 
 
Ho-Ho-Hiverspace 2009.........Free by request during holiday
 
 
Issued to participants in Christmas Week 2009, this card will grant a +1 modifier to ANY skill roll during a refereed scene.
 

Revision as of 01:51, 4 March 2011

Icon action card.gif

Action Card Decks

Action Card Deck........................10 Saga Points

This is an out-of-character item used to carry Action Cards. It can hold as many as 10 at a time. For refereed scenes, you may use as many as 10 from your deck to use during the course of the event. Once a card is played, it is lost. Decks may be replenished in the Player Reward Services Center near the OOC hangout room.

Player Initiative Action Cards

Reroute.................................750 Saga Points

Don't like the direction the current Event Card activity is going? Feel like it's too "on rails" the way the ref wants it? You may play one Reroute per scene. You must provide an alternative suggestion for how the story should proceed.

Tier 1 Indomitable Will.................1000 Saga Points

In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Superb at -2, a Fair or greater succeeds.

Tier 1 Killing Blow.....................3000 Saga Points

When your target tries to play a Lucky Break card, play this and roll Superb at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.)

Tier 1 Lucky Break......................1000 Saga Points

In the event of imminent demise, play this card and roll Superb at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.

Tier 1 Mental Tyrant....................3000 Saga Points

In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Superb at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.

Tier 2 Indomitable Will.................750 Saga Points

In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Great at -2, a Fair or greater succeeds.

Tier 2 Killing Blow.....................2000 Saga Points

When your target tries to play a Lucky Break card, play this and roll Great at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.

Tier 2 Lucky Break......................750 Saga Points

In the event of imminent demise, play this card and roll Great at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.

Tier 2 Mental Tyrant....................2000 Saga Points

In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Great at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.

Tier 3 Indomitable Will.................500 Saga Points

In the event of a Mental Discipline or Resolve roll's failure against a Psionic or Social skill, this card may be played. Roll Good at -2, a Fair or greater succeeds.

Tier 3 Killing Blow.....................1500 Saga Points

When your target tries to play a Lucky Break card, play this and roll Good at -2. If you beat their roll, they die. However, you are charged 1,000 RPP toward their next character. (You cannot deal this card in a scene if you lack the 1,000 RPP.

Tier 3 Lucky Break......................500 Saga Points

In the event of imminent demise, play this card and roll Good at -2. Get Poor or higher and you live. WARNING: This card can be countered by the Killing Blow card if the holder of that card rolls higher than the bearer of this one.

Tier 3 Mental Tyrant....................1500 Saga Points

In the event an Indomitable Will card is played, Mental Tyrant may be played to counter it. Roll Good at -2. If it is higher than the result of the opposing Indomitable Will roll, the Psionic or Social effect succeeds.

Race-Specific Action Cards

B'hiri Gender Switcher..................50 Saga Points

Give this card to a ref, stating whether your B'hiri character is changing to male or female. The ref should then adjust the gifts on your +sheet accordingly. Male B'hiri get bonuses to combat skills, but penalties to psi and other practical skills. Female B'hiri get bonuses to psi and practical skills, but take penalties to combat skills. May only play one switch per scene.

B'hiri Transgender Berserker............1000 Saga Points

Using this card, you can access all types of skills with a +2 bonus and none of the gender-based penalties normally associated with the B'hiri. Character returns to normal gender after conclusion of scene.

Intelligence Skill Action Cards

Ac-bookwormT3.jpg Ac-bookwormT2.jpg Ac-bookwormT1.jpg

Tier 1 Bookworm.........................1000 Saga Points

Grants the user +3 to Intelligence-based rolls.

Tier 2 Bookworm.........................500 Saga Points

Grants the user +2 to Intelligence-based rolls.

Tier 3 Bookworm.........................250 Saga Points

Grants the user +1 to Intelligence-based rolls.

Social Skill Action Cards

Tier 1 Don't Know Jack..................100 Saga Points

Grants the user +3 on Intimidation rolls.

Tier 2 Don't Know Jack..................50 Saga Points

Grants the user +2 on Intimidation rolls.

Tier 3 Don't Know Jack..................25 Saga Points

Grants the user +1 on Intimidation rolls.

Combat Skill Action Cards

Tier 1 Gun Fu...........................100 Saga Points

Grants the user +3 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.

Tier 2 Gun Fu...........................50 Saga Points

Grants the user +2 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.

Tier 3 Gun Fu...........................25 Saga Points

Grants the user +1 to rolls of Energy Pistol or Projectile Pistol using two guns in two hands.

Medical Skill Action Cards

Tier 1 Healing Hands....................200 Saga Points

Grants the user +3 to Medical-based rolls.

Tier 2 Healing Hands....................100 Saga Points

Grants the user +2 to Medical-based rolls.

Tier 3 Healing Hands....................50 Saga Points

Grants the user +1 to Medical-based rolls.

Vehicle Skill Action Cards

Tier 1 Juke and Weave...................100 Saga Points

Grants the user +3 to Piloting and Driving rolls.

Tier 2 Juke and Weave...................50 Saga Points

Grants the user +2 to Piloting and Driving rolls.

Tier 3 Juke and Weave...................25 Saga Points

Grants the user +1 to Piloting and Driving rolls.

Engineering Skill Action Cards

Tier 1 Miracle Worker...................200 Saga Points

Grants the user +3 to Engineering-based rolls.

Tier 2 Miracle Worker...................100 Saga Points

Grants the user +2 to Engineering-based rolls.

Tier 3 Miracle Worker...................50 Saga Points

Grants the user +1 to Engineering-based rolls.

Rogue Skill Action Cards

Tier 1 Safecracker......................100 Saga Points

Grants the user +3 to Lockpicking rolls.

Tier 2 Safecracker......................50 Saga Points

Grants the user +2 to Lockpicking rolls.

Tier 3 Safecracker......................25 Saga Points

Grants the user +1 to Lockpicking rolls.

Demolitions Skill Action Cards

Tier 1 The Blue Wire....................100 Saga Points

Grants the user +3 to Demolition rolls for placing or disarming explosives.

Tier 2 The Blue Wire....................50 Saga Points

Grants the user +2 to Demolition rolls for placing or disarming explosives.

Tier 3 The Blue Wire....................25 Saga Points

Grants the user +1 to Demolition rolls for placing or disarming explosives.

Reaction Skill Action Cards

Tier 1 Whoa.............................1000 Saga Points

Grants the user +3 to Reaction-based rolls.

Tier 2 Whoa.............................500 Saga Points

Grants the user +2 to Reaction-based rolls.

Tier 3 Whoa.............................250 Saga Points

Grants the user +1 to Reaction-based rolls.

Dexterity Skill Action Cards

Tier 1 Yippy-ky-ay......................1000 Saga Points

Grants the user +3 to Dexterity-based rolls.