Dime Adventures: Consequence Cards
A key component of the Dime Adventures rules are for characters to take consequences - the mechanical representation of various penalties¸ bonuses or status effects influencing the character. Different mechanics within the game can cause consequences¸ including special traits¸ critical successes and failures - or any situation where the GM thinks the consequence will heighten the tension in the game! Dime Adventures: Consequence Cards are a quick and easy way to keep track of consequences in your game! Simply set them on the table in front of you as your character takes consequences¸ or hand them out to other players when you cause them! Each of the 14 consequences listed in Dime Adventures are featured here. Designed for use with Dime Adventures: Pulp Alternate History Roleplaying. Note: The print version of our Dime Adventures: Consequence Cards includes four copies of each consequence. Perfect for GMs handing out cards to players or managing multiple NPCs! It also comes in a full-color¸ printed tuckbox.