The card deck in Masterbook is a good way to add some cinema to a game. I've translated them into GURPS term. The initiative stuff isn't very good and the 'dramatic resolution' section is okay but not quite right for GURPS. Note that these cards are a big advantage for characters - you should adjust the point value of your game downwards from 10 to 15 points if you incorporate the cards, and probably restrict the purchase of Luck as well. Also be sure to check and see if the 'negative' cards are in there as well, this could affect your evaluation of the point value for the cards. Card rules are simple. Every player receives 3 cards (2 cards if there are 5 or more players). Cards that are red at the top and the bottom and cards that are "special" (Interloper, Opportunity, Disaster) must be turned into the GM immediately. Those represent subplots that the GM may weave into the game. Generally speaking, if the GM fails to incorporate a card, they may instead elect to give one extra character point instead. Here are the cards and what they mean: ACTION: The character receives +1 to all skills used in that round (this includes passive Dodges!). If used outside combat, it provides +1 to a single skill for one roll. ADRENALINE: This card is OK as described on its face. It provides a +3 to any single skill roll involving physical activity. BREAKTHROUGH: Act as if you'd spent .5 points on a skill instead of rolling at default. You don't actually get the .5 points after the single roll that it is for. (compare to Drama.) CLAIM: OK as described. Pick up the last card played and add it to your hand. DRAMA: Spend your next 3 character points right when you play this card. (Like a "loan" of 3 CP.) Note that this may result in you going "into the hole" if you get less than 3 CP at the end of the session. EFFECT: +2 to your damage OR -2 to an opponent's damage OR -2 to an opponent's skill in a resisted roll. HASTE: 2 actions for this round with no penalty. HERO: If an obstacle is not vital to the story and you can describe a non-villainous way to overcome it, you will automatically succeed. It's the GM's call about how vital the obstacle is. IDEA: OK as described. Ask a question of the GM and the GM will opine some OOC ideas which your character may have. LEADERSHIP: OK as described. Put up to two cards from your hand into other players' pools and draw the same number of new cards. However, no more than one card can go to any given player. OPPONENT FAILS: OK as described. An NPC automatically fails a single skill roll of your choice. PRESENCE: OK as described. Add +3 to any social skill for one roll. RALLY: Every player (including you) draws one card into their hand, even if it puts them over 3. SECOND CHANCE: OK as described. Reroll any one roll. SEIZE INITIATIVE: All player-characters and allies go before all opponents regardless of their Speed. Cannot be used on important opponents. (This is a GM call. See HERO.) SUPPORTER: OK as described. You can add +3 to any character's skill by roleplaying supporting them and playing this card. Also known as "Goddamn Supporter." WILLPOWER: OK as described. Add +3 to your skill for any roll involving the mind or knowledge or willpower. SUBPLOT CARDS: ALERTNESS: The PC is alert to some clue or avoids surprise in an ambush (for example) once during the session. CAMPAIGN: At GM's discretion, another subplot card becomes permanent. (Note that this doesn't make sense with some, like CONNECTION or ALERTNESS.) COMMON GROUND: OK as described. CONNECTION: OK as described. Essentially the equivalent of a Contact who is available for assistance. DOUBLE CROSS: OK as described. Essentially the equivalent of losing a Contact (temporarily?). MISTAKEN IDENTITY: OK as described. Note that the mistaken identity can be good or bad! NEMESIS: OK as described. Essentially like a minor Enemy. PERSONAL STAKE: OK as described. The PC has a personal stake in the outcome of some event during the evening. ROMANCE: 'Nuff said. The mushy stuff. SUSPICION: OK as described. Note that suspicion can be accurate or inaccurate, and doesn't necessarily come from the authorities. SPECIAL CARDS: These are easily recognizable by the insane li'l pitchers on 'em. DISASTER: Something goes terribly, terribly wrong. INTERLOPER: Someone or some faction intervenes in the plot for some reason, in a significant way. OPPORTUNITY: A PC gets a major opportunity. WILD: The plot goes spinning off in an unexpected direction. There are two "custom" Special cards, one with a cube on it and one with a spirally thing on it. These have meanings set by the GM for the setting. For example, for my Trinity game, the cube represented the FSA and the spiral represented psychic stuff, if either card came up, then something important had happened in that arena.