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.