Introduction to Warpspawn Games


CHARACTER SPECIAL ABILITY DESCRIPTIONS



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CHARACTER SPECIAL ABILITY DESCRIPTIONS


Adept: Character can cast Spells. Spell Hand size = 2

Mage: Character can cast Spells. Spell Hand size = 4

Archmage: Character can cast Spells. Spell Hand size = 6

Wit: When making a Battleroll make a Witroll. Battleroll +2 if Witroll = 6-10.

Battle-Madness: When making a Battleroll make a Madroll. Battleroll +5 if Madroll = 9-10.

Lore: When drawing a Fate card draw 2 cards and discard one.

Four Arms: Character can use 2 weapons at the same time.

Equis: Battlerolls +1 if Character has Steed.

Ranger: Tracking Roll +2. Battlerolls +1 in Forest spaces

Mountaineer: Tracking Roll +2 and Battlerolls +1 in Mountain spaces

Assassin: Automatically win Duel if your Battleroll = 8-10. Opponent must lose life.

Torture: If you win a Duel take 2 random cards from opponents hand

Tracker: Tracking Roll +2.

Poison: Automatically win Battles if your Battleroll = 9-10. Opponent must lose life.

Seduction: Battleroll +2 in Duel vs men.

Seer: On your turn look at top 2 cards of any deck.

Sailor: Tracking Roll +2 and Battlerolls +1 in Water spaces

Ranged: Battleroll +1 vs opponents that do not have Ranged Ability

Cold: Tracking Roll +2 and Battlerolls +1 in Ice spaces

Healer: Heal rolls +2

Skilled: When making a Battleroll make 2 rolls and pick the higher roll.

Thief: Battleroll +2 in a Duel but you must take Item if you win.

Nomad: Tracking Roll +2 and Battlerolls +1 in Desert spaces.

Scout: Once on your turn look at hand of character in same or adjacent space

Artificer: Once on your turn draw an extra Fate card. Keep it if it is an Item card.

Trader: Once on your turn draw 1 card and discard one card

Smell: If you lose a Battle you avoid losing a life or treasure on a roll of 7-10 on 1D10.

Flight: Character can skip over a space when he moves. (Discard Companions)

Hide: Opponent gets –2 to Tracking Roll.

Tough: Starting Life +1

Dragon: Start game with Companion Dragon Steed: Strength +2 & Flight

MAP DECK CARD NOMENCLATURE


F = Forest (Jungles, Marshes, Swamps)

M = Mountain (Hills, Caves)

I = Ice (Tundra)

W = Water (Seas, Rivers, Coasts, Islands)

D = Desert (Plains, Wastelands)

C = City (Civilization)


MAP DECK CARD LIST


Name Type Notes

Aberrant Forest F Infested Land

Acid Plains D Harsh Land

Ahazu Lands F

Amethyst Mountains M You may move to the Tamaranth Valley from here

Amman C


Ariane D

Arim C


Astar F

Axis River W You may move to the Azure Ocean from here

The Azure Ocean W Storm Demons get +1 Strength

The Barrens D Enim, Earth Demons get +1 Strength

The Black Pit I Harsh Land

Blue Atolls W Kra get +1 Strength

Buried City of Necron M

Carantheum C

Castlerock C

Caves of Erendor M

The Cerulean Forest F

Cinnabar Mountains M

Citadel of Akbar C

City State of Maruk C

Coral City of Isalis C

Cymrilis C Magical Land

Danuvia C

Dark Coast W

Darklands M

Devil's Swamp F Bog Devils get +1

Dhuna F

Djaffa D


Crimson Citadel of Dracarta C & D

Dragonrock (Volcano) M Earth & Pyro Demons get +1 Strength

Durne M

Eastern Borderlands F



Emerald Mountain M You may move to the Sea of Glass from here

Enchanted Grove F Infested Land

Fangs of Golarin M

Farad City of Tarun C

The Far Reaches I Infested Land

Floating City of Oceanus C & W

Firefalls D Harsh Land

Forbidden City of Ahrazad C

Ghostlands D Shadow Wights, necrophages get +1 Strength

Gorge at Akbar M Harsh Land

The Great Barrier Wall C

The Great Morass F Harsh Land

Green Lagoon F & W Infested Land

Greylands F

Hadjin C

Harak M


Ice Castles of L’Haan I

The Inland Sea W

The Iron Citadel C Shadow Wizards get +1 Strength

Isle of Batre W Healing Land

Island of Fahn W

Isle of Garganta W & M Monoliths, Wind Demons Strength +1

Isle of Lost Souls W Night Demons get +1 Strength

Isle of Nefaratus W

Island of Pana-Ku W

Isle of Phantas W

Jade Mountains M Infested Land

Jhangara F

Jungle of Chana F

Karang M


Kharakhan Wastes D

Khazad C


Labyrinths of Sharna C Harsh Land

Lands of the Green Men F Healing Land

Lost Sea I & W

Maze City of Altan C

Mesalands of Sindar D

The Midnight Sea W

Obsidian Mountains M

Onyx Mountains M

Opal Mountains M

Plains of Golarin D

Quan Empire C

Rajanistan D

Red Desert D

Rogue City of Gao C & W

Sapphire Mountains M

Sascasm River W

Sea of Glass W

The Sea of Madness W

The Sea of Sorrow W

Serpentine Mountains M

The Seven Kingdoms C

The Shadow Realm I

Silvanus F

Sinking Land D

Straits of Tian W

Swamps of Mog F

Tamaranth Valley F

Taz C


Temple of the Seven Moons C

Thaecia C

The Trackless Wastes I

Urag M


Valley of Mist M Vorls get +1 Strength

The Variegated Forest F

Volcanic Hills M

Wastes of Narandu I

The Watchstone D

Well of Saints C Healing Land

The Western Glaciers I Ice Giants & Tundra Beasts get +1 Strength

Werewood F

Wilderlands of Zaran F

The Yellow Marshes F

Yrmania F

Zandu C


Notes:

Harsh Land: When entering lose 1 life on a roll of 1-3 on 1D10.

Healing Land: Heal Rolls +3

Infested Land: Foes get +1 Strength

Magical Land: Magic users who enter this Space may draw one Spell card



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