by John Wick
Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Clubs Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates the
Joker Fumble
outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________
Warrior
Your suit is CLUBS.
Special Abilities
• Draw an additional card per character
level when in a fight scene for a risk.
• When wearing armor, you have one
Armor Point per fight. During the
fight, you can spend your Armor
Point instead of a Courage Point.
Gain a Level
Name an enemy and describe why they
are your enemy. When you defeat your
named enemy, you gain a level.
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Magic Items
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by John Wick
Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Hearts Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates the
Joker Fumble
outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________
Noble
Your suit is Hearts.
Special Abilities
• Draw an additional card per character
level when trying to impress, convince,
intimidate or sway another character’s
attitude.
• You have 3 Wealth Points per game
session. You may spend a Wealth
Point to pay for any item.
Gain a Level
Name something you want to add to
your domain. This should be something
like a business or another noble’s land.
When you acquire it, you gain a level.
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Magic Items
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by John Wick
Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Diamonds Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates
Joker Fumble
the outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________
Wizard
Your suit is Diamonds.
Special Abilities
• Call upon your demonic patron to
use magic. You can gain any magical
effect you want, but your patron
(played by the GM) will demand a
cost. This could be Courage Points
or a narrative cost.
• At the beginning of the game
session, make a risk (your level counts
for bonus cards). Successes equal
the number of spells you may cast
without calling upon your patron.
Gain a Level & Magic Items
Name a magical artifact. When you
acquire it, gain a level.
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by John Wick
Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Spades Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates the
Joker Fumble
outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________
Thief
Your suit is Spades.
Special Abilities
• Draw an additional card per character
level when trying to do something
sneaky (fast talk a guard, pick a lock,
climb over a wall, etc.).
• Once per fight, you can Dodge a
hit automatically instead of using a
Courage Point.
Gain a Level
Name an important or valuable object.
When you successfully acquire it, you
gain a level.
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Magic Items
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