Fastball Special - As an action, allow another character to make a melee attack vs. a ranged opponent (requires STR 20)
X Slayer - Gain advantages vs. some monster type
Work Gloves - Negate the first puzzle damage dealt to you in a room
Gain X % magic resistance
Never tell me the odds - Melee attacks made against you miss on an odd attack roll, but do double damage on an even attack roll
Scavenger - Make some sort of check on monster death - if successful you are guaranteed a monster trophy
Ghost - If you die, begin playing as a Ghost character with some pre-built ghost stats and abilities (no survivor pin)
Short Rest - Take no actions for 1 round in combat to gain Player Level + Con Modifier hitpoints, and this recharges some set of PC abilities (e.g. Fighter's Weapon Specialization) . Note: Lesser Maze would enable players to take a Short Rest
Long Rest - Take no actions for 2 consecutive rounds in combat: Gain 1/2 your starting life in HP; recharge up to 4 abilities on your character card.
Proficiency - You may equip weapons / armor that can be equipped by class X.
Help - Do nothing for one turn and announce who you are helping; after all pucks are slid you that player may move their puck up to 1 inch. (DMs would have a hoop that they lay over the puck and the player could move the puck within the hoop).
Hide - Make a DEX save vs. the monster's threat DC; on a success you can't be targeted by the monster this round so long as you take no hostile actions.
Dungeon Delver - Bring back traps / trap damage and have this reduce negative effects
Make an attack 'as a squire' - E.g. you turn in an uncommon or rare weapon and deal it's max damage wheel amount with no modifiers whatsoever as your action.
Reflected Damage - The damage your retribution deals scales somehow with how hard the monster hit you (e.g. monster takes 1/2 the damage it deals to you)
Grapple - Make an melee slide attack with a special "grapple" token that deals no damage, if you hit all allies get +3 to hit this round. (Some monsters will be immune to grapple)
Collector - You count as having equipped 1 more item of every set.
Mind Meld - During coaching you may swap one party card stat with another willing player (e.g. melee damage bonus, free movement, etc.)
Aggravating - Monsters with a limited number of melee attacks gain 1 additional melee attack that must be used to attack you
Energy Leach - When you are damaged by a level N spell you may cast a spell less than level N next round without marking it off your card
Distract - Another willing player's puck is scored as if it slid the number your puck slid; your puck deals no damage
Absorber - You take +10 Eldritch damage from every monster attack, and all other party members get -1 DR from that monster
Strategist - Your attack slides get -10 to hit but all other party members get +1 to hit
Armorer - Your AC is reduced by 10 but all other party members get +1 to AC
Seer - Your Saves are reduced by 10 but all other party members get +1 to Saves
Fanatic - Your melee damage is reduced by 10 but all other party members get +1 melee damage
Trap - Rangers may skip their turn to allow another player to slide a second (ranger) puck in a melee attack; that puck is scored as if it has a melee weapon that deals 1 damage in it using the other players melee hit and damage bonuses
Form of Water - Same as Trap but for Monks
Reliable - When your puck deals the minimum damage pip, it deals the maximum damage instead
Rope-a-dope - If a monster hits you with a melee attack, gain +1 to hit and damage for the rest of the combat
Generous Vampire - When you slide 20 in combat, everyone else in the party may heal 2 HP
Pickpocket - Make a melee attack slide, if you hit you deal no damage but gain ???to be determined???
Mutant Weapons - You may choose to make your physical attacks deal bludgeoning, piercing, or slashing damage
Chain Contingency - You can't lose more than X hitpoints in one round
Good Under Pressure - You may cast a spell as a free action on the 4th round of combat