The 10th Age

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The 10th Age
Designer David J. Bouchard
Date 2018
Players 2+
This deck has not been categorised.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

Summary

The 10th Age is a competitive game for two or more players. Players take turns performing Actions, including drawing cards from multiple decks, playing cards from their hands, or activating card abilities. Players do not engage each other directly, but instead compete to complete one or more objectives that are listed on certain played cards, or predetermined at the start of the game. The first to complete the necessary objectives wins the game.

Basic Rules

The Decks

There are multiple decks of cards in The 10th Age, each with its own kinds of cards.


The Character Decks

  • Red: the Warrior Deck. The symbol for Warriors is crossed swords.
  • Yellow: the Rogue Deck. The symbol for Rogues is a dagger.
  • Blue: the Mage Deck. The symbol for Mages is a magic staff.
  • Green: the Healer Deck. The symbol for healers is an ankh on a chain.
  • Purple: the Support Deck. the symbol for supporters is a harp.

All character decks contain the same kinds of cards.

  • Character Cards: These cards describe playable characters, including their stats, abilities, and cost.
  • Ability Cards: These cards describe abilities that can be played, either permanently or temporarily.
  • Action Cards: These cards describe special actions that can be used once when played.

The Item Decks

  • Gray: the Shop Deck. The symbol for items is a pouch.
    • Item cards can be bought or sold, and represent common items used while adventuring.
    • Item cards can sometimes be gained because of Adventure cards.
  • Gold: the Loot Deck. The symbol for items is a coin.
    • Loot cards represent rare treasures or improved equipment that can be used while adventuring.
    • Loot cards are sometimes gained because of Adventurer cards.

The Adventurer Decks

There are multiple Adventure Decks, each representing a different adventure, dungeon, quest, goal, etc.

  • Brown: the Adventure Deck. The symbol for an adventure card is a door.
    • Hazard cards represent dangers that players /encounter and must be overcome to progress:
      • Dangers: these cards represent adventure-wide dangers (ie. Winter's Chill or Earthquakes).
      • Traps: these are specific dangers that can harm individuals or groups (ie. Pit Trap or Spikes).
      • Monsters these are creatures of various dangerousness that are encountered (ie. Giant Spider or Orgg Warrior).
      • Hazard cards list their preferred target. If no such target is available, the player being targeted may choose.
    • NPC cards are neutral characters that can be interacted with in a variety of ways.
    • Objective cards fall into three categories:
      • Victory Conditions: describe actions that must be completed to win the game (ie. Kill the Dragon, Pull the Correct Lever, or Retrieve the Eye of Eternity).
      • Quests: a list of conditions which, when met, grant a reward (ie. Bring me a Shrubbery).
      • Objectives: items or actions which are used to fulfill Victory Conditions (ie, A Mysterious Lever Levers, A Shrubbery, 'The Dragon or The Eye of Eternity).
    • Event cards represent occurrences which effect one or more players in various ways.
    • Choice cards present players with a choice, with different outcomes depending on what choice is made.

Start of Play

Setup


Each player selects 5 Adventurers and places them into play in a row in front of them; this is their party. A party can have no more than 5 characters in it, but can have Auxiliaries - non-character units that fall under an individual character's control. The character on the left of this lineup is the party leader.

Each player then selects 5 Item cards at random; they may play any that are possible to play, and keep the rest in their hand.

Each player then draws a hand of 5 Character cards of any color (Red, Yellow, Blue, Green, or Purple); this is their hand. A player's hand size is limited to a maximum of 10 unless they have cards in play to change this rule (ie. an Item card such as a Backpack).

Selecting an Adventure


The players must agree on an Adventure deck to play. Mixing decks is not advisable.

Default Victory Condition: If the entire Adventure deck has been drawn and played, the game ends and the player with the highest total value of cards in play is the winner.

Deck Specific Victory Condition: If a player meets an in-play Victory Condition, the game ends with them as the winner. This victory overrides the Default Victory Condition.

Rules for Play

Each Round of Play consists of each player taking their Turn, one at a time, starting with a randomly selected first player, and continuing clockwise from them.

On a player's turn, they may perform three actions. They may all be different actions, or all the same action, or any combination thereof.

Actions

  • Draw 1 Card: Draw a card from any deck.
  • Activate 1 Card's Ability: Activate 1 card that is already in play. Mark or rotate the card to indicate that it has been Activated, and follow the rules on the card.
  • Play 1 Card: Play 1 card from your hand into play; if the card is an Ability card, designate which of your Characters the card applies to.
    • Permanent: The card is immediately played on the table face up.
      • Ability, Item, & Loot Cards: These cards must be placed adjacent to an applicable character.
      • Hazard Cards: These cards are immediately placed between the player's cards and the common play area when drawn, and are resolved immediately. If the resolution fails to Destroy the Hazard, move it to the common play area between all players.
      • Location & NPC Cards: These cards are played in the common area immediately; follow the rules on the card.
      • Action Cards: These cards activate when played; follow the rules on the card.
    • One-Shot: One-Shot cards activate immediately when played; follow the rules on the card, and then discard it immediately.
      • Save: Some One-Shot cards have a Save value. If they are activated

Card Stacking

  • Stacking: If you play a card that is identical to a card you already have in play, the cards Stack. Stacked cards add their HP, but only increase all other stats by +1 for each additional card in the stack, after the first; their EP remain unchanged. For example, if there are three Wolves in a stack, the stack has the sum HP of all three Wolves (minus any HP lost to combat), but all of its other stats gain a +2 bonus.
  • Stacking Monsters: If you play a Monster card and fail to destroy it, and their are is an identical Monster (or stack of Monsters) in the common area, the undefeated Monster is added to the stack. Its HP (minus any HP lost in combat when played) are added to the stack.
    • Stack Kills: If a stack suffers enough total damage to it's HP to equal to the max HP of one card in the stack, discard one such card and reduce all of that stack's bonuses accordingly by 1.
    • Stack Saturation: If adding a Unit to a stack reduces its HP as a stack to kill one or more Units in it, discard Units according to the Stack Kills rule.
    • Stack Damage: Stacks deal +1 damage per card in the stack.
    • Stack DPT: Stacks that deal or suffer DPT (Damage per Turn) only deal or suffer +1 DPT for each card in the stack after the first. The duration of the DPT remains unaffected.
    • Buffs on Stacks: Buff effects on stacks are cumulative; each card in the stack gains the buff.
    • Debuffs vs. Stacks: Debuff effects on stacks are cumulative;each card in the stack gains the debuff.
    • Stack Debuffers: Stacks with Debuff effects can only select one target for their debuff, gaining a bonus to their check for every card in the stack after the first.

Card Breakdown

Character Deck Cards

Character Cards

Ability Cards

Ability Cards


Item & Loot Deck Cards

Weapon Cards

Armor Cards

Accessory Cards

Consumable Item Cards


Adventurer Deck Cards

Hazard cards

Dangers

Traps

Monsters

NPC

Objective

Victory Conditions

Quests

Objectives

Event

Choice

Card List

Fighter Deck


Barbarian Characters

100

14
BARBARIAN1
Level 1 - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Starting Abilities: #2-Hand, #Light Armor, #Strong


Starting Equipment: Battleaxe, Leather Armor
100

14
BARBARIAN2
Level 1 - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Starting Abilities: #2-Hand, #Light Armor, #Strong


Starting Equipment: Battleaxe, Leather Armor
100

14
BARBARIAN3
Level 1 - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Starting Abilities: #2-Hand, #First Strike, #Light Armor, Strong


Starting Equipment: Greataxe, War Paint
100

14
BARBARIAN4
Level 1 - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Starting Abilities: #Guard, #Light Armor, #Shields, #Strong


Starting Equipment: Hand Axe, Shield, Leather Armor
200

14
BARBARIAN5
Level 2 - Fighter - Barbarian
Power: 5

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Starting Abilities: #Guard, #Light Armor, #Shields, #Strong


Starting Equipment: Battleaxe, Shield, Leather Armor
100
Destroyer
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This Character deals +1d6 damage against non-living targets.


Non-Fighters: Gain a +1 damage bonus from this ability.


100
Challenge
Melee Attack Ability
Info: Play this card on any Character.

Ability: Use this ability to force one target to make one melee attack against this Character; if their attack fails, deal Power damage against them equal to this Character's Power.


Non-Fighters: Deal 1/2 their Power in damage against the target.
100
Ignore Wounds
Physical Ability
Info: Play this card on any Character that has the Shrug Off Ability.

Ability: If this unit receives 5 or fewer damage from a single attack, reduce that damage by 1 points. This ability adds to the damage reduction from the Shrug Off ability.


Non-Fighters: Can only use this ability if they receive 1 damage from a single source.
100
Shrug Off
Physical Ability
Info: Play this card on any Character that has Hearty.

Ability: If this unit receives 3 or fewer damage from a single attack, reduce that damage by 1 point.


Non-Fighters: Can only use this ability if they receive 1 damage from a single source.
100
Hearty
Physical Ability
Info: Play this card on any Character.

Ability: This character gains +2 to their maximum HP.


Non-Fighters: Gain a +1 to their maximum HP from this ability.
100
Savage Swing
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: Melee cutting and crushing attacks deal +1d6 damage.


Non-Fighters: Gain a +1 damage bonus from this ability.
100
Charge
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: When making a physical melee attack, roll 3d6 and discard the lowest resulting die.


Non-Fighters: Gain a +1 attack bonus from this ability.
375
Dire Charge
Melee Attack Enhancement
Info: Play this card on any Character with the Charge ability.

Ability: When using the Charge ability, you may re-roll one die before determining which die roll to discard.


Non-Fighters: Gain a +1 attack bonus from this ability.
250
Reckless Charge
Melee Attack Enhancement
Info: Play this card on any Character with the Charge ability.

Ability: When using the Charge ability, gain a +3 bonus to Power, but a -3 penalty to Armor for one turn.


Non-Fighters: Gain a +1 Power bonus from this ability while suffering a -2 penalty to Armor.
250
Shield Charge
Melee Attack Enhancement
Info: Play this card on any Character with the Charge ability that is equipped with a shield.

Ability: When using the Charge ability, add your shield's defense bonus to your attack roll.


Non-Fighters: Never gain more than a +1 attack bonus from this ability.
100
Enrage
Melee Attack Enhancement
Info: Play on any Character with a starting Power of 4 or higher.

Ability: Physical melee attacks deal bonus damage equal to their Power.


Non-Fighters: Physical melee attacks deal +1 bonus damage.
250
Berserk Rage
Melee Attack Enhancement
Info: Play on any Character who already has the Enrage ability.

Ability: If the Character with this ability has a current HP score that's 1/2 or lower than their maximum HP score, their physical melee attacks deal an additional +1d6 damage.


Non-Fighters: Physical melee attacks deal +1 bonus damage.
375
Frenzy
Melee Attack Enhancement
Info: Play on any Character who already has the Berserk Rage ability.

Ability: Physical melee attacks increased by Frenzy deal an additional +1d6 damage.


Non-Fighters: Physical melee attacks deal +1 bonus damage.
100
Common Shield Training
Defense Enhancement
Info: Play this card on any Character.

Ability: This unit gains #Shields, allowing them to equip and use all shields except for heavy shields.


Non-Fighters: May never make more than one melee attack per turn if they have a shield equipped.
100
Medium Armor Training
Defense Enhancement
Info: Play this card on any Character that has the #Light Armor ability.

Ability: This unit gains #Medium Armor, allowing them to equip and use all medium armors.


Non-Fighters: Suffer a -1 penalty to Skill and a -1 penalty to Mind if wearing medium armor.
100
Two Handed Weapon Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains #2-Hand, allowing them to equip and use melee weapons that require two hands to use.


Non-Fighters: May never make more than one melee attack per turn with a two handed weapon.
100
Dual Weapon Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains #Dual Wield, allowing them to equip and use two melee weapons that require one hand to use. No shield can be equipped if a second weapon is equipped.


Other: This ability never applies to ranged physical or any magical weapons.
100
Preemptive Strike Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains #First Strike. Whenever they are targeted by an attack, they may attack that target first. A melee attack must be preempted by a melee attack, and a ranged attack must be preempted with a ranged attack.


Other: If the other combatant also has #First Strike, then treat both units as if neither had this ability.
100
Guardian Training
Defense Enhancement
Info: Play this card on any Character.

Ability: This unit gains #Guard. Enemies must target a Character with Guard instead of their preferred target. If multiple Characters have Guard, you may choose which one is targeted.


Other: Characters must have a shield equipped to use this ability.
100
Fighter Level +1
Level Increase - Power/Skill
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +1 Power and +1 Skill.


Other: Non-Fighter Characters: Change Stat Increase to +1 Power & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Power/Armor
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +1 Power and +1 Armor.


Other: Non-Fighter Characters: Change Stat Increase to +1 Armor & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Skill/Armor
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +1 Skill and +1 Armor.


Other: Non-Fighter Characters: Change Stat Increase to +1 Skill & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Power
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +2 Power.


Other: Non-Fighter Characters: Change Stat Increase to +1 Power & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Skill
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +2 Skill.


Other: Non-Fighter Characters: Change Stat Increase to +1 Skill& Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Armor
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +2 Armor.


Other: Non-Fighter Characters: Change Stat Increase to +1 Armor & Health Increase to +1 HP.





Warrior Characters

100

10
WARRIOR1
Level 1 - Fighter - Warrior
Power: 4

Skill: 3
Armor: 3
Mind: 2
Essence: 1
Ward: 2


Starting Abilities: #2-Hand, #Medium Armor


Starting Equipment: Longsword, Chainmail Armor
100

10
WARRIOR2
Level 1 - Fighter - Warrior
Power: 4

Skill: 3
Armor: 3
Mind: 2
Essence: 1
Ward: 2


Starting Abilities: #2-Hand, #Medium Armor


Starting Equipment: Longsword, Chainmail Armor
100

10
WARRIOR3
Level 1 - Fighter - Warrior
Power: 3

Skill: 4
Armor: 3
Mind: 2
Essence: 1
Ward: 2


Special: #Dual Wield, #First Strike, #Medium Armor


Starting Equipment: Short Sword, Shield, Leather Armor
100

10
WARRIOR4
Level 1 - Fighter - Warrior
Power: 3

Skill: 4
Armor: 3
Mind: 2
Essence: 1
Ward: 2


Starting Abilities: #Dual Wield, #First Strike, #Medium Armor


Starting Equipment: Short Sword, Shield, Leather Armor
250

12
WARRIOR5
Level 2 - Fighter - Warrior
Power: 5

Skill: 4
Armor: 3
Mind: 2
Essence: 1
Ward: 2


Starting Abilities: #2-Hand, #Dual Wield, #First Strike, #Medium Armor


Starting Equipment: Longsword, Shield, Chainmail Armor
100
Two Handed Weapon Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains #2-Hand, allowing them to equip and use melee weapons that require two hands to use.


Non-Fighter: May never make more than one melee attack per turn with a two handed weapon.
100
Dual Weapon Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains #Dual Wield, allowing them to equip and use two melee weapons that require one hand to use. No shield can be equipped if a second weapon is equipped.


Other: This ability never applies to ranged physical or any magical weapons.
100
Preemptive Strike Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains #First Strike. Whenever they are targeted by an attack, they may attack that target first. A melee attack must be preempted by a melee attack, and a ranged attack must be preempted with a ranged attack.


Other: If the other combatant also has #First Strike, then treat both units as if neither had this ability.
100
Guardian Training
Melee Defense Enhancement
Info: Play this card on any Character.

Ability: This unit gains #Guard. Enemies must target a Character with Guard instead of their preferred target. If multiple Characters have Guard, you may choose which one is targeted.


Other: Characters must have a shield equipped to use this ability.
100
Heavy Shield Training
Defense Enhancement
Info: Play this card on any Character that has the #Shields ability.

Ability: This unit gains #Heavy Shields, allowing them to equip and use heavy shields.


Non-Fighter: May not gain the benefits of a heavy shield if they make a melee attack in the same turn.
100
Power Lunge
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: Piercing Melee attacks this unit makes deal +2 damage.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Sweeping Slash
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: Cutting Melee attacks this unit makes deal +2 Damage.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Overhand Smash
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: Crushing Melee attacks this unit makes deal +2 Damage.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Hack & Slash
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit may make two melee attacks as a single action.


Other: This ability applies to melee attacks exclusively.
100
Block & Strike
Melee Combat Reaction
Info: Play this card on any Character equipped with a melee weapon and shield.

Ability: If this unit successfully defends against a melee attack, they may make one free attack against their attacker.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Finesse Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains a +2 bonus to Skill and Damage when attacking with swords.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Unbalanced Weapon Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains a +2 bonus to Skill and Damage when attacking with axes, hammers, and picks.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Impact Training
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains a +2 bonus to Skill and Damage when attacking with clubs, maces, and staves.


Non-Fighter: Gain a +1 bonus to piercing melee damage.
100
Defensive Stance
Defense Enhancement
Info: Play this card on any Character.

Ability: This unit gains +2 to Skill checks when defending.


Non-Fighter: Gain a +1 bonus to defense.
100
Aggressive Stance
Melee Attack Enhancement
Info: Play this card on any Character.

Ability: This unit gains +2 to Power when attacking.


Non-Fighter: Gain a +1 bonus to Power when attacking.
100
Heavy Armor Training
Defense Enhancement
Info: Play this card on any Character that has the #Medium Armor ability.

Ability: This unit gains #Heavy Armor, allowing them to equip and use all heavy armors.


Non-Fighter: Suffer a -2 penalty to Skill and a -2 penalty to Mind if wearing medium armor.
100
Common Shield Training
Defense Enhancement
Info: Play this card on any Character.

Ability: This unit gains #Shields, allowing them to equip and use all shields except for heavy shields.


Non-Fighter: May never make more than one melee attack per turn if they have a shield equipped.
250
Advanced Tactics
Melee Combat Enhancement
Info: Play this card on any Character.

Ability: When fighting in melee, gain a +2 to attack and +2 to defense.


Non-Fighter: When fighting in melee a +1 bonus to attacks and +1 to defense.
250
Combined Arms
Melee Attack Enhancement
Info: Play this card on any Character that can wield two weapons.

Ability: If wielding two different melee weapons, increase the damage of each weapon by +2.


Non-Fighter: If wielding two different melee weapons, increase the damage of each weapon by +1.
100
Fighter Level +1
Level Increase - Power/Skill
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +1 Power and +1 Skill.


Other: Non-Fighter Characters: Change Stat Increase to +1 Power & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Power/Armor
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +1 Power and +1 Armor.


Other: Non-Fighter Characters: Change Stat Increase to +1 Armor & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Skill/Armor
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +1 Skill and +1 Armor.


Other: Non-Fighter Characters: Change Stat Increase to +1 Skill & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Power
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +2 Power.


Other: Non-Fighter Characters: Change Stat Increase to +1 Power & Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Skill
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +2 Skill.


Other: Non-Fighter Characters: Change Stat Increase to +1 Skill& Health Increase to +1 HP.
100
Fighter Level +1
Level Increase - Armor
Info: Play this card on any Character.

More Abilities: Fighters possessing this card may have +1 abilities played on them.


Health Increase: This unit gains +2 to its maximum HP.


Stat Increase: This unit gains a permanent +2 Armor.


Other: Non-Fighter Characters: Change Stat Increase to +1 Armor & Health Increase to +1 HP.






Soldier Characters

12/4

25
NAME
Level 1 - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Axe, Leather Armor
Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.


##/##

##
ABILITY
TYPE
Info: CONDITIONALS.
Ability: EFFECT.





Rogue Deck


Thief Characters

6/10

25
NAME
Level 1 - Rogue - Thief
Power: 2

Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Dagger, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Assassin Characters

6/10

25
NAME
Level 1 - Rogue - Thief
Power: 2

Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Dagger, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Spy Characters

6/10

25
NAME
Level 1 - Rogue - Thief
Power: 2

Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Dagger, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Mage Deck


Invoker Characters

4/20

250
NAME
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.



Elementalist Characters

4/20

250
NAME
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.




Necromancer Characters

4/20

250
NAME
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Healer Deck


Cleric Characters

8/8

25
NAME
Adventurer - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3


Equipment: Cudgel, Chainmail, Wooden Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Paladin Characters

8/8

25
NAME
Adventurer - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3


Equipment: Cudgel, Chainmail, Wooden Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.






Druid Characters

8/8

25
NAME
Adventurer - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3


Equipment: Cudgel, Chainmail, Wooden Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Supporter Deck


Bard Characters

8/8

25
Name
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Runesmith Characters

8/8

25
Name
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.





Commander Characters

8/8

25
Name
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
##/##

##
NAME
Attack Enhancement
Info: CONDITIONALS.
Ability: EFFECT.




Item Deck

10

50
Short Sword
Weapon - 1-Hand
Physical, Melee

Power: +2
Skill: +2
Armor: +1


Info: A short blade, ideal for fighting in close quarters.
Combat: Grants bonuses to combat stats. 3 Slash: As an action, make one cutting melee attack against one target.

3 Strike: As an action, make one piercing melee attack against one target.
5

25
Carved Flute
Instrument - 2-Hands
Magical

Skill: +1
Mind: +1


Info: A rustic musical implement that a Bard can use to manifest magical effects.

Ability: Song Spell effects that Buff allies' Skill and Mind gain these bonuses.
15

50
Shield
Shield - 1-Hand
Physical

Power: +1
Skill: +1
Armor: +2
Ward: +2


Info: Wooden planks reinforced with metal,
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.

7 Cover: As an action, increase your Armor and Ward by a further +2 until the beginning of your next turn. You cannot use attack Actions while using Cover.
25

150
Chainmail
Armor - Body
Physical

Armor: +2
Ward: +1


Info: Tiny steel rings that are interlinked into an armored shirt.
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.

Specialty: Gain a further +1 Armor against piercing and cutting attacks.
5

150
Ivory Wand
Weapon - 1-Hand
Ranged, Magical

Power: +3
Skill: +3


Info: A slender rod intricately carved from animal ivory.
Combat: Grants bonuses to combat stats.

Magic Boost: Add the above listed Power bonus to Lux Spells.



Loot Cards

10/0

1,000
Venomblade
Weapon - 1-Hand
Melee/Thrown, Physical, Magical, Poison

Power: +1
Skill: +1


Info: This crooked dagger seems carved from black metal and sports a sickly-green emerald in the hilt.
Combat: Grants bonuses to combat stats.

Envenomed: Adds 1d6 poison damage on successful attack.
15

2,500
Firebrand
TYPE - SLOT
Melee, Physical, Magical, Fire

Power: +2
Skill: +2


Info: This wavy-bladed short sword burns with a brilliant flame when drawn.
Combat: Grants bonuses to combat stats. Burning: Adds 1d6 fire damage on successful attack.

Fire Burst: Adds +1d6 additional fire damage on a successful critical hit.
10

1,000
Cloak of Protection
Accessory - Back
Magical

Armor: +1
Ward: +1


Info: This fine cloak shimmers with a faint magical aura.

Combat: Grants bonuses to combat stats.
50

6,500
Mithril Plate & Mail
Armor - Body
Physical

Armor: +6
Ward: +6


Info: This chainmail armor, reinforced with metal plates, is made of gleaming, ultra-strong mythril.

Combat: Grants bonuses to combat stats.
10

5,000
Amulet of Health
TYPE - SLOT
Magical

Info: This silver pendant holds a glowing, heart-shaped ruby.
Bonus Health: This item grants its owner temporary HP. This HP is lost before the owner's HP when they take damage.

Depletion: When this item's temporary HP is reduced to 0, it is destroyed.













Etterra (talk) 20:12, 1 May 2018 (UTC)