Red Card One: Anxious Hesitation
* Name: Anxious Hesitation * Deck: Red Deck (Failure) * Roleplay Emphasis: A troubled conviction takes root at the critical instant of engagement, whispering that an aggressive advance will trigger sudden disaster or unleash collateral ruin upon the immediate surroundings. Anxious thoughts fracture the fluid motion of the strike as eyes dart restlessly away from the adversary, seeking out phantom hazards and projecting overt distress that surrenders the initiative. * World and Mechanical Effect: The targeted enemy immediately registers the nervous wavering and steps boldly into the gap of momentum, securing a fortified stance. The adversary gains an immediate temporary bonus of 4 points to its Armor Check and adds 3 points of physical damage to its very next attack.
Red Card Two: Contagious Unease
* Name: Contagious Unease * Deck: Red Deck (Failure) * Roleplay Emphasis: Overcome by fretful concern regarding an ally’s precarious situation on the field, a sharp and agitated warning is blurted out mid-action. Instead of offering genuine aid, the sudden outburst conveys pure dread, breaking an ally’s concentration and infecting their thoughts with urgent panic right as they prepare their own coordinated response. * World and Mechanical Effect: A designated companion or allied presence is deeply rattled by the projected alarm, suffering an immediate 3-point penalty to their next attack roll and a 10 percent reduction to their next attempted skill check within the encounter.
Red Card Three: Neglected Safeguards
* Name: Neglected Safeguards * Deck: Red Deck (Failure) * Roleplay Emphasis: Attention becomes completely monopolized by worry over a wounded or overextended party member on the perimeter. Preoccupied with an intense desire to oversee and preserve the safety of others, personal spatial defense is entirely abandoned, leaving a glaring, undefended opening directly in front of an aggressive foe. * World and Mechanical Effect: The nearest hostile creature takes full advantage of the wandering focus and unguarded posture, receiving an immediate 4-point bonus to its next roll to hit.
Green Card One: Protective Urgency
* Name: Protective Urgency * Deck: Green Deck (Crit) * Roleplay Emphasis: Acute concern for the vulnerability of comrades coalesces into decisive, explosive motion. Rather than faltering, the urgent need to suppress a dangerous adversary propels the assault forward with unyielding focus, catching the opponent entirely unprepared for the sheer emotional intensity and deliberate weight behind the blow. * World and Mechanical Effect: The targeted enemy is physically battered and tactically thrown off balance by the protective onslaught, suffering an immediate 4-point penalty to its Armor Check and enduring a 3-point penalty on its next attack roll.
Green Card Two: Reassuring Rally
* Name: Reassuring Rally * Deck: Green Deck (Crit) * Roleplay Emphasis: A flawlessly placed blow drives back the frontline threat, immediately paired with an attentive, steadying shout of genuine care directed toward a hard-pressed companion. The earnest demonstration that their well-being is vigilantly watched over restores their breathing, dispels creeping exhaustion, and bolsters their combat discipline. * World and Mechanical Effect: A designated ally or companion is heartened by the supportive presence, gaining an immediate 3-point bonus to their next attack roll and a 15 percent bonus to their next skill check attempted within the round.
Green Card Three: Vigilant Perimeter
* Name: Vigilant Perimeter * Deck: Green Deck (Crit) * Roleplay Emphasis: Deep apprehension regarding the safety of the unit transforms into hyper-vigilant battlefield awareness. The strike lands with punishing accuracy, flowing seamlessly into a broad, protective warding stance that establishes a secure perimeter and shields adjacent comrades from incoming harm. * World and Mechanical Effect: The strike inflicts an additional 5 points of bonus damage on the current attack, while the acting avatar establishes an active defensive boundary, granting an immediate 2-point boost to the Armor Check of themselves or a chosen ally until the start of their next turn.
