"Look, A Three-Headed Monkey"
Play: Any time
Effect: One opponent is distracted, and spends their next action looking for it.
Darn Ominous Foreshadowing
Play: Your turn, OR directly after a TPK (depending on use)
Effects:
The primary use is to add a +4 circumstance modifier to bluffs about impending doom.
Secondarily, it can be used to make any TPK retconned into a bad dream/illusion/hallucination. The time it is rolled back to is, of course, determined by the GM.
"What have I got in my pocket?"
Play: Any time outside of combat
Effect: Instant success on a bluff, or a gaurenteed 20 on a diplomacy check.
"Attercop! Attercop!"
Play: Your turn
Effect: Infuriates all opponents within hearing distance so much that they immediately drop anything else they're doing to try to attack you.