Action!/System

=System=

Other Conflicts
=The Action! Deck= All Action! Cards have two things on each:
 * The Plot
 * The Action

The Plot
These plots are for the players to use, or the GM before each scenario (or session). The following plots exist right now.

Alertness
Someone notices something relevant to the current situation.

Breakthrough!
A current task or dilemma is suddenly resolved.

Campaign
Another subplot becomes semi-permanent.

Claim
You may claim participation in someone else's subplot.

Common Ground
You and the opposition find temporary common ground.

Connection
You know someone in the area that might help.

Double Cross!
You become double crossed or double cross the party. This card refills all your Point pools.

Idea!
You think of something that helps you along. Allows for permanent new things with Campaign.

Leadership
You take control of the situation. Refill one person's pool. Resolve one dilemma or cause a setback.

Martyr
You are out of the fight, but resolve the current dilemma. With Campaign: resolves the scenario, but kills you.

Mistaken Identity
You or someone else is mistaken for someone else.

Nemesis
You or someone else have a personal grudge against you or someone else.

Personal Stake
Now it's personal!

Rally
Everyone except you refills all their Point pools. You get Inspired this scene.

Romance
You or someone else find you or someone else romantically attractive.

The Shit Hits The Fan!
The situation deteriorates in a catastrophic manner. Situation also becomes Dramatic: all Actions become Hazardous and Promising.

Suspicion
You or someone else is the subject of suspicion.

The Third Man
A third party with its own agenda shows up.

The Unknown
A weird, sometimes alien, third party shows up.

Wild!
The situation becomes totally crazy. All Actions count as Experimental and Ínspired.

The Action
At the beginning of an encounter, fight or session (or whenever) the GM can draw a card to see what kind of situation this is and what Actions are approved. A player can change the card with a successful Action of the approved type.

Attack!
All Attack Actions are Inspired.

Deceit!
All Deceit Actions are Inspired.

Defend!
All Active Defenses are Inspired.

Drama!
All Actions are Hazardous and Promising.

Fatigue!
All Actions cause Fatigue.

Inspiration!
All Actions are Inspired.

Interaction!
All Interaction Actions are Inspired.

Rejuvenation!
All successful Actions return d10 Shockpoints, and all Wounds become bandaged.

Stymie!
All Actions are Stymied.

Support!
Actions that only cause impairment are Inspired.