General Powers
These are general Powers that any character can purchase if they desire. Each power is 5 Experience Points each.
- Inner Strength
- Increase Hand size by 1 permanently.
- Increase any cards added back to your hand by resting by 1.
- Deny Death
- Increase the number of Hits your character can have by 2.
- Learned Skill
- You gain a narrow skill descriptor, like “Pistols,” to describe something your character has learned.
- Much like Talents or Professions, this is a Trait and it provides a bonus draw when relevant.
- This can be taken up to 4 times so long as it doesn't overlap with previous purchases of this power.
- Jokers Wild
- Shuffle two Jokers into your Deck at the beginning of every game.
- Anytime you draw or play a Joker, you can immediately shuffle together your Deck, Discard Pile, and your Hand. Redraw your full Hand afterwards.
- The Jokers count as Red Suits when drawn or played as a card.
- Split Attack
- Play a card: Make a second physical attack this turn against a different target using any weapons on hand.
- Play this Power before any attacks this turn.
- Complication - Split Attention
- If you played a Black Suit, your second attack has a Penalty Draw.
- Aces High
- If an Ace is drawn, you automatically win the draw.
- Ignore all unused penalty draws and the suit of the Ace.
- Aces in your hand, deck or discard pile always count as Red Suits when played, drawn or shuffled back into the deck.
- Hesitate
- Play a Card: You can peek at the top 3 cards of your deck and put them back on top in any order or shuffle your deck
- If you tell anyone or hint at what the card is, you have to shuffle the deck.
- Complication - Diffidence
- If you played a Black Suit, you also cannot use this power for the rest of the session after peeking.
- Adrenaline
- Play a Card: You can ignore the Penalty Draws for your maims, this scene.
- Complication - Overdoing it
- If you played a Black Suit, take 1 Hit at the end of the scene. If you have the maximum number of hits, take a Maim instead.
- Grit
- Play a Card: If you are Downed, remove 1 Hit and get back up.
- Complication - Everything Hurts
- If you played a Black Suit, you also take a Hit the next time you fail a draw for any reason, this scene. If this effect make you Downed, you don't take a maim if you have one already.
- Suspicion
- Play a Card: One sentence you hear is confirmed a truth or lie by the Judge.
- Complication - Paranoia
- If you played a Black Suit, you also see deception around every innocuous statement and cannot use this power again for the rest of the session.
- Bad Habits
- Instead of shuffling in a Red Suit from a Quirk, you may shuffle in two Black Suits and draw a new card into your hand up to your max hand size.
- This power has no effect if there aren't at least two Black Suits in your Discard Pile.
- Down But Not Out
- If you are Downed, you can still take a single action on your turn, either Major or Minor.
- Each additional hit you take adds a Maim to your character.
- This power no longer takes effect if your character accrues five maims.
- Careful Aim
- Play a Card: You automatically hit on your next attack if you did not attack last turn.
- Complication - Fluke Shot
- If you played a Black Suit, you cannot use this power again for the rest of the session.
- Visceral Hit
- Play a Card: Your Attack with a weapon deals a second Hit.
- Complication - Junked
- If you played a Black Suit, your weapon also breaks on the attack and needs to be fixed. Fixing a broken weapon takes 1 full day.
- A Major Upgrade
- Add a new bonus to an existing major item at the Judge's discretion.
- This bonus must be different than this item's currently existing bonuses.
- Pack Mule
- You can carry 3 kits without penalty and do not receive penalties for carrying over capacity so long as your arms are free.
- Add 'Heavy Lifter' as a Talent.
- Self Improvement
- Remove a flaw of your character.