TEXT: Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V — 
  H Fatigued
  MANEUVER/TRICK
  YOU TRY TO OUTFLANK!
  1
  A
  C
  Drama_Deck_v16_rotate.indd   1
  15.08.2017   10:59:11
  Standard: 
  V Stymied 
  H —
  Dramatic: 
  H Surge 
  V —
  MANEUVER / TAUNT
  YOU SPOT A WEAKNESS!
  2
  A
  B
  D
  Drama_Deck_v16_rotate.indd   2
  15.08.2017   10:59:11
  Standard: 
  H — 
  V Flurry
  Dramatic: 
  V — 
  H Surge
  TAUNT / TRICK
  YOU’RE THROWN BACK!
  3
  A
  B
  Drama_Deck_v16_rotate.indd   3
  15.08.2017   10:59:11
  Standard: 
  H — 
  V Inspiration
  Dramatic: 
  V Inspiration 
  H —
  TAUNT
  THEY REGROUP!
  6
  A
  B
  C
  Drama_Deck_v16_rotate.indd   6
  15.08.2017   10:59:11
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V Fatigued 
  H —
  TRICK
  THEY HESITATE!
  5
  A
  D
  Drama_Deck_v16_rotate.indd   5
  15.08.2017   10:59:11
  Standard: 
  V — 
  H Surge
  Dramatic: 
  H Fatigued 
  V —
  MANEUVER / TRICK
  YOU SEEK AN ADVANTAGE!
  4
  A
  C
  Drama_Deck_v16_rotate.indd   4
  15.08.2017   10:59:11
  Standard: 
  V — 
  H Fatigued
  Dramatic: 
  H — 
  V Up
  MANEUVER
  THEY STRIKE!
  7
  B
  C
  Standard: 
  V Inspiration 
  H —
  Dramatic: 
  H Surge 
  V —
  INTIMIDATE
  THE GOING GETS TOUGH!
  8
  B
  D
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V — 
  H Surge
  TAUNT / TRICK
  THAT OLD CHESTNUT?
  9
  B
  C
  
  Drama_Deck_back_rotate.indd   1
  15.08.2017   11:00:09
  Drama_Deck_back_rotate.indd   2
  15.08.2017   11:00:09
  Drama_Deck_back_rotate.indd   3
  15.08.2017   11:00:09
  Drama_Deck_back_rotate.indd   5
  15.08.2017   11:00:09
  Drama_Deck_back_rotate.indd   6
  15.08.2017   11:00:10
  Drama_Deck_back_rotate.indd   4
  15.08.2017   11:00:09
  
  Standard: 
  V — 
  H Inspiration
  Dramatic: 
  H Stymied 
  V —
  ANY
  I’M NOT THROUGH YET!
  10
  COMPLICATION
  rama_Deck_v16_rotate.indd   10
  15.08.2017   10:59:12
  Standard: 
  H Fatigued 
  V —
  Dramatic: 
  V Fatigued 
  H —
  ATTACK / DEFEND
  YOU WARILY ENGAGE!
  11
  A
  B
  Drama_Deck_v16_rotate.indd   11
  15.08.2017   10:59:12
  Standard: 
  V — 
  H Up
  Dramatic: 
  H — 
  V Flurry
  ANY MULTI-ACTION
  THE PACE QUICKENS!
  12
  A
  B
  C
  D
  Drama_Deck_v16_rotate.indd   12
  15.08.2017   10:59:12
  Standard: 
  H Surge 
  V —
  Dramatic: 
  V — 
  H Confused
  ATTACK
  LOOK OUT!
  15
  POSSIBLE 
  SETBACK
  Drama_Deck_v16_rotate.indd   15
  15.08.2017   10:59:12
  Standard: 
  V Setback 
  H —
  Dramatic: 
  H Fatigued 
  V —
  INTIMIDATE / MANEUVER
  NOT LIKE THIS!
  14
  A
  B
  C
  Drama_Deck_v16_rotate.indd   14
  15.08.2017   10:59:12
  Standard: 
  H Up 
  V —
  Dramatic: 
  V Fatigued 
  H —
  INTIMIDATE / TAUNT
  OVER THE TOP!
  13
  A
  D
  rama_Deck_v16_rotate.indd   13
  15.08.2017   10:59:12
  Standard: 
  V — 
  H —
  Dramatic: 
  H Inspiration 
  V —
  ANY MULTI-ACTION
  ALWAYS THE HARD WAY!
  16
  CRITICAL 
  PROBLEM
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  V — 
  H Confused
  INTIMIDATE / TRICK
  YOU CAN’T STOP ME!
  17
  A
  B
  D
  Standard: 
  V — 
  H Flurry
  Dramatic: 
  H Surge 
  V —
  INTIMIDATE / TAUNT
  INTO THE FIRE!
  18
  A
  B
  
  Drama_Deck_back_rotate.indd   12
  15.08.2017   11:00:10
  Drama_Deck_back_rotate.indd   11
  15.08.2017   11:00:10
  Drama_Deck_back_rotate.indd   10
  15.08.2017   11:00:10
  Drama_Deck_back_rotate.indd   13
  15.08.2017   11:00:10
  Drama_Deck_back_rotate.indd   14
  15.08.2017   11:00:10
  Drama_Deck_back_rotate.indd   15
  15.08.2017   11:00:11
  
  Standard: 
  H — 
  V —
  Dramatic: 
  V — 
  H Flurry
  ATTACK / TRICK
  TIME FOR ACTION!
  19
  A
  C
  Drama_Deck_v16_rotate.indd   19
  15.08.2017   10:59:13
  Standard: 
  V — 
  H —
  Dramatic: 
  H — 
  V Flurry
  INTIMIDATE / MANEUVER
  HERE THEY COME!
  20
  A
  D
  Drama_Deck_v16_rotate.indd   20
  15.08.2017   10:59:13
  Standard: 
  H Up 
  V —
  Dramatic: 
  H — 
  V Setback
  INTIMIDATE
  THEY’RE ON THE RUN!
  21
  A
  B
  C
  D
  Drama_Deck_v16_rotate.indd   21
  15.08.2017   10:59:13
  Standard: 
  H — 
  V —
  Dramatic: 
  H — 
  V Setback
  ATTACK / MANEUVER
  YOU TAKE IT TO THEM!
  24
  A
  B
  C
  D
  Drama_Deck_v16_rotate.indd   24
  15.08.2017   10:59:14
  Standard: 
  H — 
  V Setback
  Dramatic: 
  H — 
  V —
  MANEUVER
  CLOSER TO VICTORY!
  23
  A
  B
  D
  Drama_Deck_v16_rotate.indd   23
  15.08.2017   10:59:14
  Standard: 
  H Inspiration 
  V —
  Dramatic: 
  H — 
  V —
  ANY
  COMEBACK!
  22
  A
  B
  C
  Drama_Deck_v16_rotate.indd   22
  15.08.2017   10:59:14
  Standard: 
  H Flurry 
  V —
  Dramatic: 
  H Up 
  V —
  TAUNT
  BREAKTHROUGH!
  25
  A
  B
  C
  D
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  H — 
  V Stymied
  INTIMIDATE / TRICK
  CURSES!
  26
  A
  B
  D
  Standard: 
  H — 
  V Fatigued
  Dramatic: 
  H Inspiration 
  V —
  MANEUVER / TAUNT
  REVERSAL!
  27
  A
  B
  
  Drama_Deck_back_rotate.indd   21
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   20
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   19
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   22
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   23
  15.08.2017   11:00:12
  Drama_Deck_back_rotate.indd   24
  15.08.2017   11:00:12
  
  Standard: 
  H — 
  V —
  Dramatic: 
  H Flurry 
  V —
  ATTACK / INTIMIDATE
  LET ‘EM HAVE IT!
  28
  A
  B
  C
  Drama_Deck_v16_rotate.indd   28
  15.08.2017   10:59:15
  Standard: 
  H — 
  V Stymied
  Dramatic: 
  H Inspiration 
  V —
  ATTACK / TAUNT
  LUCKY BREAK!
  29
  A
  D
  Drama_Deck_v16_rotate.indd   29
  15.08.2017   10:59:15
  Standard: 
  H Flurry 
  V —
  Dramatic: 
  H — 
  V —
  TRICK
  SHOWDOWN!
  30
  A
  B
  Drama_Deck_v16_rotate.indd   30
  15.08.2017   10:59:15
  Standard: 
  V — 
  H —
  Dramatic: 
  V — 
  H Stymied
  DEFEND / TAUNT
  I HAVE YOU NOW!
  33
  COMPLICATION
  Drama_Deck_v16_rotate.indd   33
  15.08.2017   10:59:15
  Standard: 
  V — 
  H Surge
  Dramatic: 
  V Inspiration 
  H —
  DEFEND / MANEUVER
  YOU’RE DRIVEN BACK!
  32
  A
  C
  Drama_Deck_v16_rotate.indd   32
  15.08.2017   10:59:15
  Standard: 
  V — 
  H Fatigued
  Dramatic: 
  V — 
  H Surge
  DEFEND
  YOU GIVE UP GROUND!
  31
  B
  D
  Drama_Deck_v16_rotate.indd   31
  15.08.2017   10:59:15
  Standard: 
  V — 
  H Setback
  Dramatic: 
  V Inspiration 
  H —
  DEFEND / TRICK
  THE BATTLE IS MINE!
  34
  B
  C
  Standard: 
  V — 
  H —
  Dramatic: 
  V Up 
  H —
  DEFEND
  I SHALL TRIUMPH!
  35
  B
  D
  Standard: 
  V — 
  H Stymied
  Dramatic: 
  V — 
  H Confused
  DEFEND / TAUNT
  TORG!
  36
  POSSIBLE 
  SETBACK
  
  Drama_Deck_back_rotate.indd   21
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   20
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   19
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   22
  15.08.2017   11:00:11
  Drama_Deck_back_rotate.indd   23
  15.08.2017   11:00:12
  Drama_Deck_back_rotate.indd   24
  15.08.2017   11:00:12
  
  Standard: 
  V — 
  H Surge
  Dramatic: 
  V Up 
  H —
  DEFEND / INTIMIDATE
  OH NO!
  37
  B
  C
  Drama_Deck_v16_rotate.indd   37
  15.08.2017   10:59:16
  Standard: 
  V Up 
  H —
  Dramatic: 
  V Inspiration 
  H —
  DEFEND / MANEUVER
  RUN AWAY!
  38
  B
  D
  Drama_Deck_v16_rotate.indd   38
  15.08.2017   10:59:16
  Standard: 
  V — 
  H Confused
  Dramatic: 
  V — 
  H Setback
  DEFEND / INTIMIDATE
  WHEN SUDDENLY...
  39
  A
  B
  Drama_Deck_v16_rotate.indd   39
  15.08.2017   10:59:17
  Add +3 to your Dexterity, Strength, 
  or related skill total. Adrenaline may 
  be played after determining the 
  success level of the test.
  ADRENALINE
  2
  Destiny_Deck_v15.indd   2
  15.08.2017   11:01:02
  Add +3 to your Dexterity, Strength, 
  or related skill total. Adrenaline may 
  be played after determining the 
  success level of the test.
  ADRENALINE
  1
  Destiny_Deck_v15.indd   1
  15.08.2017   11:01:01
  Standard: 
  V — 
  H Setback
  Dramatic: 
  V — 
  H Setback
  DEFEND / TRICK
  UH OH!
  40
  CRITICAL 
  PROBLEM
  Drama_Deck_v16_rotate.indd   40
  15.08.2017   10:59:17
  Add +3 to your Dexterity, Strength, 
  or related skill total. Adrenaline may 
  be played after determining the 
  success level of the test.
  ADRENALINE
  3
  Add +3 to your Dexterity, Strength, 
  or related skill total. Adrenaline may 
  be played after determining the 
  success level of the test.
  ADRENALINE
  4
  Add +3 to your Charisma, Mind, Spirit, 
  or related skill total. Willpower may 
  be played after determining the 
  success level of the test.
  WILLPOWER
  5
  
  Drama_Deck_back_rotate.indd   39
  15.08.2017   11:00:14
  Drama_Deck_back_rotate.indd   38
  15.08.2017   11:00:13
  Drama_Deck_back_rotate.indd   37
  15.08.2017   11:00:13
  Drama_Deck_back_rotate.indd   40
  15.08.2017   11:00:14
  Destiny_Deck_back.indd   1
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   2
  15.08.2017   11:01:39
  
  Add +3 to your Charisma, Mind, Spirit, 
  or related skill total. Willpower may 
  be played after determining the 
  success level of the test.
  WILLPOWER
  6
  Destiny_Deck_v15.indd   6
  15.08.2017   11:01:06
  Add +3 to your Charisma, Mind, Spirit, 
  or related skill total. Willpower may 
  be played after determining the 
  success level of the test.
  WILLPOWER
  7
  Destiny_Deck_v15.indd   7
  15.08.2017   11:01:07
  Add +3 to your Charisma, Mind, Spirit, 
  or related skill total. Willpower may 
  be played after determining the 
  success level of the test.
  WILLPOWER
  8
  Destiny_Deck_v15.indd   8
  15.08.2017   11:01:07
  Play this card to achieve a significant 
  goal. Your character perishes in the 
  process. Alternatively, discard for a 
  Possibility and draw a new card.
  MARTYR
  11
  Destiny_Deck_v15.indd   11
  15.08.2017   11:01:08
  You notice an otherwise unseen 
  item, clue, or event. Alertness may 
  be played out of your hand at the 
  start of an ambush to prevent the 
  heroes from being surprised.
  ALERTNESS
  10
  Destiny_Deck_v15.indd   10
  15.08.2017   11:01:08
  You notice an otherwise unseen 
  item, clue, or event. Alertness may 
  be played out of your hand at the 
  start of an ambush to prevent the 
  heroes from being surprised.
  ALERTNESS
  9
  Destiny_Deck_v15.indd   9
  15.08.2017   11:01:08
  Add +3 to the total of your test. Action 
  may be played after determining 
  the success level of the test.
  ACTION
  12
  Add +3 to the total of your test. Action 
  may be played after determining 
  the success level of the test.
  ACTION
  13
  Add +3 to the total of your test. Action 
  may be played after determining 
  the success level of the test.
  ACTION
  14
  
  Destiny_Deck_back.indd   8
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   7
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   6
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   9
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   10
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   11
  15.08.2017   11:01:39
  
  Add +3 to the total of your test. Action 
  may be played after determining 
  the success level of the test.
  ACTION
  15
  Destiny_Deck_v15.indd   15
  15.08.2017   11:01:10
  Your character gets an additional turn 
  this round, after every hero has acted. 
  A character may not benefit from 
  more than one Flurry each round, 
  either as a Destiny card or from the 
  Conflict Line of the Drama Deck.
  FLURRY
  16
  Destiny_Deck_v15.indd   16
  15.08.2017   11:01:11
  Your character gets an additional turn 
  this round, after every hero has acted. 
  A character may not benefit from 
  more than one Flurry each round, 
  either as a Destiny card or from the 
  Conflict Line of the Drama Deck.
  FLURRY
  17
  Destiny_Deck_v15.indd   17
  15.08.2017   11:01:12
  Play to give all Storm Knights 
  their choice of 1 Possibility, a 
  draw from the Destiny Deck, or 
  they can recover 3 Shock.
  INSPIRE
  20
  Destiny_Deck_v15.indd   20
  15.08.2017   11:01:14
  Pick up any Destiny card just 
  played or discarded in exchange 
  for this one. The recovered card 
  may either replace Master Plan in 
  your Action Pool or go straight 
  into your hand. You may play 
  the new card immediately.
  MASTER PLAN
  19
  Destiny_Deck_v15.indd   19
  15.08.2017   11:01:13
  Pick up any Destiny card just 
  played or discarded in exchange 
  for this one. The recovered card 
  may either replace Master Plan in 
  your Action Pool or go straight 
  into your hand. You may play 
  the new card immediately.
  MASTER PLAN
  18
  Destiny_Deck_v15.indd   18
  15.08.2017   11:01:12
  Play at the beginning of the round 
  to keep the current Drama card for 
  another round, or flip a new one after 
  the card for this round is revealed.
  SEIZE INITIATIVE
  21
  Play at the beginning of the round 
  to keep the current Drama card for 
  another round, or flip a new one after 
  the card for this round is revealed.
  SEIZE INITIATIVE
  22
  Play this card as a Possibility. You 
  may not spend more than one 
  Hero card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Drama Card.
  HERO
  23
  
  Destiny_Deck_back.indd   8
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   7
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   6
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   9
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   10
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   11
  15.08.2017   11:01:39
  
  Play this card as a Possibility. You 
  may not spend more than one 
  Hero card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Drama Card.
  HERO
  24
  Destiny_Deck_v15.indd   24
  15.08.2017   11:01:17
  Play this card as a Possibility. You 
  may not spend more than one 
  Hero card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Drama Card.
  HERO
  25
  Destiny_Deck_v15.indd   25
  15.08.2017   11:01:17
  Play this card as a Possibility. You 
  may not spend more than one 
  Hero card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Drama Card.
  HERO
  26
  Destiny_Deck_v15.indd   26
  15.08.2017   11:01:18
  All players may discard as 
  many cards as they wish from 
  their hands. Players may then 
  immediately refill their hands.
  RALLY
  29
  Destiny_Deck_v15.indd   29
  15.08.2017   11:01:20
  Play after an opponent has 
  successfully completed a 
  test. The test fails. If this is a 
  contest, reverse the results.
  OPPONENT FAILS
  28
  Destiny_Deck_v15.indd   28
  15.08.2017   11:01:20
  Play after an opponent has 
  successfully completed a 
  test. The test fails. If this is a 
  contest, reverse the results.
  OPPONENT FAILS
  27
  Destiny_Deck_v15.indd   27
  15.08.2017   11:01:19
  Immediately reattempt any 
  action. The new test takes the 
  place of the failed one. This may 
  be played after a Mishap, negating 
  any effects before they occur.
  SECOND CHANCE
  30
  Immediately reattempt any 
  action. The new test takes the 
  place of the failed one. This may 
  be played after a Mishap, negating 
  any effects before they occur.
  SECOND CHANCE
  31
  Immediately reattempt any 
  action. The new test takes the 
  place of the failed one. This may 
  be played after a Mishap, negating 
  any effects before they occur.
  SECOND CHANCE
  32
  
  Destiny_Deck_back.indd   8
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   7
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   6
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   9
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   10
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   11
  15.08.2017   11:01:39
  
  Your hero knows someone in 
  the area who can lend aid.
  CONNECTION
  33
  Destiny_Deck_v15.indd   33
  15.08.2017   11:01:23
  Gain a clue or insight indicating 
  the next course of action your 
  hero should take, or play to 
  make the Approved Action 
  of the Drama Deck “Any.”
  IDEA
  34
  Destiny_Deck_v15.indd   34
  15.08.2017   11:01:23
  Play to draw a Cosm Card.
  ”We’re in the Living Land. 
  Roll with it. Get savage.”
  —Aidan McAllister
  ATTUNED
  35
  Destiny_Deck_v15.indd   35
  15.08.2017   11:01:24
  Play after a die roll of 60+ to refill all 
  the Ords in a zone with Possibility 
  Energy. All player characters 
  immediately receive one Possibility 
  and draw a Destiny Card. Hand 
  size is increased by one until the 
  end of the next act. Only one Glory 
  card may be played per die roll.
  GLORY
  38
  Destiny_Deck_v15.indd   38
  15.08.2017   11:01:26
  Play after a die roll of 60+ to refill all 
  the Ords in a zone with Possibility 
  Energy. All player characters 
  immediately receive one Possibility 
  and draw a Destiny Card. Hand 
  size is increased by one until the 
  end of the next act. Only one Glory 
  card may be played per die roll.
  GLORY
  37
  Destiny_Deck_v15.indd   37
  15.08.2017   11:01:25
  Play after a die roll of 60+ to refill all 
  the Ords in a zone with Possibility 
  Energy. All player characters 
  immediately receive one Possibility 
  and draw a Destiny Card. Hand 
  size is increased by one until the 
  end of the next act. Only one Glory 
  card may be played per die roll.
  GLORY
  36
  Destiny_Deck_v15.indd   36
  15.08.2017   11:01:24
  Play after a die roll of 60+ to refill all 
  the Ords in a zone with Possibility 
  Energy. All player characters 
  immediately receive one Possibility 
  and draw a Destiny Card. Hand 
  size is increased by one until the 
  end of the next act. Only one Glory 
  card may be played per die roll.
  GLORY
  39
  Play to add a bonus die to the damage 
  of your successful attack. May be 
  played after rolling other bonus 
  dice (including other Coup De Grace 
  cards) and seeing the results.
  COUP DE GRACE
  40
  Play to add a bonus die to the damage 
  of your successful attack. May be 
  played after rolling other bonus 
  dice (including other Coup De Grace 
  cards) and seeing the results.
  COUP DE GRACE
  41
  
  Destiny_Deck_back.indd   8
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   7
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   6
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   9
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   10
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   11
  15.08.2017   11:01:39
  
  Play to add a bonus die to the damage 
  of your successful attack. May be 
  played after rolling other bonus 
  dice (including other Coup De Grace 
  cards) and seeing the results.
  COUP DE GRACE
  42
  Destiny_Deck_v15.indd   42
  15.08.2017   11:01:29
  Play to add a bonus die to the damage 
  of your successful attack. May be 
  played after rolling other bonus 
  dice (including other Coup De Grace 
  cards) and seeing the results.
  COUP DE GRACE
  43
  Destiny_Deck_v15.indd   43
  15.08.2017   11:01:29
  Play to encourage an amorous 
  relationship between your character 
  and a nonplayer character. Gain 
  three Possibilities. You may spend 
  Possibilities for this character.
  Alternatively, discard for a 
  Possibility and draw a new card.
  ROMANCE
  44
  Destiny_Deck_v15.indd   44
  15.08.2017   11:01:30
  Play this card as a Possibility. You 
  may not spend more than one 
  Drama card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Hero Card.
  DRAMA
  47
  Destiny_Deck_v15.indd   47
  15.08.2017   11:01:32
  Play this card as a Possibility. You 
  may not spend more than one 
  Drama card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Hero Card.
  DRAMA
  46
  Destiny_Deck_v15.indd   46
  15.08.2017   11:01:31
  Play to make a particular reality-
  rated character a personal enemy 
  of your Storm Knight. You and 
  the foe both gain 3 Possibilities.
  Alternatively, discard for a 
  Possibility and draw a new card.
  NEMESIS
  45
  Destiny_Deck_v15.indd   45
  15.08.2017   11:01:30
  Play this card as a Possibility. You 
  may not spend more than one 
  Drama card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Hero Card.
  DRAMA
  48
  Play this card as a Possibility. You 
  may not spend more than one 
  Drama card per test, but you may 
  spend it in addition to regular 
  Possibilities and a Hero Card.
  DRAMA
  49
  Play to place two cards into 
  other characters’ card pools 
  directly from your hand or pool. 
  Immediately refill your hand.
  LEADERSHIP
  50
  
  Destiny_Deck_back.indd   8
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   7
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   6
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   9
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   10
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   11
  15.08.2017   11:01:39
  
  Play to place two cards into 
  other characters’ card pools 
  directly from your hand or pool. 
  Immediately refill your hand.
  LEADERSHIP
  51
  Destiny_Deck_v15.indd   51
  15.08.2017   11:01:34
  Play to add +3 to any other 
  character’s total. Supporter may 
  be played after determining the 
  success level of the test.
  SUPPORTER
  52
  Destiny_Deck_v15.indd   52
  15.08.2017   11:01:36
  Play to add +3 to any other 
  character’s total. Supporter may 
  be played after determining the 
  success level of the test.
  SUPPORTER
  53
  Destiny_Deck_v15.indd   53
  15.08.2017   11:01:37
  Play to recover 5 Shock.
  SECOND WIND
  56
  Destiny_Deck_v15.indd   56
  15.08.2017   11:01:39
  Play to add +3 to any other 
  character’s total. Supporter may 
  be played after determining the 
  success level of the test.
  SUPPORTER
  55
  Destiny_Deck_v15.indd   55
  15.08.2017   11:01:38
  Play to add +3 to any other 
  character’s total. Supporter may 
  be played after determining the 
  success level of the test.
  SUPPORTER
  54
  Destiny_Deck_v15.indd   54
  15.08.2017   11:01:38
  Play to recover 5 Shock.
  SECOND WIND
  57
  Play to give any number of your 
  Possibilities to other Storm Knights.
  TRANSFER
  58
  When played, the character’s 
  axioms and World Laws are in 
  effect for him as if he were in a 
  Mixed Zone for the remainder of 
  the scene. This only affects the 
  character and any items he’s using.
  REALITY SURGE
  59
  
  Destiny_Deck_back.indd   8
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   7
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   6
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   9
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   10
  15.08.2017   11:01:39
  Destiny_Deck_back.indd   11
  15.08.2017   11:01:39
  
  Until the end of the Heroes’ next 
  turn, no one may spend Possibilities 
  or use abilities from Eternity 
  Shards or Darkness Devices—
  including travel via dimthread.
  MAELSTROM
  60
  Destiny_Deck_v15.indd   60
  15.08.2017   11:01:42
  Play after your hero or an ally 
  opens a container or searches a 
  fallen foe. An item from the Magic 
  Treasure Table (see Torg Eternity) 
  is found along with other goods or 
  belongings.
  LOOK WHAT I FOUND!
  1
  Cosm_Deck_v15.indd   1
  15.08.2017   11:02:27
  Play on a reality-rated foe. His attacks 
  against your character are Favored 
  for the rest of the scene.
  Gain Possibilities equal to his 
  remaining Wounds.
  FACE ME!
  2
  Cosm_Deck_v15.indd   2
  15.08.2017   11:02:28
  Present a gift, recite a poem, sing 
  a song, or otherwise make a public 
  declaration of amorous intent to a 
  potential or current love interest.
  Gain two Possibilities.
  COURTLY ROMANCE
  5
  Cosm_Deck_v15.indd   5
  15.08.2017   11:02:31
  The party is the target of nasty 
  rumors. Nonplayer characters react 
  negatively or are outright hostile, 
  and persuasion rolls suffer a –4 
  penalty until the group plays a Glory 
  card or otherwise dispels the rumors.
  All Storm Knights gain two 
  Possibilities.
  COURTLY INTRIGUE
  4
  Cosm_Deck_v15.indd   4
  15.08.2017   11:02:30
  A deadly trap or hazard appears 
  somewhere in this act. It affects one 
  of the party randomly, and deals 
  1BD Wounds. These wounds may be 
  soaked normally.
  Gain three Possibilities after the 
  trap is resolved.
  TRAP!
  3
  Cosm_Deck_v15.indd   3
  15.08.2017   11:02:29
  Aggressive opponents happen into 
  the area and attack. A dragon swoops 
  down from above, a war band of 
  wights burst up from below, or some 
  vile creature is just passing through.
  All participating Storm Knights gain 
  one to three Possibilities after 
  the battle, depending on the 
  strength of the attackers.
  WANDERING MONSTER
  6
  Play immediately when drawn. The 
  first player character who rolls a Mishap 
  while casting a spell has the opposite of 
  the intended effect instead (GM’s call).
  All Storm Knights gain one 
  Possibility once the effect triggers. If 
  there are no spellcasters in the party 
  draw a new Cosm card.
  FICKLE MAGIC
  7
  Play after your hero or an ally 
  opens a container or searches a 
  fallen foe. An item from the Magic 
  Treasure Table (see Torg Eternity) 
  is found along with other goods or 
  belongings.
  LOOT THE BODY!
  8
  
  Cosm_Deck_Back.indd   2
  15.08.2017   11:03:31
  Cosm_Deck_Back.indd   1
  15.08.2017   11:03:31
  Destiny_Deck_back.indd   60
  15.08.2017   11:01:39
  Cosm_Deck_Back.indd   3
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   4
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   5
  15.08.2017   11:03:32
  
  Magical energies are abundant, 
  perhaps due to ley lines, an astral 
  conjunction, or a vortex of power.
  Magical skills become Favored for 
  the next three rounds.
  MANA SURGE
  9
  Cosm_Deck_v15.indd   9
  15.08.2017   11:02:35
  Play on a reality-rated foe at the 
  beginning of a combat. The foe is 
  armed with a random item from Magic 
  Treasure Table (see Torg Eternity).
  All Storm Knights gain one 
  Possibility.
  FINDERS KEEPERS
  10
  Cosm_Deck_v15.indd   10
  15.08.2017   11:02:36
  Play when any hero is KO’ed 
  or defeated. All other Storm Knights 
  are Up on their next turn.
  SPURRED ON!
  1
  Cosm_Deck_v15.indd   11
  15.08.2017   11:02:37
  Play at any time. Any Storm Knight 
  who wishes may immediately refresh 
  his Possibilities.
  THE LAW OF HOPE
  4
  Cosm_Deck_v15.indd   14
  15.08.2017   11:02:40
  Make a short speech designed 
  to inspire allies. If played during 
  combat the speech is a simple action.
  The speaker and everyone who can 
  hear her gains two Possibilities.
  ROUSING SPEECH
  3
  Cosm_Deck_v15.indd   13
  15.08.2017   11:02:39
  Play when any character must 
  test Defeat. She automatically 
  receives an Outstanding result 
  without a roll. She may say a few 
  encouraging words before being 
  KO’ed.
  All Storm Knights gain one 
  Possibility from her heroic 
  sentiment.
  KEEP FIGHTING
  2
  Cosm_Deck_v15.indd   12
  15.08.2017   11:02:38
  Play on a reality-rated foe. The 
  target must make an immediate Near 
  Impossible (DN 20) reality roll or be 
  disconnected.
  WELCOME TO OUR WORLD!
  5
  Play at any time during an 
  encounter. Enemy reinforcements 
  arrive, including a reality-rated foe.
  All Storm Knights gain one to three 
  Possibilities after the adversaries 
  are dealt with, depending on the 
  strength of the forces who 
  appeared.
  ESCALATION!
  6
  All tests related to a Dramatic Skill 
  Resolution are Favored for the rest of 
  the scene.
  THERE’S ALWAYS HOPE
  7
  
  Cosm_Deck_Back.indd   11
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   10
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   9
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   12
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   13
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   14
  15.08.2017   11:03:32
  
  Play when a new Drama card is 
  revealed. Swap the Conflict lines for 
  the Heroes and Villains (including 
  Initiative).
  SEIZE THE DAY
  8
  Cosm_Deck_v15.indd   18
  15.08.2017   11:02:43
  All Storm Knights may ignore up to 4 
  points of penalties this round for any 
  and all actions.
  GO FOR BROKE
  9
  Cosm_Deck_v15.indd   19
  15.08.2017   11:02:44
  Play to negate all Wounds and Shock 
  from a single attack.
  LUCKY BREAK
  10
  Cosm_Deck_v15.indd   20
  15.08.2017   11:02:45
  Strong magical energy resonates 
  through the area for the remainder 
  of this scene. The Law of Heretical 
  Magic is negated.
  If there are no spellcasters in the 
  group discard and draw a new 
  Cosm card.
  CONJUNCTION
  3
  Cosm_Deck_v15.indd   23
  15.08.2017   11:02:48
  The Resistance comes to the heroes’ 
  aid. This might bring allies to a 
  fight, distract Church Police from 
  pursuing the Storm Knights, or 
  provide information, items, or other 
  resources to the team.
  LA RESISTANCE!
  2
  Cosm_Deck_v15.indd   22
  15.08.2017   11:02:47
  Play when using technology 
  connected to the GodNet (most 
  machines in the Cyberpapacy, even 
  appliances). The interaction may 
  draw the authorities.
  The Storm Knights gain one to three 
  Possibilities based on the severity 
  of the response (GM’s call).
  GOD IN THE MACHINE
  1
  Cosm_Deck_v15.indd   21
  15.08.2017   11:02:46
  Play immediately when drawn. The 
  first player character who rolls a 
  Mishap while casting a spell summons 
  a minor demon (see Torg Eternity).
  All Storm Knights gain two 
  Possibilities after the demon is 
  defeated. If there are no spellcasters 
  in the group discard and draw a 
  new Cosm card.
  HERETICAL MAGIC
  4
  Play when your hero or an ally fails a 
  casting test with magic or miracles. 
  The caster suffers 4 Shock instead of 
  the usual 2. All other allies within 20 
  meters suffer 2 Shock.
  All those affected gain one 
  Possibility.
  MALRAUX’S WRATH
  5
  Play in a populated area. 
  The people there are on high 
  alert. Intimidation, persuasion, 
  and streetwise tests are Hard (–4) until 
  a Glory card is played in that area. 
  A Mishap when using any of these 
  skills alerts the Church Police.
  All player characters gain one 
  Possibility.
  HEIGHTENED PARANOIA
  6
  
  Cosm_Deck_Back.indd   20
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   19
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   18
  15.08.2017   11:03:32
  Cosm_Deck_Back.indd   21
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   22
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   23
  15.08.2017   11:03:33
  
  A nonplayer character is mistrustful 
  of another player character. He 
  watches closely and is suspicious 
  of everything. Unless convinced 
  otherwise by the end of the scene, he 
  betrays, denounces, or reports the 
  accused.
  Your hero and the targeted 
  Storm Knight gain two 
  Possibilities.
  DENOUNCED
  7
  Cosm_Deck_v15.indd   27
  15.08.2017   11:02:51
  Play after committing a crime 
  against the Cyberchurch (including 
  battle against Church forces). The 
  Church Police send a strike team to 
  attack sometime this act.
  All Storm Knights involved gain one to 
  three Possibilities after the strike team 
  is repulsed, depending on the 
  strength of the strike team.
  WANTED
  8
  Cosm_Deck_v15.indd   28
  15.08.2017   11:02:52
  An ill-timed upgrade or glitch 
  causes a piece of Tech 26 technology 
  to malfunction and fail for the 
  remainder of the scene.
  If the item belonged to an ally, your 
  Storm Knight and the target gain one 
  to three Possibilities based on the 
  severity of the loss (GM’s call).
  MANDATORY UPGRADE
  9
  Cosm_Deck_v15.indd   29
  15.08.2017   11:02:52
  The heroes’ gear falls apart, is ruined, 
  or lost. Each character must lose 
  something valuable, such as all the 
  ammo for one gun, a weapon, his 
  armor, or some other important 
  equipment. Each Storm Knight gains 
  one to three Possibilities depending 
  on the value of the loss (GM’s 
  call).
  THE LAW OF DECAY
  2
  Cosm_Deck_v15.indd   32
  15.08.2017   11:02:54
  Creatures of the Living Land attack 
  sometime this act. 
  All Storm Knights gain one to three 
  Possibilities once the beasts are 
  repulsed, depending on the strength 
  of the attack.
  DINO ATTACK!
  1
  Cosm_Deck_v15.indd   31
  15.08.2017   11:02:54
  Play on any character with 
  Cyberware or Occultech. She suffers 
  an outburst of cyberpsychosis for 
  the remainder of the scene. She 
  adds +1BD to damage results, but 
  on a Mishap, a random target is hit 
  instead.
  Alternatively, discard this card 
  and draw a new one.
  RAGE
  10
  Cosm_Deck_v15.indd   30
  15.08.2017   11:02:53
  Tests for Active Defense don’t 
  generate a minimum +1 bonus for 
  the remainder of the battle.
  All Storm Knights gain one 
  Possibility.
  THE BEST DEFENSE
  3
  All allies ignore Wound penalties 
  when making skill or attribute totals 
  for the remainder of the battle.
  SURVIVAL OF THE FITTEST
  4
  Play when traveling the Living 
  Land. The party must negotiate 
  a dangerous obstacle such as a 
  massive waterfall they must climb, 
  a raging river they must swim, etc.  
  All Storm Knights gain one to three 
  Possibilities once the obstacle is 
  overcome, based on the danger 
  introduced (GM’s call).
  PERILS OF THE LIVING LAND
  5
  
  Cosm_Deck_Back.indd   29
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   28
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   27
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   30
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   31
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   32
  15.08.2017   11:03:33
  
  Play when traveling the Living Land. 
  Your group becomes lost in the Deep 
  Mist, taking three times longer to 
  reach its destination and meeting 
  additional encounters or obstacles. 
  All Storm Knights gain one to 
  three Possibilities based on the 
  complications this causes.
  THE DEEP MIST
  6
  Cosm_Deck_v15.indd   36
  15.08.2017   11:02:57
  You and the group find a restful 
  site with plentiful food and drink. 
  Everyone heals one Wound. All 
  Storm Knights gain one Possibility.
  THE LAW OF LIFE
  7
  Cosm_Deck_v15.indd   37
  15.08.2017   11:02:57
  The Storm Knights embrace the 
  primal allure of the Living Land. 
  Clothing rips in the most flattering 
  way and passions are greatly 
  amplified during the next lull in the 
  action. Storm Knights who have an 
  amorous encounter gain two 
  Possibilities.
  PRIMAL INSTINCTS
  8
  Cosm_Deck_v15.indd   38
  15.08.2017   11:02:58
  The opponent may take one 
  immediate action and then escape.
  All Storm Knights gain two 
  Possibilities. The villain may not 
  reappear until next scene.
  PARTING SHOT
  1
  Cosm_Deck_v15.indd   41
  15.08.2017   11:03:00
  The heroes’ gear falls apart, is 
  ruined, or lost. Each player must 
  lose something valuable, such as all 
  the ammo for one gun, a weapon, 
  his armor, or some other important 
  equipment. Each Storm Knight 
  gains one to three Possibilities 
  depending on the value of the 
  loss (GM’s call).
  THE LAW OF DECAY
  10
  Cosm_Deck_v15.indd   40
  15.08.2017   11:02:59
  You uncover a forgotten treasure, 
  item, or artifact. It might be ammo 
  for your firearm, a couple of 
  grenades, sealed MREs, a weapon, 
  a lost object of art, or even a tank 
  with a few working rounds. Work 
  with the GM to come up with a 
  suitable item.
  LOST TREASURE
  9
  Cosm_Deck_v15.indd   39
  15.08.2017   11:02:59
  Play during any battle to add +1BD 
  innocent bystanders to the area. 
  These individuals need saving (more 
  than most other civilians).
  A character gains one Possibility for 
  each innocent he rescued.
  IN THE CROSSFIRE
  2
  Play when any Storm Knight is slain. 
  He is instead KO’ed, captured, and 
  immediately taken from the area by 
  his foes. Any allies who perish in this 
  scene share a similar fate.
  CAPTURED!
  3
  Play during any encounter. Heroes 
  recover all Shock, but a new twist is 
  added for the rest of the encounter 
  (a storm, a fire, etc). When any 
  Dilemma appears on the Drama Card, 
  all characters (including villains) 
  must make an appropriate roll 
  (dodge if falling rocks, Strength if 
  resisting smoke, etc) or suffer a 
  Wound.
  ROUND TWO!
  4
  
  Cosm_Deck_Back.indd   38
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   37
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   36
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   39
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   40
  15.08.2017   11:03:33
  Cosm_Deck_Back.indd   41
  15.08.2017   11:03:34
  
  Random violence erupts as a crew 
  of villainous henchmen rampage 
  through the area. The attack may be 
  related to a larger plot or a complete 
  coincidence.
  All players gain one to three 
  Possibilities once the villains are 
  stopped, depending on the 
  strength of the foes.
  SUDDENLY...
  5
  Cosm_Deck_v15.indd   45
  15.08.2017   11:03:03
  A villain reveals some dramatic 
  secret or advantage over your hero, 
  such as a captured loved one, that 
  he’s a blood relative, or some other 
  sinister secret. Your hero suffers a 
  –4 penalty to all tests when acting 
  directly against this villain for the 
  rest of the scene. Gain two 
  Possibilities.
  DRAMATIC REVEAL
  6
  Cosm_Deck_v15.indd   46
  15.08.2017   11:03:04
  Play at any time to avert a 
  catastrophe, including failing a 
  Dramatic Skill Resolution. Any 
  combat ends and the villains 
  withdraw, allowing the heroes time 
  to recover Shock before the situation 
  resumes or an alternative 
  problem arises.
  TEMPORARY REPRIEVE
  7
  Cosm_Deck_v15.indd   47
  15.08.2017   11:03:05
  All Storm Knights may immediately 
  play two Destiny cards into their 
  Action Pool.
  THE LAW OF ACTION
  10
  Cosm_Deck_v15.indd   50
  15.08.2017   11:03:08
  Play to bring any deceased character 
  immediately back to life. Where 
  or how she reappears is up to the 
  GM. All Storm Knights gain two 
  Possibilities if this card is used to 
  restore a villain.
  INEVITABLE RETURN
  9
  Cosm_Deck_v15.indd   49
  15.08.2017   11:03:07
  Play when face to face with a villain. 
  The villain must explain his scheme 
  in some detail. If the villain isn’t in 
  charge, he explains who is and what 
  he knows of any master plan.
  TRIUMPHANT BOAST
  8
  Cosm_Deck_v15.indd   48
  15.08.2017   11:03:06
  Take one to three Possibilities from 
  another player character. Make a 
  Corruption Test at a penalty equal to 
  the number of Possibilities taken.
  DAMNED
  1
  Play to make any one skill Favored 
  for the remainder of the scene. Make 
  a Corruption test.
  TEMPTATION
  2
  The party happens upon a grisly 
  discovery or sees a dark omen of 
  some kind. For the rest of the scene 
  (or the next if the GM feels this is too 
  near the end of the current scene), 
  die rolls from Possibilities stand 
  as rolled (they aren’t at least a 10). 
  All Storm Knights gain three 
  Possibilities.
  OMINOUS PORTENTS
  3
  
  Cosm_Deck_Back.indd   47
  15.08.2017   11:03:34
  Cosm_Deck_Back.indd   46
  15.08.2017   11:03:34
  Cosm_Deck_Back.indd   45
  15.08.2017   11:03:34
  Cosm_Deck_Back.indd   48
  15.08.2017   11:03:34
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  The GM rolls a die. Odd, the scare 
  was merely a frightened cat or other 
  harmless trigger. Even, the threat 
  is real and some insidious thing 
  attacks! All Storm Knights gain one 
  Possibility.
  JUMP SCARE
  4
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  Play as your hero suffers one or more 
  Wounds. The injury is completely 
  negated, but you may not Soak 
  further Wounds or Shock this scene. 
  Shock and Wounds may be recovered 
  by other means normally.
  MARKED FOR DEATH
  5
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  Play when traveling to some sinister 
  destination. Due to delays, strange 
  weather, storms, etc, it is dusk or 
  otherwise dark when the party 
  arrives. All Storm Knights gain two 
  Possibilities.
  SUNSET?!
  6
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  Play after witnessing some horrible 
  event or creature. Your character 
  gains a physical mark, such as a 
  white streak in his hair, a strangely 
  intense stare, or some other tell. Gain 
  one Possibility.
  MARK OF TERROR
  9
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  Play on a villain. He or she takes a 
  special interest in your hero and does 
  everything possible not to cause her 
  permanent harm. This might be a 
  romantic connection or a brotherly 
  kinship. This ends only when the 
  fiend perishes. Make a Corruption 
  test once per scene when the 
  villain is encountered.
  UNHOLY INTEREST
  8
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  Play to gain all the information 
  available on some foe, mystery, or 
  secret. Make a Corruption test.
  SINISTER SECRETS
  7
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  All light sources in the area are 
  extinguished. This may only be 
  played in combat and when it 
  matters; it has no effect in broad 
  daylight, for example.
  All Storm Knights gain one 
  Possibility.
  LIGHTS OUT!
  10
  Play on a reality-rated foe. He may 
  not Soak Wounds caused by your 
  character for the next three rounds.
  VENGEANCE IS MINE
  1
  A whirlwind of shots, blows, slashes 
  or other attacks causes 2 Shock 
  to every non reality-rated foe in a 
  combat encounter.
  BLOODBATH
  2
  
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  Someone is out to get your hero. A 
  nondescript bystander might recognize 
  him for some past misdeed or a vengeful 
  foe might stalk him from the shadows. 
  The foe might attempt an ambush, 
  frame him for some crime or offense, or 
  simply tarnish his reputation.
  Gain one to three Possibilities 
  depending on the strength of the 
  foe (GM’s call).
  FEUD!
  3
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  Play when encountering infected 
  creatures, such as jiangshi. One of 
  them mutates into a more powerful 
  monster. All Storm Knights gain one 
  Possibility.
  MUTATION
  4
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  Play at any time. A rampaging horde 
  of infected appear and are headed 
  your way.
  All Storm Knights gain one to three 
  Possibilities after they deal with the 
  creatures, depending on the size of 
  the horde.
  OUTBREAK
  5
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  Play immediately when drawn. Your 
  Storm Knight shows symptoms of 
  possible infection. You do not roll 
  again on 10s until the end of the act.
  If your hero perishes during this time 
  he rises soon after as a jiangshi.
   Gain three Possibilities.
  YOU DON’T LOOK SO GOOD
  8
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  Play when in a public place and not 
  in combat. A Kanawa patrol arrives 
  and attempts to take in anyone who 
  is wounded, sick, or may have been 
  exposed to infection. This applies 
  to the heroes, allies, and random 
  bystanders.
  All Storm Knights gain one 
  Possibility.
  IS THAT A BITE?
  7
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  For the remainder of the 
  scene, unarmed combat is a Favored 
  skill for all player characters.
  FISTS OF FURY
  6
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  Play immediately when drawn. Your 
  hero will be betrayed by a nonplayer 
  character he considers an ally this 
  adventure.
  Gain one to three Possibilities 
  depending on the severity of the 
  betrayal (GM’s call). All other 
  Storm Knights in the party gain 
  one Possibility.
  SOLD OUT
  9
  Play while taking a Recovery. Your 
  Storm Knight stares at his foes, 
  wipes the blood from his mouth, and 
  signals that he’s not done yet.
  All foes are Very Stymied.
  HARDBOILED
  10
  Hostile characters or creatures head 
  your way looking for trouble. They 
  might be thralls, raiders, or horrific 
  aberrations.
  All Storm Knights gain one to three 
  Possibilities once the enemies are 
  dealt with, depending on the 
  strength of the foes.
  LOOKS LIKE TROUBLE
  1
  
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  Play against a reality-rated foe. 
  For the rest of the Scene, your 
  attacks against him add +1BD. The 
  effect ends if the foe manages to 
  successfully uses intimidation against 
  your character.
  SUPREMACY
  2
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  Play on the first round of a combat. 
  All combatants (enemies and allies) 
  add twice their Wound penalties 
  to melee weapons or unarmed 
  combat damage results for the 
  remainder of the fight. This stacks 
  with other similar abilities.
  SCOURGE
  3
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  Your character is subjected to a 
  temporary but powerful dose of 
  occult radiation. He suffers 1 Wound 
  that cannot be healed until the end 
  of the act.
  Gain three Possibilities.
  IRRADIATED
  4
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  Play on any Ord your character 
  has successfully intimidated. The 
  Ord becomes your lackey for the 
  remainder of the act.
  YOU WORK FOR ME NOW
  7
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  Play at any time. For the rest of the 
  scene, intimidation is Favored.
  KNEEL!
  6
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  Play immediately when drawn. 
  Player characters with Occultech 
  suffer 2 Shock every time  a Dilemma 
  appears on the Drama card for the 
  remainder of the act.
  All Storm Knights with Occultech 
  gain two Possibilities. If no 
  characters have Occultech 
  discard this and draw a new 
  Cosm card.
  CYBERPSYCHOSIS
  5
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  Play on any character with 
  Cyberware or Occultech. She suffers 
  an outburst of cyberpsychosis for 
  the remainder of the scene. She 
  adds +1BD to damage results, but 
  on a Mishap, a random target is hit 
  instead.
  Alternatively, discard this card 
  and draw a new one.
  ENRAGED
  8
  Make a Charisma or streetwise test. 
  Gain an item of that value or less. 
  The item is found in the ruins, traded 
  from the black market, etc.
  SALVAGE!
  9
  Play immediately when drawn. The 
  party experiences psychic flashes of 
  grim potential futures. For the rest of 
  the act, if Fatigue appears on the Conflict 
  line the characters are also Stymied, and 
  psionicists are Very Stymied.
  All Storm Knights gain one Possibility, or 
  two if they have the Psionics Perk.
  TORTUROUS VISIONS
  10
  
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SOURCE: textdata/thevault/Torg Eternity/Torg Eternity Corebook/Drama Deck (9-Up).pdf