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Clubs Spades Hearts Diamonds
Dodge Athletics Lore Creation
Stealth Melee Attack Presence Deception
Acrobatics Initiative Willpower Persuasion
Survival Ranged Attack Research Perception
Character Creation
Step 1: Prioritize Skill Suits: Player assigns a face card value to each skill suit. Player gets one face
card of each value and may assign them as they see fit.
Step 2: Initial skill points: The player is dealt 5 cards for their Ace Suit, 3 cards for their King Suit, 2
cards for their Queen suit and 1 card for their Jack suit. Each card must be used on a different skill
except in the case of the Ace suit where 2 cards can be combined for a single skill. The starting total ofany skill cannot be above 13. No skill rating can ever be higher than 13 + the number of sessions
played in the campaign.
Face cards and specialization: Face cards count as 10 when assigned to a skill at character creation,
however they also give the player the option to specialize in that skill. When specializing the character
chooses a more specific application of the skill, such as Running when specializing in Athletics,Balance when specializing in Acrobatics, or a particular weapon when specializing in Melee or Ranged
Attack. The character gains special benefits when using a specialized skill in tests, which will be
explained later.
Step 3: Special Abilities: At creation a character may take 2 Jack level special abilities from their Ace
suit and 1 Jack level special ability from their King Suit.
The Rules
52 requires one deck of cards for 3 players and an additional deck for every 2 additional players. In aLARP game, each player may carry their own deck.
Initiative is determined first in an opposed test. Each player places a card face down on the table andturns them over simultaneously. Initiative goes in the order of the highest total Initiative skill plus card
played.
On a players turn they may initiate an opposed challenge against an opponent. The attacker chooses
the relevant skill and plays a card face down. The defender then does the same with the relevantdefense skill. The players then reveal their cards and announce their totals. If the attacker has the
higher total the attack is a hit and the attacker must play a damage card, which is subtracted from thetarget's relevant health level. If the the defender has the higher total the attack fails and has no effect.
Static Tests: Skill test made against inanimate objects and background characters are called static tests.These test are made against a number set by the Dealer based on the difficulty of the test. The player
plays a card from their hand and adds their skill rating. If the total is higher than the target number , the
character succeeds at the test. The character's degree of success or failure can influence a Dealer's
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interpretation of the results.
Actions: On a character's turn they may both move and perform an action, typically the use of a skill.
Some skills: Athletics, Acrobatics and Stealth, may be performed while moving at at no penalty and donot count against this limit.
Some skills are used as a reaction to oppose other skills, and don't use any actions.
Some abilities grant immediate actions, which is a standard action granted out of turn in addition to
the player's normal actions.
Out of combat actions can also be measured in scenes orcalendar actions. Scene actions typically take
from 15 minutes to an entire night in game time depending on the circumstances and calendar actionstake more than one day.
Opposed tests: At the beginning of any opposed test each Player draws a hand of 5 cards. The Dealer
draws a hand of 5 for the first NPC involved in the combat, an additional 2 for each NPC beyond thefirst. Players must use every card in their hand before drawing a new one. If a player runs out of card in
the middle of their action they must flip over the top card of the deck and use it for the test.
Face Cards and Tests: When a Player uses a face card in test it counts as 10. However, if the face card
is used for an on-suit skill or the player is using a skill ability in which they have specialized they also
have the opportunity to gain an immediate action. If the player both plays a higher suitable card thanhis opponent and wins the test, they may make an immediate action.
Critical Success: An on-suit Ace played in a test is always considered an automatic success. Any Ace
played in a skill test in which the character has specialized is also considered an automatic success, butis trumped if the opposing player uses the on-suit Ace. DM interpretation of the results of critical
successes is encouraged in subjective situations.
Health and Damage
Players have both a physical and mental health rating. Every player starts with 13 Health levels in bothcategories. There is no penalty to losing the first 4 health levels, but each subsequent one gives the
player a cumulative -1 on all tests of the corresponding type. Losing all physical health levels renders
the player unconscious. Losing all mental health levels has different results depending on the test thatreduced them. For instance, losing all mental health levels in a deception test means that the target
completely believes the attacker.
Health is generally regained at the end of an encounter, however many weapons and special attackshave the ability to do persistent health damage, which lasts until the character takes an extended rest.
Advancement
At the end of each session the Dealer draws at least one card for each player involved and distributes
them as he sees fit, though always at least one to a player. Numeric cards are assigned to on-suite skillsnormally, but face cards assigned to players made either be used to specialize in an on-suit skill, buy a
Special Ability of the same as the card, or buy two special abilities of the next lower face card (I.e one
King can buy 2 Queen abilities). Aces may be used to buy any special ability, specialize in any skill or
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as 10 on-suite skill points.
Distance: Distance is a bit nebulous in 52. Close range is how far a character can move with a single
move action (about 10ft.). Medium range goes from about 20 to 100 feet, and long range is above that.Distance is really only relevant when dealing with long-range weaponry.
Chase scenes don't use a measurement of distance however, but are measured in the number of roundsapart the participants are.
Skill Descriptions
This is not everything these skills can do!
The abilities described here are simply some of the common uses for these skills, and while they do
cover a broad base of actions they are by no means the only feats you can accomplish with your skills.
If you think of an action that doesn't seem to have a skill assigned to it simply find an appropriate skill.
A framework will be added to show how to make new skill abilities.
Also note that the target numbers presented are purely guidelines. The dealer should feel free to set the
difficulty for any given action at what they feel is a reasonable number.
Automatic Successes and impossible tasks: Some tasks are simply impossible, even with an
automatic success. A character may not attempt to jump to the moon, outrace a jet in flight or climb
upside down on a smooth surface with no equipment. The Dealer simply informs the player that the
task is impossible.
Clubs
Dodge
Reaction
Specializations: Melee, Ranged, Hazards
Dodge is generally used as a reaction against Melee and Ranged attacks. It is also used to avoid traps
and natural hazards, such as falling rocks.
When you are targeted with a physical attack or in the area of a hazard you make a dodge test against
either the opponent's attack test or the hazard's target number. If you succeed the attack misses or you
avoid damage from the hazard.
Stealth
Move action
Specializations: Prowling, Shadowing, Camouflage, Item Concealment
The Stealth skill has multiple functions:
Prowling is used for moving about undetected. When a character starts prowling they must be
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unobserved. When the Prowler enters the area of another character's Perception they engage in an
opposed skill test. How much the Spotter detects depends on how much they beat the Stealth test by.
1-3: The Spotter is tipped off to the presence of someone in the area, but can't pinpoint them.4-6: The Spotter locates the direction the Prowler is in, and will see him if he moves.
7+: The Prowler is seen clearly.
If the Prowler attacks an unaware character they are considered surprised. the defender must reveal his
dodge result before the attacker plays his card. A prowler is immediately spotted if they attack another
character.
Shadowing is used to follow people within eyesight without detection. It may only be used in areas
with widespread cover, such as towns, forests and rocky areas. The Shadow does not have to beunobserved when he begins the test as long as he in unknown to the Spotter and in a crowd, or on a
busy street.
How much the Spotter detects depends on how much they beat the Stealth test by.
1-3: The Spotter is tipped off to the presence of someone in the area, but can't pinpoint them.
4-6: The Spotter locates the direction the Shadow is in.7+: The Shadow is seen clearly.
Camouflage is used to conceal large items or locations. Camouflaging takes a scene action at least, andmay require more time for especially large locations. Camouflaging can consist of everything from
hiding secret doors to making a sniper's nest to concealing large military hardware with camouflage
netting. A Stealth test is made when the camouflage is complete, and that number becomes the target
number for Perception tests to see the camouflaged item.
Item Concealment is used to conceal small item about one's person. Concealment takes a standard
action, and you must be unobserved by those you wish to conceal the item from. The item cannotexceed 3 ft. in length, and for every foot after the first you get a -2 penalty on your test. A Stealth test is
made when the concealment is complete, and that number becomes the target number for Perception
tests to see the concealed item.
Acrobatics
Move action or reaction
Specializations: Balance, Gymnastics, Jumping
Balance is typically a static challenge that is used to remain upright in various precarious situations. It
can be used as part of a move action, The difficulty of the test is based on how narrow, unstable orslippery the surface is. Some examples:
Beginner (5): Large fallen treeIntermediate (10): Gymnastics balance beam
Professional (15): Railings
Expert (20): Tightrope
Difficulty is increased by one category if the surface is either wet, unstable or otherwise unusually
difficult to balance on. Difficulty is also increased by one category if the character attempts to land on
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the object at the end of a jump.
Gymnastics includes both tumbling and aerial gymnastics. Difficulty can vary widely by what the
character ants to accomplish.
Beginner (5):Short, low vaults; somersaults
Intermediate (10): Making the transition on the uneven bars, cartwheels.Professional (15): High-school competition level
Expert (20): Amateur competition level
Jumping is the ability to propel yourself off the ground using muscle power. A running jump can be
done as part of a move action, while a standing jump can be done as a move action. A running jump's
difficulty is equal to it's horizontal distance plus twice it's vertical distance. A standing jump's difficultyis double what it would be for a running jump.
Survival
Scene action or free action
Specializations: Hunting, Tracking, Foraging, Pathfinding, Endurance
Hunting is used to track, stalk, kill and prepare animals for the purpose of food, product or sport. Ahunting test can be made each day that a character attempts to feed themselves in the wilderness. This
test is assumed to use off screen time before or after the session's play, but can also be part of the
adventure if the Dealer chooses. Hunting tests are made more difficult by the absence or presence ofsuitable prey.
Beginner (5): Temperate forest at the peak of deer season.
Intermediate (10): Rocky mountainside in the springtimeProfessional (15):Conifer forest in the fall
Expert (20): The desert during the summer
These difficulties assume that the character is suitably armed and will accept any prey that comes
along. Increase the difficulty category by two if the character is unarmed and by one if they are only
hunting a specific type of animal. For every 5 point the character exceeds the difficulty by they canfeed one additional person for one day.
Tracking is used to follow tracks in the outdoors. A character may track as a standard action during histurn. The difficulty of tracking is determined by the terrain the target is traveling through
Beginner (5): Fresh snow
Intermediate (10): Muddy ForestProfessional (15): Rocky terrain with little vegetation
Expert (20): Sand
The target may also make an opposed Stealth test to attempt to cover their tracks. The result of this test
becomes the target for the tracker's test.
Endurance is used when any other physical test is maintained over a long period of time. The
frequency and severity of Endurance tests is determined by the activity.
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Walking: 1/day, Beginner Difficulty
Fast Walk: 1/12 hours, Intermediate Difficulty
Running: 1/hour, Professional Difficulty
Climbing: 1/30 minutes, Professional DifficultySwimming: 1/30 minutes, Professional
Swimming Underwater: 1/minute, Expert
If a character fails an Endurance test they must cease the activity immediately. The must rest for a
scene before trying the activity again.
Foraging is the ability to find food (typically plant, insect and fungi) in the wild. A foraging test can be
made each day that a character attempts to feed themselves in the wilderness. This test is assumed to
use off screen time before or after the session's play, but can also be part of the adventure if the Dealerchooses. Foraging tests are made more difficult by the absence or presence of suitable flora.
Beginner (5): Tropical Rainforest
Intermediate (10): Temperate forest in the summerProfessional (15): Tundra in the summer
Expert (20): The desert
For every 5 point the character exceeds the difficulty by they can feed one additional person for one
day.
Pathfinding covers both a character's ability to intuit his direction and finding or making walkable
paths in the wilderness.
Intuiting one's direction is a free action with a static target of 10. However this can be increased bytraveling in darkness or on an unusually complex path.
As a scene action a character may use Pathfinding to speed overland movement. With a successful testversus a static Professional Difficulty you may ignore any penalties for moving through rough terrain.
Spades
Athletics
Move action
Specializations: Climbing, Running, Swimming, Grappling, Driving, Riding
Climbing is performed as a move action. The difficulty of a climbing test is determined by the
steepness and texture of the climbing surface.
Beginner (5): A tree with low branches, a chain-link fence or typical climbing wall
Intermediate (10): Rock climbing with plentiful handholds and ledges, a free-hanging ropeProfessional (15):An old brick or stone wall,
Expert (20): Icy Mountainside
A secure rope at the top of the surface decreases the category by one. Each minute spent climbing
without rest requires an Endurance test.
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Climbing can be done as a chase. The difficulty of the climbing test is subtracted from the participants'
results. Whoever has the highest remaining gains a round of distance on the loser.
Running is always done as part of a move action. Running is typically used as an opposed check
against another character, however it may also be used to avoid some hazards.
When characters are in a foot race (whether towards a specific point or one is simply chasing the other)
they each make an Athletics test. The winner gains one round of distance on the loser.
With a successful Run test versus a static difficulty of 10 a character can move medium range in a
single move action, gaining a round of distance on the target they are fleeing from, but cannot do
anything else that turn.
Some hazards (a collapsing ceiling, a rush of water, a cinematic explosion) may have a static Running
difficulty to avoid them.
Swimming is performed as a move action. The difficulty of the swimming test is based on the
turbulence or current in the body.
Beginner (5): Swimming pool.
Intermediate (10): Large lake or calm sea.
Professional (15): Up a slow river.Expert (20): Against ocean waves.
Swimming can be done as a chase. The difficulty of the swimming test is subtracted from the
participants' results. Whoever has the highest remaining gains a round of distance on the loser.
Initiative
Automatic action
Specializations: Initiative
Initiative is used at the beginning of every opposed test. Each player involved plays a card face downthen reveals them simultaneously and adds their initiative rating. Play proceeds from the highest to
lowest result.
Melee
Standard Action
Specializations: Any Melee Weapon
Melee is used whenever a character executes a melee attack. The attacker plays a card and adds their
Melee rating. The result is revealed and the Defender resists with a Dodge test result
Ranged
Standard Action
Specializations: Any Ranged Weapon
Ranged is used whenever a character executes a ranged attack. The attacker plays a card and adds their
Ranged rating. The result is revealed and the Defender resists with a Dodge test result.
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Hearts
Lore
Free action
Specializations: Mechanics, Medicine, History, Physics, Chemistry, Locksmithing etc.
Lore is used for a large variety of abilities, but primarily represent that the character possesses a great
deal of knowledge. Lore difficulties are determined for the obscurity of the information for Academic
disciplines or the difficulty of the task for more practical ones.
A character cannot succeed on a Lore test with a difficulty greater than Intermediate unless they are
specialized in that usage of Lore.
Beginner (5): Changing the oil (Mechanics). First aid certification (Medicine). High School (Academic
disciplines).
Intermediate (10): Disassembling and reassembling a simple motor (Mechanics). CPR certification
(Medicine). Undergrad school (Academic disciplines)Professional (15): Assembling a road-legal car from the ground up (Mechanics). Nursing certification
(Medicine). Experts degree (Academic disciplines)Expert (20): Designing and building a custom car (Mechanics). M.D. (Medicine). Ph. D. (Academic
disciplines)
Presence
Reaction
Specializations: Physical appearance, gravitas, natural leader
Presence tests are made whenever characters meet each other for the first time. The result of the
Presence test determines a character's initial reaction.
Beginner (5): Cautious
Intermediate (10): Indifferent
Professional (15): ComfortableExpert (20): Friendly
Willpower
Reaction
Specializations: Skeptical (.vs Deception), Stubborn (.vs Persuasion), Concentration
Concentration is used when external events make it difficult for you to complete some delicate task.The severity of the distraction determines the difficulty of the test. If the Concentration test is failed the
character also fails the task.
Beginner (5): Doing research with loud music playing
Intermediate (10): Threading a needle on a train
Professional (15): Picking a lock in the midst of a pitched battleExpert (20): Playing an organ concerto while wearing a cage filled with angry rats over your head
Research
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Scene Action
Specializations: Research, Streetwise
Research is done as either a scene or calendar action. It represents using media to uncover informationthat is not readily accessible with a Lore test. The difficulty of the research is based on the obscurity of
the knowledge.
A character cannot succeed on a Research test with a difficulty greater than Intermediate unless they
are specialized in Research or the relevant field of Lore.
Beginner (5): The roster of the winning team of the 1954 World Series
Intermediate (10): The names of the crew that unearthed a specific archeological site.
Professional (15): Original research (conducting experiments and locating primary sources)Expert (20): Discovering a breakthrough in a scientific field or publishing a definitive work on an
humanities topic.
Streetwise is the character's ability to stay up-to-date with the things that are going on in his area ofoperation. A Streetwise check may be made as a free action to see if the character knows a specific bit
of information or it may be used as a scene or calendar action to represent the character asking aroundto discover more specific information. The difficulty of the Streetwise check is based on the obscurity
of the knowledge.
Beginner (5): Where the most popular bars are
Intermediate (10): Where to get common drugs, places where prostitutes hang out
Professional (15): Where to get large quantities of drugs, discreet escortsExpert (20): Names of large operators in the underworld
Diamonds
Deception
Scene action or standard action
Specializations: Disguise, fast talk, bluster, misdirection
Disguise is used as a scene action to conceal one's appearance. After preparation the character makes a
disguise test. The result of this test is the difficulty for observers to pierce the disguise with theirPerception.
The observer gets a +2 bonus if the Disguised has radically changed their appearance (I.e. skin color or
gender) and a +5 bonus if the character is trying to disguise themselves as a specific person who isknown to the observer.
Fast talkis used as a scene action during a conversation. It is used to confuse and disorient its target,attempting to get them to agree to things without being entirely clear on what those things are. When a
character uses Fast-talk they initiate an opposed challenges versus another character's Willpower. IF the
Fast-talker succeeds at the test they play a mental damage card. If the target successfully resists theattempt to Fast-talk immediately ends and the target gets a +5 bonus to resist future fast-talk attempts
by that character.
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If a character reduces a target's mental health to 0 using Fast-talk the target finds themselves doing as
the player desires, though they might not be exactly sure why.
The difficulty of Fast-talk can be altered if the requested action is suitably unreasonable (Its better for
everyone if you lie in front of this bulldozer, for instance) and these requests can carry a -2 to -20
penalty to the character's Fast-talk test.
Fast talk may not be used against a Player by another player.
Bluster is used to intimidate people when you don't have the ability to back it up. It used as a scene
action during a conversation to attempt to convince the target that if they don't acquiesce to your
demands then bad things will happen to them. When a character uses Bluster they initiate an opposedchallenge versus another character's Perception. IF the Bluster succeeds at the test they play a mental
damage card. If the target successfully resists the attempt the Bluster immediately ends and the target
gets a +5 bonus to resist future Bluster attempts by that character.
If a character reduces a target's mental health to 0 using Bluster the target finds themselves doing as the
player desires, sufficiently cowed or simply not willing to argue the point.
The difficulty of Bluster can be altered if the requested action is suitably unreasonable (Of course I
have an invitation to the White House Christmas Party!, for instance) and these requests can carry a
-2 to -20 penalty to the character's Bluster test.
Misdirection is the act of getting someone to look where you want them to.
You can make a Misdirection test opposed by a target's Perception in order to conceal an item whilebeing observed.
Creation
Calendar Action
Specializations: Art, Music, Craft (specific craft), Writing
Creation is used as a calendar action to produce a work of art or functional object. The result of the
Creation test is used to determine the quality of the work.
A character may not achieve a work of Professional or Expert quality unless they are specialized in that
form of Creation.
Persuasion
Scene Action or standard action
Specializations: Intimidation, Diplomacy, Haggling
Intimidation is used to convince a person of a certain point of view using force or the threat of it. This
includes political and legal force as well as physical.
Intimidation is used as a scene action during a conversation to attempt to convince the target that if they
don't acquiesce to your demands then bad things will happen to them. When a character uses
Intimidation they initiate an opposed challenge versus another character's Willpower. If the
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Intimidation succeeds at the test they play a mental damage card. If the target successfully resists the
attempt the Intimidation immediately ends and the target gets a +5 bonus to resist future Intimidation
attempts by that character.
The difficulty of Intimidation can be altered if the requested action is suitably unreasonable (Tell me
where your family is so I can murder them, for instance) and these requests can carry a -2 to -20
penalty to the character's Intimidation test.
Perception
Reaction
Specializations: Vs. Stealth, Vs. Deception, Investigation
Investigation is used to uncover minor details in an area that give the character an idea of whathappened there recently. The difficulty of the test is based on how visible and obviously relevant the
detail is.
Beginner (5): The puddle on the floor was a block of ice!Intermediate (10): You don't stab downwards with a switchblade.
Professional (15): I can take this strand of hair I found back for analysis
Expert (20): Judging by the angle of the shot and the type of bullet and the location of the sun at thetime of the shooting, I'm sure it was Fat Tony.
Special Abilities
Universal Abilities
Universal abilities may be purchased with any suit of face card.
Face Value (Jack): When you use a Face card for a test you can either gain the normal benefits or youcan use the Face card at its numerical value ( J=11, Q=12, K=13)
Trademark Card (Jack): Pick a specific face card, such as the Queen of Hearts or King of Spades.This card now counts as an automatic success when you use it for a skill ability you have specialized
in.
Discard (Queen): You may discard 1 card each round. You may take this ability up to 3 times.
Expanded Hand (King): Your maximum hand size increases by 1. You may take this ability multiple
times.
Card Shark (King): As a move action you may give a card to another player, who must then give a
card to you as a reaction.
Ace in the Hole (Ace): When you are dealt an Ace you may place it In the Hole It does not count
against your hand limit, but does count as being used for determining if you can draw a new hand. Youmay use your Ace in the Hole at any time.
Clubs Abilities
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Improved Camouflage (Jack): You gain a +2 on Stealth checks to camouflage an object or location.
You may also camouflage yourself using mud and foliage, gaining a +2 on Stealth checks to Prowloutdoors.
Improved Prowling (Jack): You gain +2 to Stealth tests for Prowling.
Improved Shadowing (Jack): If there are more than 20 people visible to the target you may count any
card played for a Stealth test to Shadow as a 7.
Improved Gymnastics (Jack): +2 to Acrobatics tests when jumping, falling or swinging.
Palming (Jack): You may conceal a small object on your person while being observed. You take a -5on the Stealth test.
Sneak Attack (Jack): When you attack a character that is unaware of your presence they must playtheir Dodge card before you play your attack card.
Elusive (Queen): You gain a +2 bonus to Dodge checks every round that you move.
Sniper (Queen): You are not automatically spotted when you are Prowling and make a ranged attack
against a character at medium or long range. However, all characters do get a +5 to spot you at medium
range and a +2 to spot you at long range.
Dive for Cover (Queen): When you win a Dodge test you may immediately move behind a piece of
cover at close range.
Freerunning (Queen): With a successful Acrobatics against a Professional Difficulty you ignore any
low terrain while moving.
Remain Conscious (King): When you are reduced to 0 health you may play a Face card to remain at 1.
Acrobatics Mastery (King): Any Kings you play on Acrobatics tests count as Aces.
Stealth Mastery (King): When engaged in an opposed Stealth test, if your Stealth skill rating is 10
or more than your opponent's Perception rating his Ace plays count as Kings instead.
Survival Mastery (King): Any Kings you play on Survival tests count as Aces.
Roll with the Punches (King): When you use a face card to dodge a melee attack you take halfdamage from a successful attack.
Spades
Sprinter (Jack): +2 to Athletics tests while running. You win all ties on Running tests.
Climber (Jack): +2 to Athletics test while climbing. You win all ties on climbing tests.
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Swimmer (Jack): +2 to Athletics checks while swimming. You win all ties on swimming tests.
Advanced Melee Weapon Training (Jack): You may use medium and heavy melee weapons without
penalty.
Advanced Ranged Weapons Training (Jack): You may use medium ranged weapons without penalty.
Basic Martial Arts Training (Jack): You may do half of any damage done with an unarmed attack as
persistent damage.
Heavy Ranged Weapons Training (Queen): You may use heavy ranged weapons without penalty.
Leaping Attack (Queen): You may make an Athletics test while moving towards an intended target ofyour melee attack. If the test is successful versus a static Intermediate difficulty you ignore any low
terrain in front of the opponent and gain +2 damage on the attack.
Advanced Martial Arts Training (Queen): When you make an unarmed attack you may split yourtest result into 2 separate attack tests that must be defended against separately.
Quick-draw (Queen): When you go first in a combat encounter you gain a +2 on your first attack.
Quick Reactions (Queen): When you are the victim of a surprise attack you and the attacker play your
cards simultaneously.
Sucker Punch (Queen): You get +2 to damage against surprised foes.
Sweep the Leg (Queen): You may choose to sweep with a melee or unarmed attack. Treat this as anormal melee attack, except that in the case of a successful attack the loses it's next move action, but
only takes half of the normal damage from the attack.
Weapon Mastery (King): You choose a weapon type, such as unarmed, longsword, knives, bows or
pistols. You gain a +2 to all attacks with the specified weapon type.
Knockout Punch (King): If you hit a surprised foe with an unarmed attack you do double the amount
of temporary damage.
Olympian (King): Any Kings you play on Athletics checks count as Aces.
Hearts
Leader in the Field (Jack): Choose a Lore Specialization you posses. Whenever you encounter
another character with that Specialization you get a +4 on your Presence test and a +2 on any
Persuasion or Deception tests related to the field.
Demolitions (Jack): You may make a Lore test to handle, place and time explosives.
Jury-Rig (Jack): You may attempt to make a Lore test to repair a vehicle or device as both your
standard and move actions. The difficulty of the test is increased by one category and the repairs only
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last until the end of the scene.
First Aid (Jack): Target a friendly character and make a Lore test as a standard action against a static
difficulty of 10. If you are successful you can remove 1 level of persistent damage from that character.Characters may only benefit from this ability once per scene.
Animal Magnetism (Jack): You gain a +2 to all Presence tests with the opposite sex.
Leadership (Queen): As a move action you can make a Presence test against Intermediate Difficulty.
In the case of a success each ally that can see or hear you gets a +2 bonus to all tests.
MacGuyver (Queen): You may make a Lore test to complete a Mechanics test without the appropriate
tools. The difficult the test is increased by one category, possibly more if your surroundings areparticularly sparse.
Piercing Stare (Queen): Characters get a -2 on all Deception tests in your presence.
Remain Conscious (King): When you are reduced to 0 health you make make a Willpower test against
Expert Difficulty. If you succeed you remain at 1 health.
Not what they Expected (King): You may make a Presence test when you encounter a Hostile
character.
Shake it Off (King): As a move action, make a Willpower test against Expert Difficulty. In the case of
a success remove half of all temporary damage. A character may use this ability only once per scene.
Diamonds
Artist (Jack): Choose a Creation specialization you posses. Whenever you encounter another characterwith that Specialization you get a +4 on your Presence test and a +2 on any Persuasion or Deception
tests related to the field.
Working Artist (Queen): You have made a living out of being an artist. You gain a sustainable income
without the regular hours that most jobs require.
Master (King): You are a master of your craft. Any device you create grants a +2 on relevant tests.
Nice Save (Jack): If you lose a Deception test in a conversation you can immediately play a face card
to ignore the result and start a new test.
Feint (Queen): As a move action you can initiate a Deception test against an opponent in combat. If
you win the test that opponent is considered surprised for your next attack.
Little White Lies (King): All cards you play in a Deception test against an opponent that is not Hostile
count as a 7 or use their printed value if it is higher.
Salesman (Jack): You get a +2 to all persuasion tests to buy or sell items and get a 10% discount on all
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items purchased and get 10% more for items sold.
A Pleasure, I'm sure (Queen): When you beat a target in a Persuasion test their reaction towards you
is incrased by one step.
Ice to an Eskimo(King): Any penalties you would take from an extrodinarily difficult Persuasion test
are halved.
Keen (Jack): You gain a +2 on all Perception tests.
Danger Sense (Queen): Whenever you fail a Perception test you can immediately play a face card to
ignore the result and start a new test.
Eyes in the Back of Your Head (King): When you are surprised by an attack you still play your
Dodge card after the defnder reveals the results of his attack.
Equipment
Equipment in 52 comes in 3 types: Weapons, devices and vehicles.
Weapons are divided into melee and ranged. Melee and ranged weapons are further divided into Light,
Medium and Heavy catagories.
Light weapons add a +1 to damage, Medum a +2 and Heavy a +3. Some weapons may also have
additional abilites noted in their description.
Devices are often required to accomplish certain Skill tests. Some devices give a bonus, typically
ranging from +2 to +5, on relevant Skill Tests.
Vehicles have a Health rating and a Speed rating. Vehicles do not take penalties for the first 1/3 of their
Health that is depleated, but beyond that confer to the Driver a -1 on the relevant piloting skill for each
additional level lost.
Speed denoted how many rounds a vehicles gains on an opponent in a chase when they win the
relevant opposed test.
Light Vehicles have a Health Rating of 15 and a Speed of 3.
Examples of light vehicles include horses and motorcycles.
Medium Vehicles have a Health Rating of 30 and a speed of 2.
Cars and Trucks are Medium vehicles.
Heavy Vehicles have a Health Rating of 60 and a Speed of 1.
Tanks and Semis are Heavy Vehicles.
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Character Name:
Player Name:
Sessions Played:
Clubs Spades Hearts DiamondsDodge Athletics Lore Creation
Stealth Melee Attack Presence Deception
Acrobatics Initiative Willpower Persuasion
Survival Ranged Attack Research Perception
Health Levels
-1 -2 -3 -4 -5 -6 -7 -8 -9
Special Abilities