
wkover |

Generally, cards and powers can be used on any turn on any relevant check.
For example, blessings can be played on any turn to help any character (including yourself). One exception is a blessing limited to local checks, in which case the blessing must be used on checks at your location (including your own checks).
Another example:
Harsk (Core) has this power: On any combat check, you may recharge a card or reload a weapon to add 1d4. Harsk can use this power on any character, including himself, on any turn. The combat doesn't even have to be at his location, since "local" isn't specified.
If you have questions about specific cards, effects, or powers, you might post those.
A more technical explanation of when you are allowed to play cards can be found in this thread (see this post, in particular).

elcoderdude |
1 person marked this as a favorite. |

+1 to wkover.
Be very mindful, however, of this:
No One Else Can Take Your Turn for You. When you encounter a card or attempt a check, you—and only you—must resolve it. No other character can evade it, defeat it, acquire it, close it, decide what to do with it, or fail at doing any of those things. ...If the game tells you to do something, you have to do it.
For instance, on your character's combat check, no other player can play a card that determines the skill of a combat check ("For your combat check...").