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Post by Rainbow Rage on Aug 22, 2011 11:41:08 GMT -5
RagnodA Song of Light and ShadowHP - 24 Stats: Power 1 Mind 6 Armor 1 Willpower 4 Speed 6 Special: Mental Onslaught (Each time Ragnod plays a Card, he loses 1 Willpower and gains 1 Mind. This effect is cumulative with itself and lasts one turn) Peerless Intellect (Ragnod doesn't suffer a penalty to number of cards drawn for playing Attack cards and Ragnod has no maximum hand size) Mind Thrust (Action Play) Ragnod makes an attack against any enemy he can see, using his Mind instead of Power. Treat the enemy has having 0 armor against this attack. Wild Surge (Action Play) Ragnod gains +1 Mind for one turn. Ragnod may draw two additional cards this turn. Attack Power CardsConcussion (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. This attack inflicts 4 more damage if Ragnod has played a Tactics card this turn. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Cone of Sound (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. Ragnod may perform this attack against three targets within range. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Dominate (Action Play) Ragnod rolls 1d6 and adds his Mind score and target Ragnodcan see [Range 10] rolls 1d6 and adds their Willpower score. If Ragnod rolls higher, he can see target character's cards and controls all of their actions for one turn. If Ragnod draws or plays a card during this time, the effect ends prematurely. As an Action Play, Ragnod may discard a non-basic card to extend the duration of this effect by one turn. Augment: Ragnod can discard any number of non-basic cards to add that much to his initial roll to sustain control. Ego Whip (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. If Ragnod played a Tactics card this turn, target takes 2 more damage from the attack and discards a card. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Mind Blast (Action Play) Target is stunned. A Saving Throw ends this effect. Mind Twist (Action Play) Target player reveals all cards they have in hand and Ragnod selects one of them. They discard that card. Target rolls a saving throw, if they fail repeat the above step again. Repeat this process until they have no cards left or until they have passed a saving throw. Tactics Power CardsClairsentience (Action Play) Ragnod draws a number of cards equal to half his Mind score. Inertial Armor (Quick Play) Use at any time. Ragnod gains +4 Armor for one turn. Mental Overpower (Quick Play) This effect can be used while stunned and at any time. Ragnod is no longer blinded or stunned. Ragnod draws an additional card at the end of his next turn. Mind Over Matter (Quick Play) Swap Ragnod's Mind and Willpower. This effect can be ended as a Quick Play. Overchannel (Quick Play) Ragnod gains +4 Mind for one turn. Traumatize (Quick Play) All enemies that can see Ragnod use their Mind for saving throws this turn, if their Mind is lower than their Willpower.
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Post by Rainbow Rage on Aug 22, 2011 11:57:19 GMT -5
RagnodA Song of Light and ShadowHP - 24 Stats: Power 1 Mind 6 Armor 1 Willpower 4 Speed 6 Special: Telekineticism (Whenever Ragnod plays a non-basic card, he can move one target, enemy or ally, one square. Ragnod may not target himself with this ability.) Peerless Intellect (Ragnod doesn't suffer a penalty to number of cards drawn for playing Attack cards and Ragnod has no maximum hand size) Psionic Ray (Action Play) Ragnod makes an attack against any enemy he can see, using his Mind instead of Power. [Range 20] Treat the enemy has having 0 armor against this attack. Saving Throw for half damage. This attack inflicts 2 more damage if Ragnod has played a Tactics card this turn. Telekinesis (Action Play) Ragnod moves one target, enemy or ally, a number of squares equal to his Mind Score. Ragnod may draw an additional card this turn. Attack Power CardsConcussion (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. This attack inflicts 4 more damage if Ragnod has played a Tactics card this turn. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Cone of Sound (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. Ragnod may perform this attack against three targets within range. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Psychic Crush (Action Play) Ragnod performs an attack using his Mind instead of Power, Use the opponent's Willpower instead of Armor to reduce damage. [Range 20] If this attack inflicts damage, the target gets a penalty to damage rolls equal to the damage dealt for one turn. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Telekinetic Crush (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. On a failed Saving Throw, inflicts Immobile for one turn. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Telekinetic Pummel (Action Play) Ragnod performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. For each successful point of damage dealt, Ragnod can move the target that many squares. Augment: Ragnod can discard any number of non-basic cards to increase the damage by twice as many cards discarded. Thoughtsteal (Action Play) Ragnod rolls 1d6 and adds his Mind score and target Ragnod can see [Range 10] rolls 1d6 and adds their Willpower score. If Ragnod rolls higher, he reduces the target's Willpower by that much for one turn and draws that many cards. Tactics Power CardsFiery Discorporation (Quick Play) Use at any time. Remove Ragnod from the map. At the start of his next turn, place Ragnod in any square on the map and then draw a random card, from either stack. Inertial Armor (Quick Play) Use at any time. Ragnod gains +4 Armor for one turn. Intellect Fortress (Quick Play) Use at any time. Ragnod and all allies gain +2 Willpower for one turn. Ragnod may draw an additional card next turn. Mind Blank (Quick Play) Use at any time. Ragnod passes all saving throws for one turn. Ragnod may draw an additional card next turn. Psychic Link (Quick Play) Use at any time. Ragnod counts as being in any square his ally is in for determining range and line of sight for powers for one turn. Ragnod may draw an additional card next turn. Telekinetic Shield (Quick Play) Use at any time. When an ally is targeted by an attack, Ragnod may move that ally a number of squares equal to his Mind before the attack is resolved. If this movement causes the power to be out of range, or the target to be out of line of sight, it is is expended with no effect to the target.
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Post by Rainbow Rage on Aug 22, 2011 15:38:57 GMT -5
ThunderheartDominionHP - 40 Stats: Power 5 Mind 1 Armor 3 Willpower 3 Speed 7 Special: Thundering Trample (Thunderheart's movement never provokes standard attacks and he can move through enemy spaces. If he moved in a straight line during his turn, he gains +1 Power for each enemy he moved through.) Storm Breath (As a Quick Play, once per turn, Thunderheart may discard a non-basic card to increase his power by 1d6 for his next attack.) Basic Power CardsWar Howl (Quick Play) Thunderheart can not be in melee to use this card. Thunderheart gains +2 Speed and Power this turn, but he must end his turn adjacent to an enemy to gain this effect. Thaneborn War Cry (Quick Play) You may only play this during a turn in which Thunderheart successfully dealt damage to an enemy. Thunderheart heals 1 hp and may draw a card at the end of the turn. Attack Power CardsCurtain of Steel (Quick Play) Use when an adjacent enemy inflicts damage to Thunderheart. Thunderheart performs a standard attack against that enemy. Blood Frenzy Strike (Action Play) Thunderheart performs a standard attack and gains +3 Power against the enemy. Inflicts -2 Armor. Saving Throw ends this effect. Furious Calm (Action Play) Thunderheart heals himself for 4 hp. Thunderheart performs a standard attack and gains +4 Power against the enemy. Oak Hammer Rage (Action Play) Thunderheart performs a melee attack and gains +3 Power against the enemy. Inflicts Immobile for one turn. Rage Strike (Action Play) Thunderheart performs a standard attack and gains +6 Power against the enemy. Thane's Wrath (Action Play) Thunderheart performs a standard attack and gains +2 Power against the enemy. If this attack successfully inflicts damage, Thunderheart can move the target up to 2 squares and then the next ally of Thunderheart's to attack the enemy gains +3 Power. Tactics Power CardsFrightening Mein(Quick Play) Use when an enemy targets Thunderheart with an attack. The enemy rolls an additional die for damage and uses it if it is lower. The target can not draw cards for the remainder of their turn. Roar of the Warrior Thane(Quick Play) Use when an ally successfully inflicts damage to an enemy. Thunderheart immobilizes that enemy for one turn and gains +2 Power with his next attack against that enemy. Silver Phoenix Rage (Action Play) Thunderheart must be at or below half health to use this Tactic. Thunderheart heals himself to full health and can draw an additional card this turn. Storm's Fury (Quick Play) Use when Thunderheart is subject to a saving throw. Thunderheart immediately succeeds on that saving throw and inflicts 4 damage to the target that causes him to roll it. Thunder Claw Rage(Quick Play) Use when Thunderheart moves through an enemy's square. Thunderheart immediately inflicts 4 damage to that enemy. Thunderheart may draw an additional card this turn. Triumphant Bellow(Quick Play) Use when both Thunderheart and an ally successfully inflict damage to the same enemy in the same turn. Thunderheart and that ally gain +3 Power for one turn.
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Post by Rainbow Rage on Aug 22, 2011 17:15:41 GMT -5
CorinThe Dawn of TwilightHP - 24 Stats: Power 1 Mind 5 Armor 1 Willpower 4 Speed 6 Special: Prying Eyes (As a Quick Play once per round, Corin may place a Prying Eye on the map. Prying Eyes may not be attacked or targeted bt effects. For determining line of sight and range, Corin counts as being in all squares in which a Prying Eye exists. He can have no more than three Prying Eyes active at once) Divination (Once per turn as a Quick Play, Corin can allow himself or another player to roll the die for any card they can play. If they like the result, they can play it using that roll. If not, they can choose to play a different card without losing the action.) Sonic Orb (Action Play) Corin makes an attack against any enemy he can see, using his Mind instead of Power. Treat the enemy has having 0 armor against this attack. Foresight (Action Play) Corin gains a +1 bonus to Willpower and draws two additional cards at the end of his turn. Attack Power CardsCone of Sound (Action Play) Corin performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. Corin may perform this attack against three targets within range. Deceleration (Action Play) Targets enemies [Area 3, Range 10] Targeted enemies roll a saving throw. If it fails, inflicts Slow and -2 Power. Saving Throw can end this effect. Delayed Blast Sonic Ball (Quick Play) Corin plays this card and designates a spot. He gains the ability to make the following attack at any time during any creature's turn and then discards this card to his stack: Corin performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 5]; Saving Throw for half damage. The effect inflicts an additional 2 damage beyond what what was rolled. Detonation (Action Play) Corin destroys all of his Prying Eyes. Each Eye may make the following attack: The Eye performs an attack using Corin's Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. The effect inflicts an additional 4 damage beyond what what was rolled. Meteor Swarm (Action Play) Corin performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 20]; Saving Throw for half damage. The effect inflicts an additional 2 damage beyond what what was rolled. Temporal Blast (Action Play) Corin performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack; Saving Throw for half damage. Corin gains a +2 bonus to his next card draw roll. If target fails saving throw, inflicts Slow. A saving throw ends this effect. Tactics Power CardsBreak Enchantment (Quick Play) Dispel all ongoing effects that require a save on one visible ally. Discombobulating Temporal Jaunt (Quick Play) One target that Corin can see either takes another turn after their next turn, or can not take their next turn. If he chooses the latter, the target can also NOT be targetted by attacks or powers this turn. Empowering Metamagic (Quick Play) Corin gains +4 Mind for one turn. Future Sight (Action Play) Corin draws three random cards at the end of this turn. Reverse Time (Quick Play) Use at any time. Target must re-roll target roll. Corin may draw an additional card at the end of his next turn. Time Stop (Quick Play) Corin gains another Action Play this turn.
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Post by Rainbow Rage on Aug 22, 2011 19:13:32 GMT -5
MalekDarkest HourHP - 28 Stats: Power 1 Mind 5 Armor 1 Willpower 3 Speed 6 Special: Infernal Wrath (Whenever Malek is attacked, he may discard a non-basic card. If he does, the enemy rolls a saving throw. If they fail, they take damage equal to Malek's Mind score) Persistent Imposition (As a Quick Play once per turn, Malek can extend the duration of a single one of his ongoing effects by one turn.) Ray of frost (Action Play) Malek makes an attack against any enemy he can see, using his Mind instead of Power. Treat the enemy has having 0 armor against this attack. Saving throw for half damage. Inflicts Slow for one turn on a failed saving throw. Beguiling Strands (Action Play) Malek can move up to two enemies up to three squares. Malek may draw an additional card this turn. Attack Power CardsColor Spray (Action Play) Malek performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 10]; Saving Throw for half damage. Repeat this attack again, targeting up to two additional targets. Inflicts Blind for one turn. Fire Shield (Quick Play) Use when Malek is targetted by an attack. Malek performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack. Hold (Action Play) Inflicts Stun. A Saving Throw ends this effect. Incendiary Detonation (Action Play) Malek performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 20]; Saving Throw for half damage. Inflicts Immobilize for one turn. Phantom Chasm (Action Play) Malek performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 20]; Saving Throw for half damage. Inflicts Slow until a saving throw is passed. Poison Cloud (Action Play) Malek performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 20]; Saving Throw for half damage. Any target that fails their saving throw takes damage equal to Malek's mind each time they begin their turns. A Saving Throw ends this ongoing damage. Tactics Power CardsFog (Quick Play) All attacks that go through a square adjacent to Malek suffer a -4 penalty to the damage roll. This effect lasts for one turn. Ghost Sound (Quick Play) Use at any time. [Range 10] Target enemy gets -5 Power for his next attack. Hellfire Blood (Quick Play) Malek gains +4 Mind for one turn. Invisibility (Quick Play) Use at any time. Malek can not be targeted by attacks for one turn. Malek may draw an additional card next turn. Shield (Quick Play) Use at any time. Malek gains +4 Armor for one turn. Vision of Avarice (Action Play) Pick a square on the map that Malek can see. Every enemy that can see that square must roll a saving throw. Each one that fails must move towards that square on its next turn, at maximum speed. Malek may draw an additional card next turn.
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Post by Rainbow Rage on Aug 22, 2011 21:50:47 GMT -5
SilviaDarkest HourHP - 28 Stats: Power 1 Mind 4 Armor 2 Willpower 5 Speed 7 Special: Blessing of Alton (Once per turn, as a Quick Play, Silvia may discard a non-basic card to heal an ally equal to her Mind score and allow them to re-roll one damage roll.) Healer's Mercy (Once per turn as an Action Play, Silvia may reduce her Power, Armor and Willpower by 2. If she does, all allies that can see her heal equal to her Mind Score.) Basic Power CardsSacred Flame (Action Play) Silvia performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 10]; Saving Throw for half damage. If this successfully inflicts damage, an ally Silvia can heal 2 hp. Holy Symbol (Action Play) An ally Silvia can see can roll a Saving Throw as a Quick Play. Silvia draws an additional card this turn. Attack Power CardsHymn of Resurgance (Action Play) Can target up to three enemies within range. [Range 10] Inflicts -2 Armor and Willpower for one turn. Saving Throw negates. All allies that can see Silvia can roll a Saving Throw. Lance of Faith (Action Play) Silvia performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 10]; Saving Throw for half damage. If this successfully inflicts damage, all allies who can see Silvia gain +2 to all damage rolls for one turn. Shield Bearer (Action Play) Silvia performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. If this successfully inflicts damage, all allies who can see Silvia gain +1 Armor and Willpower for one turn. Spear of Alacrity (Action Play) Silvia performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. If this successfully inflicts damage, all allies who can see Silvia gain +2 to Speed for one turn. Sundered Fortune (Action Play) Can target up to three enemies within range. [Range 10] Until they succeed on a Saving Throw, the target takes damage equal to Sylvia's Mind whenever it succeeds on a Saving Throw or an Attack. (Including the Saving Throw against this one) Inflicts -1 Power and Mind. Surge of Radiance (Action Play) Silvia performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 10]; Saving Throw for half damage. All allies that can see Silvia heal 2 hp. Tactics Power CardsBastion of Health (Quick Play) Heal target ally for health equal to your Mind Score. [Range 10] Silvia may draw a card at the end of her next turn. Dispel Magic (Action Play) Any number of visible allies can roll a saving throw against all effects lingering on them. Heal (Action Play) Heal target ally for 2d6 + Mind health. [Range 10] Moment of Glory (Action Play) Silvia and all allies that can see her gain a bonus to Armor and Willpower equal to her Mind for one turn. Silvia can not draw cards this turn. Peace of Mind (Quick Play) Silvia gains +4 Mind for one turn. Tranquility (Action Play) For one turn no one can make attacks. You may discard this as a Quick Play during your turn to draw a card at the end of your next turn.
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Post by Rainbow Rage on Aug 24, 2011 12:16:47 GMT -5
New batch:
B********e C****e D*******a G*****d K**********e M******r S**d Z********n
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Post by Rainbow Rage on Oct 7, 2011 1:54:26 GMT -5
REVISION
Make a 60 card deck, use 3 heroes. Will add more later.
Hall of Heroes Beta Set: The Herald
How to play: A 6x6 blank grid is used as a battlefield, you pick one side, north or south (it doesn't matter, as the battlefield is blank)
Start by rolling dice to determine who decides who is the initiating player.
The initiating player places his heroes second, takes the first turn but does not draw cards on his first turn. The other player, places his heroes first, takes the second turn but can draw cards on his first turn.
You place your heroes, one at a time in the starting zone adjacent to the 6x6 grid, face up. Heroes still in the starting zone at the end of your first turn are removed from play permanently, but are immune to all effects and attacks while they remain in the starting zone.
After heroes are placed, each player draws 4 cards and play begins.
Each hero can only take one action per turn: Move, Attack, Charge
Move - Move equal to your Agility. Attack - Perform an Melee Attack, play an Attack card or use an Item that allows you to perform an Attack. Charge - Move equal to your Agility and perform a Melee Attack. Cards can not be played as part of the attack, unless they specifically state so.
Card Types: Hazard Tactic Attack Item Location
Subtypes: Arcane, Divine, Martial
Phases: Power Phase (Reset your power to the total amount of power displayed on all hero cards you control) Support Phase (Miscellaneous) Draw Phase (Draw two cards) Routine Phase (Play cards, Hazards and Items can only be played during this phase, in addition, you can move your heroes) Battle Phase (Perform attacks!) Saving Throw Phase (Perform saving throws) End Phase (End your turn)
Sample Hero: Jareth Martial Hero HP - 40
Strength...5 Mind.......1 Armor......4 Will.......3 Agility....3 Power......1
Rage - Each enemy attack directed at Jareth that successfully deals damage increases his Strength by 1 to a maximum of +4, that lasts until the end of the controlling player's next End Phase. Battle Lust - Each successful attack Jareth performs increases his power by 1, this effect ends during his next Power Phase.
Asher Martial Hero HP - 40
Strength...4 Mind.......1 Armor......5 Will.......2 Agility....3 Power......1
Armory - Weapons and Armor items cost 1 less power for you to play and to attach. Scramble! - At any point during your Support phase, you may reveal the top card of your deck. If you reveal a Tactic card, put it into your hand, else put it on the bottom of your deck.
Aust Martial Hero HP - 36
Strength...4 Mind.......1 Armor......3 Will.......3 Agility....3 Power......2
Dual-Wield - You can wield one-handed weapons in your off-hand. The effects are cumulative. Whenever Aust makes a melee attack with a weapon in each hand, he may make two attacks instead. Give Chase - Whenever an enemy attempts to Disengage, Aust gains a +2 bonus to his Agility check.
Quintus Martial Hero HP - 30
Strength...2 Mind.......3 Armor......2 Will.......2 Agility....4 Power......2
Master Fletcher - At the beginning of the game when you reveal Quintus, search your deck for any Item that has both the subtypes: Weapon and Bow, then reveal it. If the power cost to play this item is 3 or lower, put it into play attached to Quintus. Master of Stealth - Quintus can not be targeted by ranged attacks, provided he is adjacent to a Hazard.
Elsrath Martial Hero HP - 30
Strength...3 Mind.......2 Armor......2 Will.......2 Agility....4 Power......2
Sneak Attack - Elsrath gains a bonus to damage rolls equal to twice the amount of allies he has adjacent to them, plus three times the amount of hazards you have adjacent to them. Evasion - Against Ranged attacks, use Agility instead of Armor. Whenever you perform an Agility saving throw, roll twice and take the lowest.
Gaele Divine Hero HP - 40
Strength...4 Mind.......1 Armor......5 Will.......4 Agility....2 Power......1
Divine Challenge - During your support phase, pick one enemy that Gaele has line of effect to. Until the beginning of your next support phase, that target suffers a -2 penalty to all rolls when targeting any of Gaele's allies. Virtuous Touch - During your support phase, Gaele can forgo taking her action that turn to allow one ally to roll a saving throw against all ongoing effects.
Arandur Divine Hero HP - 38
Strength...4 Mind.......1 Armor......4 Will.......4 Agility....3 Power......1
Divine Fury - Arandur gains a bonus to Power equal to the amount of Attacks the enemy has performed since last turn that were not directed at him. Smite Evil - Arandur can choose to contribute no power during a turn to add the same amount to his Strength until the beginning of your next Support phase.
Ella Divine Hero HP - 34
Strength...3 Mind.......3 Armor......3 Will.......5 Agility....2 Power......3
Close Wounds - During your power phase, Ella can choose to contribute no power. If you do so, heal one hero you control equal to Ella's power. Recitation - Ella's allies gain a +1 bonus to saving throws.
Zachar Divine Hero HP - 28
Strength...1 Mind.......5 Armor......2 Will.......4 Agility....2 Power......3
Covenant of Malediction - Whenever you perform a damage roll with a Divine Attack card, you may deal 2 damage to Zachar to re-roll the damage dice. Demand Justice - Whenever an enemy succeeds on a saving throw versus a card that Zachar wielded, you may discard a card to have that enemy re-roll the saving throw.
Malek Arcane Hero HP - 26
Strength...1 Mind.......5 Armor......1 Will.......4 Agility....3 Power......4
Infernal Wrath - Each time an enemy successfully inflicts damage to Malek, they must roll an Agility saving throw. If they fail, Malek may roll a damage roll against them, using his Mind instead of Strength. Armor may not be used to reduce this damage. Master of the Orb - During your Support phase, if you successfully played an Arcane Attack or Tactic card since your last turn, you may draw a card.
Kiirnodel Arcane Hero HP - 24
Strength...1 Mind.......5 Armor......1 Will.......3 Agility....4 Power......4
Evocation Focus - Each time you perform an Arcane Attack with Kiirnodel, re-roll all damage dice with a result of 1. Mastery of Destruction - During your power phase, you can elect to have Kiirnodel reduce his power by any amount provided it does not bring his power to lower than 0. He gains a bonus to his Mind attribute during this turn equal to the penalty you took.
Vodis Arcane Hero HP - 24
Strength...1 Mind.......5 Armor......1 Will.......4 Agility....3 Power......4
Enhancement - During your Support phase Vodis may give one ally a +2 bonus to Strength, Mind, Armor, Agility or Will. This bonus lasts until you use this ability again. Narunian Cunning - You may elect to have Vodis contribute no power this turn, if you do, draw a card.
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Card Name: Arcane Bolt Power Cost: 3 Rarity: Common Card Type: Arcane Attack Rules Text: Perform an attack using your Mind against an enemy. They count as having 0 armor against the attack.
Card Name: Arcane Power Power Cost: 1 Rarity: Uncommon Card Type: Arcane Tactic Rules Text: Wielder gains +3 Mind until the beginning of your next Support phase.
Card Name: Arcane Sight Power Cost: 1 Rarity: Rare Card Type: Arcane Tactic Rules Text: Search your deck for any Arcane card and reveal it. Shuffle your deck and place the revealed card on top.
Card Name: Athletics Power Cost: 1 Rarity: Common Card Type: Tactic Rules Text: Use this Tactic when a Hazard is triggered against one of your characters. Roll an Agility saving throw. If you succeed, the Hazard has no effect. Martial Exploit 2 (When you play this card, if a Martial character performed the attack, you can pay 2 extra power. If you do, put it on top of your deck instead of into your discard pile)
Card Name: Bless Power Cost: 2 Rarity: Common Card Type: Divine Attack Rules Text: Your allies gain a +3 bonus to damage rolls until your next Support phase. Recast 3 (Use this ability during your Support phase while Bless is in your discard pile. You may pay the Recast cost to return it to your hand)
Card Name: Bull Rush Power Cost: 1 Rarity: Common Card Type: Attack Rules Text: Use this attack in place of the Melee Attack performed at the end of a charge. Perform a Melee Attack, with Strength +2. If you successfully inflict damage, the enemy can not move during their next turn. Martial Exploit 2 (When you play this card, if a Martial character performed the attack, you can pay 2 extra power. If you do, put it on top of your deck instead of into your discard pile) Special: If Jareth wielded this card, he deals an additional 2 damage with the attack.
Card Name: Captain's Order Power Cost: 1 Rarity: Uncommon Card Type: Martial Attack Rules Text: One ally gains an additional action this turn, they must use this extra action to attack and they gain a +2 bonus to the damage roll if they do. Special: This card has Martial Exploit 2 if you control Asher.
Card Name: Charm Power Cost: 5 Rarity: Common Card Type: Arcane Attack Rules Text: You and target character both roll dice. Add the playing character's Mind to the roll and the targeted character's Will to the roll. If you scored higher, the enemy contributes no power during their next power phase and can not Battle during it's controller's next battle phase. This immediately ends if an effect you control damages or targets the enemy hero.
Card Name: Cleanse Power Cost: 2 Rarity: Common Card Type: Divine Tactic Rules Text: This must be used during the Routine phase, before the wielding character has performed an action. Effect: Wielding character or one ally it can see can choose to automatically remove one lingering effect affecting it that a saving throw would end.
Card Name: Combat Expertise Power Cost: 1 Rarity: Common Card Type: Attack Rules Text: Perform a Melee Attack but with a -2 penalty to the damage roll. Special: All enemies recieve a -2 penalty to damage rolls against you until your next Support phase. Martial Exploit 2 (When you play this card, if a Martial character performed the attack, you can pay 2 extra power. If you do, put it on top of your deck instead of into your discard pile)
Card Name: Command Power Cost: 2 Rarity: Rare Card Type: Divine Tactic Rules Text: Use when an enemy hero attempts to move. Effect: You control or negate the movement.
Card Name: Counterspell Power Cost: 2 Rarity: Common Card Type: Arcane Tactic Rules Text: Use this when an enemy plays an Arcane, Divine, Primal or Psionic card. You and your target both roll dice. Add the playing character's Mind to the roll and the targeted character's Will to the roll. If you scored higher, the enemy discards the triggering card with no effect.
Card Name: Cure Wounds Power Cost: 4 Rarity: Common Card Type: Divine Tactic Rules Text: Roll a die and add the wielder's Mind to the roll. Target ally heals an amount equal to the total.
Card Name: Disable Device Power Cost: 4 Rarity: Uncommon Card Type: Martial Tactic Rules Text: Destroy target Hazard. Special: Reduce the power cost by your Mind attribute.
Card Name: Disarm Power Cost: 1 Rarity: Uncommon Card Type: Martial Attack Rules Text: You perform a Melee Attack. If you successfully deal damage, detach one equipment card from your target's main or off-hand. To reattach that weapon costs 4 extra power until the start of your next support phase.
Card Name: Devastate Power Cost: 2 Rarity: Rare Card Type: Martial Attack Rules Text: Perform an attack but treat the enemy as having 0 armor against it.
Card Name: Divine Fortune Power Cost: 2 Rarity: Common Card Type: Divine Attack Rules Text: Perform a Melee attack, but use the enemy's Will instead of Armor for damage. If you successfully deal damage, you heal yourself equal to your Mind.
Card Name: Divine Inspiration Power Cost: 12 Rarity: Rare Card Type: Divine Tactic Rules Text: Search your deck for any Divine card, reveal it, and put it into your hand. Special: The Power cost of this Tactic is reduced by the combined Will of heroes you control.
Card Name: Divine Wrath Power Cost: 4 Rarity: Common Card Type: Divine Attack Rules Text: Perform an attack using your Mind against an enemy. They count as having 0 armor against the attack. If this successfully deals damage, the wielder gains a +2 bonus to Armor and Will until your next Support phase.
Card Name: Dodge Power Cost: 2 Rarity: Common Card Type: Martial Tactic Rules Text: Use this when an enemy performs a Melee Attack against you. Roll an Agility saving throw. If you succeed, negate the Melee Attack.
Card Name: Fireball Power Cost: 5 Rarity: Rare Card Type: Arcane Attack Rules Text: Select one square and perform this attack against all creatures in that square and in all adjacent squares. Perform an attack using your Mind, but use two dice instead of one. They count as having 0 armor against the attack. They may perform an Agility saving throw for half damage.
Card Name: Force Blast Power Cost: 4 Rarity: Common Card Type: Arcane Attack Rules Text: Perform an attack using your Mind against an enemy. They count as having 0 armor against the attack. An Agility saving throw reduces the damage by half. Special: If the target fails their saving throw, move the target up to 2 squares away from you.
Card Name: Hold Person Power Cost: 6 Rarity: Rare Card Type: Arcane or Divine Attack Rules Text: You and target character both roll dice. Add the playing character's Mind to the roll and the targeted character's Will to the roll. If you scored higher, the enemy is stunned. Will Saving Throw ends this effect.
Card Name: Hold the Line Power Cost: 1 Rarity: Rare Card Type: Martial Tactic Rules Text: Use this as an enemy moves adjacent to wielding hero. Wielding hero immediately makes a Melee Attack against triggering enemy.
Card Name: Incendiary Detonation Power Cost: 6 Rarity: Uncommon Card Type: Arcane Attack Rules Text: Select one square and perform this attack against all creatures in that square and in all adjacent squares. Perform an attack using your Mind. They count as having 0 armor against the attack. They may perform an Agility saving throw for half damage. All creatures who fail this saving throw are immobilized, Will saving throw ends. Special: If Malek wielded this power, it costs 3 less power.
Card Name: Intuition Power Cost: 5 Rarity: Uncommon Card Type: Tactic Rules Text: Search your deck for any Tactic card, reveal it, and then put it into your hand.
Card Name: Invisibility Power Cost: 2 Rarity: Rare Card Type: Arcane Tactic Rules Text: You can not be targeted by attacks until your next support phase. Should you perform an attack during this time, this effect ends.
Card Name: Lance of Faith Power Cost: 3 Rarity: Uncommon Card Type: Divine Attack Rules Text: Perform an attack using your Mind against an enemy. Use the enemy's Will instead of Armor. Focus Fire 1 (Until the beginning of your next support phase, characters who attack the victim of this Attack gain a bonus to damage rolls equal to the Focus Fire amount) Recast 3 (Use this ability during your Support phase while Lance of Faith is in your discard pile. You may pay the Recast cost to return it to your hand)
Card Name: Lightning Bolt Power Cost: 4 Rarity: Uncommon Card Type: Arcane Attack Rules Text: Create a line starting from the wielder's character to one board edge. Perform an attack using your Mind against all creatures in the line, but use two dice instead of one. They count as having 0 armor against the attack. They may perform an Agility saving throw for half damage.
Card Name: Magic Circle Against Evil Power Cost: 3 Rarity: Rare Card Type: Divine Tactic Rules Text: Place this card on the battlefield. Creatures in that square can not be attacked, nor make attacks. During your Support phase, discard a card and pay 2 power. If you do so and you control a divine character, the counter lasts an additional turn, else discard the counter.
Card Name: Mirror Image Power Cost: 2 Rarity: Rare Card Type: Arcane Tactic Rules Text: Place this Tactic on the hero as well as 2 Mirror Counters. Each time affected hero is targetted by an attack, roll a d6. On a 4+, the attack is negated and remove a Mirror counter from the hero. When the hero has 0 mirror counters on it, destroy this.
Card Name: Pick Pocket Power Cost: 3 Rarity: Rare Card Type: Martial Attack Rules Text: Wielding character and target adjacent to Wielding character both roll 1d6, adding their respective Agility scores to the total. If you score higher, detach one item from that character and attach it to the wielder of this Attack. Special: Reduce the power cost by your Mind attribute.
Card Name: Phantasm Power Cost: 4 Rarity: Rare Card Type: Arcane Attack Rules Text: Perform an attack using your Mind against an enemy. They count as having 0 armor against the attack. Will saving throw for half damage. Place this card on the battlefield on that square as a Magic Zone. Enemies that move adjacent to this zone must make a Will saving throw. If they fail they are stunned until the end of the current turn.
Card Name: Prayer Power Cost: 3 Rarity: Uncommon Card Type: Divine Tactic Rules Text: Target character can not perform attacks. A Willpower saving throw ends this effect.
Card Name: Power Attack Power Cost: 1 Rarity: Common Card Type: Martial Attack Rules Text: Your enemy performs an Agility saving throw. If they succeed, discard this card. If they fail, you perform a Melee Attack, but double your base Strength score for the attack.
Card Name: Protection from Evil Power Cost: 1 Rarity: Uncommon Card Type: Divine Tactic Rules Text: Target ally gains a +1 bonus to Armor until the beginning of your next support phase. During your next draw phase, draw an additional number of cards equal to the amount of times the target was attacked while this effect was active.
Card Name: Rethink Strategy Power Cost: 3 Rarity: Common Card Type: Martial Tactic Rules Text: Use this when an enemy performs a Melee Attack against you and successfully inflicts damage. Draw two cards.
Card Name: Riposte Power Cost: 2 Rarity: Uncommon Card Type: Martial Tactic Rules Text: Use this when an enemy performs a Melee Attack against you. After the attack is resolved, immediately perform a Melee Attack against the triggering enemy hero.
Card Name: Sanctuary Power Cost: 3 Rarity: Common Card Type: Divine Tactic Rules Text: Play this effect only during your support phase. Until the beginning of your next support phase, one hero you control can not be targeted by attacks or effects. This effect immediately ends if the targeted character performs any action beyond movement.
Card Name: Searing Orb Power Cost: 5 Rarity: Uncommon Card Type: Arcane Attack Rules Text: Perform an attack using your Mind against an enemy. They count as having 0 armor against the attack. Recast 2 (Use this ability during your Support phase while Searing Orb is in your discard pile. You may pay the Recast cost to return it to your hand) Special: If you control Kiirnodel, the Recast cost is 0.
Card Name: Shield Block Power Cost: 1 Rarity: Uncommon Card Type: Tactic Rules Text: Perform this Tactic when a hero you control is targeted by an attack. Increase your Armor by 2 against the attack. If you are wielding a Shield Item, this bonus increases to 4. Martial Exploit 2 (When you play this card, if a Martial character performed the attack, you can pay 2 extra power. If you do, put it on top of your deck instead of into your discard pile)
Card Name: Stealth Power Cost: 3 Rarity: Rare Card Type: Tactic Rules Text: Place on target hero. When affected hero attacks, destroy this. Hero can not be targeted by ranged attacks or effects. Martial Hero: Hero can also not be targeted by melee attacks or effects. Special: Reduce the power cost by your Mind attribute.
Card Name: Study Power Cost: 4 Rarity: Common Card Type: Tactic Rules Text: This Tactic must be played during your Routine Phase on a character that hasn't taken an action yet. Targeted character takes no actions this turn and you draw two cards. If you selected an Arcane character as your target, you may draw two additional cards, but you must put two cards from your hand on top of your deck after drawing these cards.
Card Name: Sunder Armor Power Cost: 0 Rarity: Uncommon Card Type: Attack Rules Text: Perform a Melee Attack. If you successfully inflict damage, detach the enemy's armor. Martial Exploit 2 (When you play this card, if a Martial character performed the attack, you can pay 2 extra power. If you do, put it on top of your deck instead of into your discard pile)
Card Name: Teleport Power Cost: 0 Rarity: Uncommon Card Type: Arcane Tactic Rules Text: Move the wielder into any open spot on the battlefield. (This does not count as an action)
Card Name: Transmute Steel to Glass Power Cost: 3 Rarity: Uncommon Card Type: Arcane Tactic Rules Text: Destroy target item. Special: If Vodis channeled this Tactic, choose one of the following: Reduce the power cost to 0 or Draw a card during your next Support phase.
Card Name: Vanguard's Lightning Power Cost: 1 Rarity: Uncommon Card Type: Divine Tactic Rules Text: Wielder gains +3 Mind until the beginning of your next Support phase.
Card Name: Virtuous Strike Power Cost: 1 Rarity: Common Card Type: Divine Attack Rules Text: Perform a Melee Attack, with Strength +2. If you successfully deal damage, you or one ally wielder can see can roll a saving throw. Special: If you control Gaele and this is in your discard pile, during your Support phase you may put this card on top of your deck.
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Card Name: Arcane Staff Power Cost: 2 Rarity: Common Card Type: Arcane Item (Staff, Two-handed Weapon) Rules Text: You gain a +2 bonus to Mind when performing Arcane Attack Cards. Attach Cost: 1
Card Name: Battleaxe Power Cost: 2 Rarity: Common Card Type: Item (Axe, One-handed Weapon) Rules Text: You gain a +1 bonus to Strength when performing Melee Attacks. Attach Cost: 1
Card Name: Chainmail Power Cost: 2 Rarity: Common Card Type: Item (Armor) Rules Text: You gain +1 Armor Attach Cost: 2
Card Name: Flail Power Cost: 2 Rarity: Common Card Type: Item (Mace, One-handed Weapon) Rules Text: You gain a +1 bonus to agility rolls to disengage or to prevent an enemy from disengaging. Attach Cost: 1
Card Name: Greatsword Power Cost: 2 Rarity: Common Card Type: Item (Sword, Two-handed Weapon) Rules Text: You gain a +2 bonus to Strength when performing Melee Attacks. Attach Cost: 1
Card Name: Heavy Shield Power Cost: 2 Rarity: Common Card Type: Item (Off-Hand, Shield) Rules Text: You gain +1 Armor Attach Cost: 2
Card Name: Longbow Power Cost: 3 Rarity: Uncommon Card Type: Item (Bow, Two-handed Weapon) Rules Text: You gain the ability to perform Ranged attacks. Use your Agility instead of Strength for these ranged attacks. Attach Cost: 1
Card Name: Longsword Power Cost: 2 Rarity: Common Card Type: Item (One-handed Weapon, Sword) Rules Text: You gain a +1 bonus to Strength when performing Melee Attacks. Attach Cost: 1
Card Name: Platemail Power Cost: 3 Rarity: Uncommon Card Type: Item (Armor) Rules Text: You gain +2 Armor, but -1 Agility Attach Cost: 2
Card Name: Scroll Case Power Cost: 2 Rarity: Rare Card Type: Item (Wondrous Item) Rules Text: You may discard Scroll Case from attached hero when attached hero performs a Divine or Arcane attack. If you do so, return the triggering card to your hand during your next end phase. Attach Cost: 1
Card Name: Symbol of the Sun Power Cost: 3 Rarity: Common Card Type: Divine Item (One-handed Relic) Rules Text: Equipped hero can forgo attacking to heal themself or an ally equal to their mind score. Attach Cost: 2
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Card Name: Boulder Power Cost: 2 Rarity: Common Card Type: Hazard Rules Text: Affected square is occupied and this hazard blocks line of effect.
Card Name: Explosive Runes Power Cost: 5 Rarity: Rare Card Type: Arcane Hazard Rules Text: Put this on the battlefield face down. When an enemy moves adjacent to Explosive Runes, they must make an agility saving throw or take 5 damage, then flip Explosive Runes facing up. While Explosive Runes is face up, it does not have the above ability but has 3 Power: Flip this face down.
Card Name: Hideout Power Cost: 1 Rarity: Uncommon Card Type: Hazard Rules Text: Enemy players can not enter this square. Allies in this square can not contribute power, perform attacks or be targeted by attacks or effects. Hideout comes into play with 2 stealth counters. During your upkeep remove a stealth counter from Hideout, if you can not, destroy it.
Card Name: Pit Trap Power Cost: 3 Rarity: Common Card Type: Hazard Rules Text: Put this on the battlefield face down. When a creature moves onto this square, they must make an agility saving throw or take 5 damage, then discard Pit Trap.
Card Name: Tree Power Cost: 1 Rarity: Common Card Type: Hazard Rules Text: Affected square blocks line of effect and counts as difficult terrain.
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Card Name: Arcane Library Power Cost: 2 Rarity: Rare Card Type: Location Arcane Tactics cost 1 less power to play. Destroy Arcane Library: Search your deck for any Arcane Tactic card, reveal it, and then put it into your hand. Then shuffle your deck.
Card Name: Military Academy Power Cost: 2 Rarity: Rare Card Type: Location Weapons and Armor cost 1 less power to play. Destroy Military Academy: Search your deck for any weapon or armor, reveal it, and then put it into your hand. Then shuffle your deck.
Card Name: Temple of Alton Power Cost: 2 Rarity: Rare Card Type: Location Heroes you control gain a +1 bonus to saving throws. Destroy Temple of Alton: Reduce all damage dealt to a hero you control to 0. Play this ability as a Tactic. This effect lasts until the beginning of your next Support Phase.
Card Name: Thieves Guild Power Cost: 2 Rarity: Rare Card Type: Location Your enemy plays with the top card of his deck revealed. Destroy Thieves Guild: Put the top card of target deck into the owner's discard pile.
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