User:Etterra
Testing for self reference purposes.
Title 1
one =
Title 2
two ==
Title 3
three ===
Title 4
four ====
Title 5
five =====
Title 6
six ======
Attack: 1d4 Physical Melee
Defense: 1d4
Ability: After making one or more melee attacks, gain +1 defense until the start of your next turn.
You never need to reload a sword!
Ability: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.
Lorem ipsum dolor sit amet.
Attack: 1d4 Physical Melee
Defense: 1d4
Ability: After making one or more melee attacks, gain +1 defense until the start of your next turn.
You never need to reload a sword!
Ability: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.
Etterra (talk) 01:53, 21 September 2017 (UTC)
This is a title!
WEAPONS:
⌅ Physical: N
⚡ Energy: N
⬈ Missiles: N
DEFENSES:
⬒ Armor: N
☉ Shields: N
Commission date 12-17-19,447.
Damage: 10 ⬈ (missile).
Incoming launch detected.
Destroy this card to negate 3 ⌅ (physical) damage.
Lucky we had some armor to spare.
Destroy one hostile Weapon card.
Evasive pattern epsilon theta!
Etterra (talk) 03:55, 14 October 2017 (UTC)
9th Age Test Cards
✪100
Power: 3
Skill: 3
Armor: 3
Essence: 3
Ward: 3
Morale: 7
Equipment: Sidearm, Light Armor, Shield
Addons: Sergeant, Standard, Musician
Upgrades: Medium Armor, Shields
Options: Swap shields for 2-handed weapons.
If we are to bleed today, let them bleed thrice as much first!
Unit Size
Power: +1
Special: 2-handed weapon.
Steady men, pull them down!
Unit Size
Special: A Ranged Unit positioned here gains no cover from other units.
Don't do it - we have the high ground!
Unit Size
Special: Usable by Ranged Units.
Ready your cover first men, then your arms!
Special: Usable by any Unit.
For the Empire!
Special: Usable by any Units with a Ranged attack option while being charged.
Don't shoot 'till you can see the whites of their eyes!
Special: Usable by any Units that have defeated another unit in Melee combat this turn.
A gold crown bonus for each head you fetch me!
Special: Usable by any individual of rank Champion or higher.
Come on, let's settle this like true warriors!
✪25
Power: 3
Skill: 3
Armor: 3
Essence: 3
Ward: 3
Morale: 3
Equipment: Pickaxe
Upgrades: Dynamite
Grab that pickaxe and get to work!
✪100
Power: 3
Skill: 3
Armor: 3
Essence: 3
Ward: 3
Morale: 3
Addons: Minecarts
Options: Must be built on terrain with an elevation of at least +1.
Get a move on, this ore ain't gonna dig itself up!
Power: +7
Options: Equip on Miners to improve their output, or on a unit as a single-use ranged weapon.
Ability: Mine: Play this Item on one or more Miner units in a single location to improve their ✪ gain by +1 per individual.
Fire in the hole!
Power: +7
Options: Equip on any single Mine.
KA-KLACK-KLACK, KA-KLACK-KLACK, KA-KLACK-KLACK.
Etterra (talk) 20:19, 2 May 2018 (UTC)
Skirmish Game Test Cards
✪25
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.
✪50
Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2
Equipment: Longsword, Chainmail
✪100
Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2
Equipment: Greatsword, Chainmail
✪175
Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2
Equipment: Battleaxe, Chainmail
✪250
Skill: 3
Mind: 1
Armor: 3
Essence: 3
Ward: 3
Equipment: Giant's Sword, Chainmail
✪50
Ability: Increase Rage damage by +1d6.
✪25
Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Dagger, Tool Kit, Leather Armor
✪50
Skill: 5
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Short Sword, Tool Kit, Leather Armor
✪100
Skill: 6
Armor: 2
Mind: 3
Essence: 1
Ward: 3
Equipment: Short Sword, Tool Kit, Buckler, Leather Armor
✪175
Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 3
Equipment: Rapier, Tool Kit, Buckler, Leather Armor
✪250
Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 4
Equipment: Rapier, Tool Kit, Buckler, Heavy Leather Armor
✪50
Ability: if your attack dice roll (before modifiers) is 9 or more AND the attack succeeds, deal +1d6 damage.
✪25
Skill: 3
Armor: 2
Mind: 3
Essence: 4
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪50
Skill: 3
Armor: 2
Mind: 3
Essence: 5
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪100
Skill: 3
Armor: 2
Mind: 3
Essence: 6
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪175
Skill: 3
Armor: 2
Mind: 3
Essence: 7
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
✪250
Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3
Equipment: Wooden Wand, Wizard's Robes
Ability: Whenever this character casts a spell, the spell's damage type gains fire in addition to its listed damage type or types.
✪25
Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3
Equipment: Cudgel, Chainmail, Wooden Icon
✪50
Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 3
Equipment: Mace, Chainmail, Silver Icon
✪100
Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 4
Equipment: War Mace, Chainmail, Silver Icon
✪175
Skill: 2
Armor: 3
Mind: 1
Essence: 6
Ward: 4
Equipment: War Mace, Chainmail, Silver Icon, Holy Relic
✪250
Skill: 2
Armor: 4
Mind: 1
Essence: 6
Ward: 4
Equipment: War Mace, Plate & Mail, Silver Icon, Holy Relic
✪100
Ability: Discard any Debuff effects on the target.
✪25
Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson
✪50
Skill: 3
Armor: 1
Mind: 5
Essence: 3
Ward: 2
Equipment: Instrument, Short Sword, Gambeson, Performer's Cloak
✪100
Skill: 3
Armor: 1
Mind: 5
Essence: 4
Ward: 2
Equipment: Instrument, Short Sword, Tools, Gambeson, Performer's Cloak
✪175
Skill: 4
Armor: 1
Mind: 5
Essence: 4
Ward: 2
Equipment: Instrument, Rapier, Tools, Gambeson, Performer's Cloak
✪250
Skill: 4
Armor: 1
Mind: 6
Essence: 4
Ward: 2
Equipment: Instrument, Rapier, Tools, Leather Armor, Performer's Cloak
✪150
Skill: +2
Info: Play on any Bard; if the Bard takes any other action, discard this card.
✪50
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.
✪25
Skill: +1
Mind: +1
Info: A rustic musical implement that a Bard can use to manifest magical effects.
✪50
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.
✪150
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.
✪150
Power: +3
Skill: +3
Info: A slender rod intricately carved from animal ivory.
Combat: Grants bonuses to combat stats.
✪1,000
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.
✪2,500
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.
✪1,000
Armor: +1
Ward: +1
Info: This fine cloak shimmers with a faint magical aura.
✪6,500
Armor: +6
Ward: +6
Info: This chainmail armor, reinforced with metal plates, is made of gleaming, ultra-strong mythril.
✪5,000
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.
Explore: Draw an Adventurer card.
✪25
Skill: 4
Armor: 3
Essence: 1
Ward: 2
Info: A scraggly gobb, he looks like he hasn't seen a bath in years.
Actions: At the start of each player's turn, this Monster makes one ranged attack against the player's unit with the lowest HP.
Skill: 2
Info: A crudely disguised hole, about ten feet deep.
Permanent: This hazard remains in play at the location it was drawn for. Every player unit that acts at this location must encounter this Hazard.
Skill: 4
Armor: 2
Essence: 3
Ward: 2
Info: A young fellow selling an assortment of items.
Permanent: This card remains in play at the location it was drawn for. Every player unit that acts at this location may choose to encounter this Hazard.
Explore: Draw a Location card and play it immediately.