Eddy Name:

Skill Checks

  • The Tower, The Devil, Death: Critical Failure, always fails.
  • The Player's Major Arcana: Critical Success, always succeeds.
  • The Fool, The World, The Sun: Critical Success, always succeeds.
  • Wheel of Fortune: Draw another card.
    • 10-K or Major Arcana: Critical Success
    • Otherwise: Critical Failure
  • Ace to Five: Can pass a trivial check, otherwise fails
  • Six to Nine: Can pass an easy or trivial check, otherwise fails
  • Ten to King: Can pass a medium, easy, or trivial check, otherwise fails
  • Major Arcana: Can pass a hard, medium, easy, or trivial check, otherwise fails

Bonus / Penalty

  • bonus on a skill check: draw an additional card and choose the best one.
  • penalty on a skill check: draw an additional card and choose the worst one.

Corruption Retry

Take a corruption point to retry a failed skill check: this time, one step easier.

Combat

  • Any Card
    • Move one Zone.
  • Cups/Pentacles
    • Gain 2 shields OR
    • Give another player in the same Zone 2 shields.
  • Swords/Wands
    • Deal 2 melee damage.
  • Any Major Arcana
    • Deal 1 melee damage to an Adversary in the same Zone.
    • Give another player in the same Zone 1 Shield.
  • The Chariot
    • Move to any position on the map.
  • The Empress/The Emperor
    • Restore 2 Hit Points to a player in the same Zone.
  • The Fool
    • Choose any Eddy ability, except for The Sun. Use that ability.
  • The Hanged Man
    • Choose an Adversary in the same Zone. They cannot Move this turn.
  • The Hierophant
    • Choose a player. They may draw an extra card.
  • The High Priestess
    • Flip any face-down card on the table face-up.
  • The Sun
    • Move to any position on the map.
    • Deal 2 melee damage.
    • Give a player in the same zone 2 shields.
    • Flip any face-down card on the table, including the top card of any player's deck. Everyone can play with that card visible.
    • Choose a player: they may draw an extra card.
    • Choose an Adversary in the same Zone: they cannot move this turn.
  • The Tower
    • If The Tower is drawn, The Tower must be played.
    • Explode, dealing 5 Magic Ranged Damage to everyone, Friend or Foe, in the same Zone.
    • Take 20 hit points of damage.
  • Wheel of Fortune
    • Draw and discard a card.
      • If it was a Major Arcana, trigger The Tower.
      • If it was any other card, trigger The Sun.
  • Eddies are little semi-autonomous, remote-controlled robots that pepper the station, doing their best to help wherever they can.

    Eddies can not operate outside of the station: their bodies are remote controlled and actually fairly disposable - which is good, because the station is dangerous and Eddies are not terribly smart.

    Combat Turn:

    • Draw 3 cards. Play 2 cards.

    Creation

    → Choose one skill. It's the only skill you can use!

    FinAid

    Empathy, Perception, & Danger Sense
    Fast/Lucky

    Art

    Disguise, Forgery & Performance
    Charming/Fast

    Sci

    Computers, Chemistry, Biology, Physics & Mathematics
    Clever/Charming

    Free

    Stealth, Sleight of Hand, & Breaking & Entering
    Clever/Fast

    Gym

    Movement, Sport & Dance
    Strong/Fast

    Aid

    First Aid, Exploration & Survival
    Wise/Charming

    Shop

    Mechanical, Constructive & Culinary
    Wise/Strong

    Law

    Bureaucracy, Legal & Investigative
    Wise/Clever

    Misc

    Everything not otherwise covered
    Lucky/Strong