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
- Move one Zone.
- Gain 2 shields OR
- Give another player in the same Zone 2 shields.
- Deal 2 melee damage.
- Deal 1 melee damage to an Adversary in the same Zone.
- Give another player in the same Zone 1 Shield.
- Move to any position on the map.
- Restore 2 Hit Points to a player in the same Zone.
- Choose any Eddy ability, except for The Sun. Use that ability.
- Choose an Adversary in the same Zone. They cannot Move this turn.
- Choose a player. They may draw an extra card.
- Flip any face-down card on the table face-up.
- 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.
- 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.
- 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