Cards

Rumors

Rumors are mini-adventures that give the characters the opportunity to gain additional awards. Characters can learn about "Rumors" at an Inn within a town. There you can recieve max one Rumor Card per character and Story. 

From Dark Tales Expansion 

Off-Road Events

Once the Off-road movement is finished the Fellowship draws one (1) Off-Road Event Card.  

Road Events

Once the Road movements are finished the Fellowship draws one (1) Road Event Card.  

Item Card

Consists of seven parts. This cards data in italics

1. Name: Stiletto

2. Effect description: FLANK 1, +4 Might

3. Damage: D4 dice

4. Item slot: In hand or in characters Item slot.

5. Melee or Range: Melee. Range = 2 arrows

6. Coin Value: 10 coins, sells for half value.

7. Item Category: Weapon, Protective, Consumable

Equipment Pack Card

Consists of seven parts as above. 

These items cannot be found randomly and can only be used by the character who has the listed keywords on their Character Card/Sheet. The Item can only be purchased at described vendor. In this case The Tinker.


Artifact Card

Artifacts are a more powerful version of Items. Artifacts can never be lost, stolen or sold. But can be traded between characters. Artifacts can be recieved as a reward or purchased in town.


Ability Card

Each character begins the game with two Abilities.

1. Name: Essence of Phi

2. Effect description: Using nummerology you ...

3. When useable: Hourglass = anytime, even during      someone else's turn, in or out of combat. Blank =      your turn

4. Melee/Range: Range. Melee=two crossed swords

5. Combat Use Limit: Once/round.  Other options          are: Once/fight, Unlimited (infinity sign), 

6. Power Point Cost: Cost to Activate/Purchase       

7. Active or Passive: Passive cost no Power Points


Ability may be learned at the "Church of the Crossroads" library. Characters then have to spend Ability Points for each Power Point listed on the Ability Card.

Prayer Card

Prayers are age-old mantras that contain divine powers.

1. Name: Purify Body

2. Effect description: Remove SICKENED status ...

3. Skill Check: Faith 7 = D10 + Bonus = 7 or more


Prayers may be purchased at the "Church of the Cross Roads".

Ritual Card

Rituals come from old manuscript and arcane works. In some cases from the Necronomicon itself, an ancient book holding great power, its origins dark and obscure. 

1. Name: From Beyond

2. Effect description: Summon one Decaying Dead ...

3. Skill Check: Occult 8 = D10 + Bonus = 8 or more


Rituals may be gained via exploration and completing stories.


Tarot Card

When a character dies he/she turns into Ghost form. Town physician or Prayer can resurrect. If he/she loses all Ghost Points they are sent to Limbo and can only be resurrected in the "Gypsy Camp", but they must also draw one Tarot Card then.


Heirloom  Dark Tales Expansion

When starting a new character, draw one random Heirloom Card. It can never be lost, stolen, traded and remains with the character until the end of the campaign. It does not take up any Item slot.

Animal Companion Card

Each character has two Companion slots. Animal companions can be purchased at "Stables" in Towns. You draw one random Animal Comp Card. Companions may be trained/armed in towns wich allow them to attack during Encounter combat but not Skirmishes.

1. Name: Snow Owl

2. Description: Benefits here = +1 AWARENESS ...

3. Type: Animal and Ranged or Melee Attacker.

Militia Companion Card

Each character has two Companion slots. Militia companions can be purchased at "Inns" in Towns. They provide bonuses to character's skills and combat. You draw one random Militia Companion Card. 

1. Name: Farmer

2. Description: Benefits here = +1 ECOLOGY ...

3. Type: Militia and Ranged or Melee Attacker.