CS Disavowed Initiative Deck
- 56 Black Joker
Card 56: A Player dealt a Joker gets special bonuses usually but this is the Black Joker, it’s got good and bad consequences. The player who draws a joker acts whenever they wish in a round, even interrupting another’s action if they choose. Additionally the GM gets to decide one “bad” thing that happens, either All Party members suffer 1 Fatigue, or Range is reset to Long, or the Player Character that got the card is at -2 for round. The good news is everyone gets a bennie. No, the Player who got this card does not get the +2.
- 55 Red Joker
Card 55: A Player dealt a Joker gets special bonuses. The player who draws a joker acts whenever they wish in a round, even interrupting another’s action if they choose. Additionally the Player who draws this Joker can opt to pick which one effect they want: either they can heal all their Party members 1 Fatigue, or change the Range on a opponent from whatever range it is to close, or they can give the +2 to all Party members. It’s like a super Joker! All Party members and the GM get a bennie.
- 54 Joker
Card 54: A Player dealt a Joker gets special bonuses. The player who draws a joker acts whenever they wish in a round, even interrupting another’s action if they choose. They also add a +2 to all their trait rolls and damage rolls this round and all Players and the GM get a bennie.
- 53 Joker
Card 53: A Player dealt a Joker gets special bonuses. The player who draws a joker acts whenever they wish in a round, even interrupting another’s action if they choose. They also add a +2 to all their trait rolls and damage rolls this round and all Players (not the GM) get a bennie.
- 52 to 1
* Highest number goes first.
Clubs = 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52
For when complications are needed.