Ialdabaoth
2013-02-04, 01:35 PM
So, I've been looking at making a dead-simple version of "D&D Lite", inspired by some of the mechanics from Descent: Journeys in the Dark, Second Edition.
I would like comments on my proposed class system.
First, the basics:
Traits
A Hero or Monster has eight basic Traits.
The first four are your Combat Traits: Health, Stamina, Defense, Speed.
The next four are your Test Traits: Might, Will, Awareness, and Lore.
Your Stamina and Test Traits can range from 1 to 5, depending on your race.
Health and Speed can range from 3 to 7, and Defense can range from 0 to 4.
Each hero has two resource tracks: Wounds and Fatigue, both of which start at 0. If your Wounds are greater than your Health, you die. If your Fatigue is greater than your Stamina, you can't perform actions which cost fatigue.
Dice
There are three six-sided dice that are used for everything: one Damage die, one Accuracy die, and one Defense die. die has six faces, five of which have numbers from 1 to 5.
Damage die (red): X / 1*** / 2!** / 3** / 4!* / 5*
Accuracy die (green): ! / 1 / 2 / 3 / 4 / 5
Defense die (blue): X / 1 / 2 / 3 / 4 / 5
(on the actual dice, '*' is a heart and '!' is a lightning bolt, but some people may not be able to see those depending on available fonts)
There are two kinds of dice rolls that can be made - Attack rolls and Tests.
Attack Rolls
To make an Attack, roll the Damage and Accuracy dice together, and compare them to your target's Defense. If your target is dodging, also roll the Defense die, and add its number to the target's Defense. If either the Damage die or the Defense die rolls an 'X', you automatically miss regardless of the numbers, unless a special ability says otherwise.
If you hit, look at the number of hearts on the Damage die - this is the amount of damage you have dealt. If you rolled one or more '!', you have achieved a critical hit - each weapon has its own special effects that it achieves on a critical hit; this will be listed on the weapon card.
Tests
To make a Test, roll the Defense die and add it to one of your Traits, and compare it to a target number. If the Defense die rolls an 'X', you automatically fail regardless of the numbers.
Actions and Stances
All creatures may perform two actions per turn. Some actions are 'Stances'; a stance action has an effect that lasts until the beginning of your next turn, unless you decide to end the stance or perform another stance action.
Here are the possible actions:
Attack - make an attack against a creature.
Move - move up to your Speed.
Run (Stance) - spend one fatigue to move up to twice your Speed.
Jump (Stance) - spend one fatigue to move up to your Speed, ignoring all obstacles and rough terrain. Then end your turn.
Rest (Stance) - If you are still in this stance at the beginning of your next turn, regain one fatigue.
Defend (Stance) - add the Defense die to your Defense whenever a monster attacks you.
So, here are my eight Classes so far:
Fighter (Warrior)
Class Requirements: Might 3, Will 2
Class Equipment: Axes, Blades, Flails, Mauls, Polearms, Bows, Crossbows, Light Armor, Heavy Armor, Light Shields, Heavy Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Might.
Guard (0 XP): While you are in this Stance, when a monster within reach of your melee weapon moves or attacks an ally, you may interrupt it to make a single-target melee attack against it. If your attack hits, cancel that monster's movement or attack.
Threaten (1XP): One monster within 5 spaces must pass a Will test vs. your Will +2 or flee up to its speed, then becomes Dazed.
Shield Bash (1XP): If you hit one creature with this attack while wielding a shield, the target becomes Dazed.
Parry (1XP): Spend one fatigue when an enemy makes an attack against you to roll the Defense die vs. this attack. If its attack misses, make a single-target melee attack against that creature.
Bull Rush (1XP): Spend one fatigue to enter this stance. Whenever you hit an enemy with a melee attack, push it back one space, then move to the nearest space adjacent to it.
Power Strike (1XP): Spend one fatigue to add ! and * to one attack roll.
Precision Strike (1XP): Spend one fatigue to add 3 to one attack roll.
Covering Blow (1XP): Spend one fatigue when you attack. If you hit, one ally adjacent to the target may move 2 spaces.
Charge (1XP): Spend 1 fatigue as an action to move your speed towards one target. If you reach that target, attack it with your melee weapon as part of this action, and add * to the attack roll.
Take the Hit (2XP): Spend 1 fatigue when an adjacent ally is hit by a single-target attack to swap places with that ally. The attack now targets you instead.
Come and Get It (2XP): Spend 1 fatigue to make a Will test as an action. Compare the result to the Will + range of each monster that could reach you with a move action. Each monster that you succeed against moves into the nearest adjacent space.
Piercing Strike (2XP): Spend 1 fatigue when you attack a single target with a spear or axe to replace that weapon's ! and !! effects with !: Pierce 3 and !!: Sunder.
Sweep Attack (2XP): Spend 1 fatigue when you attack to have this attack target each creature within reach.
Twin Strike (2XP): Spend 1 fatigue as an action to make an attack with each of your weapons.
Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.
War Marshal (3XP): Spend 1 fatigue to enter this Stance. Whenever an ally within line of sight to you attacks an enemy within line of sight to you, that attack roll gains ! and *.
Battle Cry (4XP): Spend 2 fatigue when you hit a monster with a melee attack. Each of your allies may immediately move up to their speed, then make one attack. This card does not refresh until you reach the next milestone.
Barbarian (Warrior)
Class Requirements: Might 3, Health 4
Class Equipment: Axes, Blades, Mauls, Polearms, Bows, Slings, Light Armor, Light Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Might.
Rage (0 XP): Enter this Stance when you are wounded to gain +1 Speed and +* to each attack roll for each wound you have suffered.
Threaten (1XP): One monster within 5 spaces must pass a Will test vs. your Will +2 or flee up to its speed, then becomes Dazed.
Charge (1XP): Spend 1 fatigue as an action to move your speed towards one target. If you reach that target, attack it with your melee weapon as part of this action, and add * to the attack roll.
Power Strike (1XP): Spend one fatigue to add ! and * to one attack roll.
Earth-Shattering Rage (1XP): Suffer one wound while Raging to give one melee attack !!: Sunder in addition to its normal Sunder effect. The attack ignores Ironskin.
Surging Rage (1XP): Suffer one wound while Raging to give one melee attack "push the target back 1 space per wound you have suffered, then move into the nearest space adjacent to the target" in addition to its normal effects.
Bloodthirsty Rage (1XP): Suffer one wound while Raging to give one melee attack !: regain one wound or fatigue per wound you inflict, in addition to its normal ! effect.
Thundering Rage (1XP): Suffer one wound while Raging to move up to your Speed. You may pass through any enemy figure during this move. After moving, make one attack with your melee weapon that targets each creature you passed through or adjacent to.
Burning Rage (1XP): Suffer one wound while Raging to give one melee attack "if you hit, make another attack with this weapon" in addition to its normal effects.
Ambush (2XP): Spend 1 fatigue to move up to your speed into line of sight of a monster that does not currently have line of sight to you, then make an attack against it as part of this action. This attack gains ! and *.
Come and Get It (2XP): Spend 1 fatigue to make a Will test as an action. Compare the result to the Will + range of each monster that could reach you with a move action. Each monster that you succeed against moves into the nearest adjacent space.
Sweep Attack (2XP): Spend 1 fatigue when you attack to have this attack target each creature within reach.
Twin Strike (2XP): Spend 1 fatigue as an action to make an attack with each of your weapons.
Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.
Tough it Out (3XP): Suffer one wound when a monster declares an attack against you to ignore the effects of that attack if it hits.
Death Rage (4XP): Suffer two wounds to enter this Stance. You gain +1 Speed and add ** to each attack roll per wound you have suffered, and add ! to each attack roll per two wounds you have suffered. You cannot die while in this Stance. This card does not refresh until you reach the next milestone.
Fang (2XP): You gain Fang the Wolf as a Familiar. Fang has 3 health, 1 armor, 2 defense, and 5 speed, and has the Stealth and Tread abilities. Fang may make a melee attack as an action, with Pierce 1, !: +*, and !!: Bleed.
Thief (Scout)
Class Requirements: Defense 2, Awareness 2
Class Equipment: Blades, Flails, Crossbows, Slings, Light Armor
Additional Training: You may gain +1 to Melee or Ranged attacks for 1XP, up to your Awareness.
Hide in Shadows (0 XP): Enter this Stance to remove your figure from the board and replace it with a position marker. As an action, a monster may test Awareness vs. your Defense + the range to the marker; if they succeed, you must end this stance. When you end this stance, place your figure up to your Speed away from your position marker, then remove your position marker.
Sneak Attack (1 XP): When you make an attack, if another hero is adjacent to the target, the attack gains ! and *.
Acrobatics (1XP): Enter this stance as an action to jump up to your Speed. You may Jump over enemy figures, and do not end your turn by Jumping.
Sure-Footed (1XP): Enter this Stance as an action, then move up to your speed. You ignore difficult and treacherous terrain while moving.
Dodge (1XP): Spend one fatigue when an attack targets you to roll the Defense die vs. that attack. If the attack misses you, you may move up to your Speed.
Loot from Shadow (1XP): Spend one fatigue while you are Hiding in Shadow to pick up one item or open one treasure chest within your Speed spaces from your position marker. If the chest triggers a trap, immediately cancel your Hide in Shadows stance and place yourself in the chest's space.
Redirect (1XP): Spend one fatigue when an attack misses you or an adjacent ally to cause that attack to target an enemy within 3 spaces instead. The attack gains a bonus to Accuracy equal to your Awareness.
Tumble (1XP): Enter this Stance to add your Awareness to your Defense.
Ambush (2XP): Choose a monster that you do not have line of sight to, then move up to your Speed. If you have line of sight to that monster after moving, you may make an attack against it. This attack gains ! and *.
Hobbling Strike (2XP): Spend one fatigue when you make an attack with a Blade, Bow or Crossbow to give that attack "!: Immobilize" and "!!: Stun and Bleed", instead of its normal ! and !! effects.
Disarm Trap (2XP): Spend one fatigue when you would be targeted by a Trap to make an Awareness test vs. 6+. If you succeed, cancel the Trap's attack and remove that Trap from the board.
Catch your Breath (2XP): If you begin your turn while Hiding in Shadow, regain one fatigue.
Trick Shot (2XP): Spend one fatigue when you make a ranged attack to chose a space within your Awareness spaces that you have line of sight to. This attack originates from that space.
Clever Ruse (3XP): Spend one fatigue to make a single Will test, then compare the result to the Will +3 of each monster within 5 paces. For each monster that you succeed against, move that monster up to its Speed in any direction, then that Monster becomes Dazed.
Gang Up (3XP): Spend one fatigue when you achieve !! on an attack against a single target to allow each ally within reach to immediately make a melee attack against that target.
Move in Shadow (3XP): If you are Hiding in Shadow, you may move your position marker whenever you could move your figure.
Backstab (4XP): If you are Hiding in Shadow, you may choose a monster and roll the attack dice as an action. If you would hit, you may end your Hide in Shadow stance to complete that attack. This attack gains Pierce 5, *** and !!. If you perform the attack, this card does not refresh until you reach the next milestone.
Mata and Kata (1XP): You gain Mata and Kata the Ferrets as Familiars. Each has 2 health, 0 armor, 4 defense, and 6 speed. Each can carry one item or potion.
Boggs (1XP): You gain Boggs the Rat as a Familiar. Boggs has 2 health, 0 armor, 2 defense, and 3 speed. Boggs has Awareness 5, and may activate milestones and make Awareness tests as a hero.
Ranger (Scout)
(will enter later)
Sorcerer (Mage)
(will enter later)
Summoner (Mage)
(will enter later)
Sage (Healer)
Class Requirements: Will 3, Lore 2
Class Equipment: Mauls, Orbs, Staves, Robes
Additional Training: You may gain +1 to Magic attacks for 1XP, up to your Will.
Lay on Hands (0 XP): When a resting ally begins its turn adjacent to you, that ally heals one wound.
Armor (1 XP): As an action, spend one fatigue or exhaust a Yin Earth item to enter this Stance. You or an ally within 3 spaces gains Armor 3.
Strength (1 XP): As an action, spend one fatigue or exhaust a Yang Earth item to enter this Stance. You or an ally within 3 spaces gains +2 Might and ** to each attack.
Endure (1 XP): As an action, spend one fatigue or exhaust a Yin Water item to enter this Stance. You or an ally within 3 spaces ignores burn, freeze, poison, and stun.
Clear (1 XP): As an action, spend one fatigue or exhaust a Yang Water item remove all conditions from yourself or one ally within 3 spaces.
Invigorate (1 XP): As an action, spend one fatigue or exhaust a Yin Wood item to allow you or an ally within 3 spaces to recover one fatigue.
Cure (1 XP): As an action, spend one fatigue or exhaust a Yang Wood item to allow you or an ally within 3 spaces to heal two wounds.
Fog (1 XP): As an action, spend one fatigue or exhaust a Yin Water item to enter this Stance. You or an ally within 3 spaces gains +3 Defense.
Windwalk (1 XP): As an action, spend one fatigue or exhaust a Yang Water item to enter this Stance. You or an ally within 3 spaces gains the Fly ability.
Truestrike (1 XP): As an action, spend one fatigue or exhaust a Yin Fire item to enter this Stance. You or an ally within 3 spaces gains +3 to Accuracy for each attack.
Haste (1 XP): As an action, spend one fatigue or exhaust a Yang Fire item to grant yourself or an ally within 3 spaces two additional actions.
Blessing (2XP): While you are in this Stance, allies within 3 spaces gain * and +2 Accuracy to each attack.
Bane (2XP): Spend one fatigue as an action to allow your or an ally within 3 spaces to make a single-target attack. That attack gains Pierce 5 and ignores Undying and Ironskin.
Protection (2XP): Spend one fatigue as an action to enter this Stance. You and all allies within 3 spaces gain Ironskin.
Sanctuary (2XP): Spend one fatigue as an action to enter this Stance. You and all allies within 2 spaces gain +1 Armor and +2 Defense.
Revive (3XP): As an action, spend two fatigue to revive an adjacent dead hero. That hero heals all wounds and recovers all fatigue, and you become Dazed and Stunned.
Moment of Glory (4XP): As an action, spend two fatigue to enter this Stance. You and all allies within line of sight gain +2 Defense and +1 Armor, and gain ** and +2 Accuracy to each attack. This card does not refresh until the next milestone is reached.
Paladin (Healer)
Class Requirements: Will 3, Might 2
Class Equipment: Blades, Flails, Mauls, Polearms, Light Armor, Heavy Armor, Light Shields, Heavy Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Will.
Fearless (0 XP): You and all adjacent allies ignore the Fear ability.
Lay on Hands (1 XP): When a resting ally begins its turn adjacent to you, that ally heals one wound.
Challenge (1XP): When a monster begins its turn that could reach you with a Move action, you may force it to make a Will test vs. your Will +4. If it fails, it must immediately move to a space adjacent to you, then make one attack against you, and then end its turn.
Guard (1 XP): While you are in this Stance, when a monster within reach of your melee weapon moves or attacks an ally, you may interrupt it to make a single-target melee attack against it. If your attack hits, cancel that monster's movement or attack.
Shield Bash (1XP): If you hit one creature with this attack while wielding a shield, the target becomes Dazed.
Parry (1XP): Spend one fatigue when an enemy makes an attack against you to roll the Defense die vs. this attack. If its attack misses, make a single-target melee attack against that creature.
Covering Blow (1XP): Spend one fatigue when you attack. If you hit, one ally adjacent to the target may move 2 spaces.
Smite (1XP): Spend 1 fatigue when you make an attack to give the attack Sorcery 2, and ignore the target's Ironskin and Undying abilities. This attack additionally gains ! and * against Undead and Infernal monsters.
Battle Hymn (1XP): Spend 2 fatigue as an action to have each ally within 3 spaces recover one fatigue.
Take the Hit (2XP): Spend 1 fatigue when an adjacent ally is hit by a single-target attack to swap places with that ally. The attack now targets you instead.
Blessing (2XP): While you are in this Stance, allies within 3 spaces gain * and +2 Accuracy to each attack.
Bane (2XP): Spend one fatigue as an action to allow your or an ally within 3 spaces to make a single-target attack. That attack gains Pierce 5 and ignores Undying and Ironskin.
Protection (2XP): While you are in this Stance, you and all allies within 3 spaces gain Ironskin.
Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.
War Marshal (3XP): Spend 1 fatigue to enter this Stance. Whenever an ally within line of sight to you attacks an enemy within line of sight to you, that attack roll gains ! and *.
Duel of Honor (4X): Spend 1 fatigue as an action to force an adjacent monster to test its Will vs. your Will +4. If it succeeds, refresh this card. If it fails, that monster may only attack you and you may only attack it until one of you is dead. Your attacks against it gain ! and Sorcery 4, and ignore Undying and Ironskin. When either you or the monster end a move more than 3 spaces away from the other, that creature suffers 3 wounds. This card does not refresh until the next milestone is reached.
I would like comments on my proposed class system.
First, the basics:
Traits
A Hero or Monster has eight basic Traits.
The first four are your Combat Traits: Health, Stamina, Defense, Speed.
The next four are your Test Traits: Might, Will, Awareness, and Lore.
Your Stamina and Test Traits can range from 1 to 5, depending on your race.
Health and Speed can range from 3 to 7, and Defense can range from 0 to 4.
Each hero has two resource tracks: Wounds and Fatigue, both of which start at 0. If your Wounds are greater than your Health, you die. If your Fatigue is greater than your Stamina, you can't perform actions which cost fatigue.
Dice
There are three six-sided dice that are used for everything: one Damage die, one Accuracy die, and one Defense die. die has six faces, five of which have numbers from 1 to 5.
Damage die (red): X / 1*** / 2!** / 3** / 4!* / 5*
Accuracy die (green): ! / 1 / 2 / 3 / 4 / 5
Defense die (blue): X / 1 / 2 / 3 / 4 / 5
(on the actual dice, '*' is a heart and '!' is a lightning bolt, but some people may not be able to see those depending on available fonts)
There are two kinds of dice rolls that can be made - Attack rolls and Tests.
Attack Rolls
To make an Attack, roll the Damage and Accuracy dice together, and compare them to your target's Defense. If your target is dodging, also roll the Defense die, and add its number to the target's Defense. If either the Damage die or the Defense die rolls an 'X', you automatically miss regardless of the numbers, unless a special ability says otherwise.
If you hit, look at the number of hearts on the Damage die - this is the amount of damage you have dealt. If you rolled one or more '!', you have achieved a critical hit - each weapon has its own special effects that it achieves on a critical hit; this will be listed on the weapon card.
Tests
To make a Test, roll the Defense die and add it to one of your Traits, and compare it to a target number. If the Defense die rolls an 'X', you automatically fail regardless of the numbers.
Actions and Stances
All creatures may perform two actions per turn. Some actions are 'Stances'; a stance action has an effect that lasts until the beginning of your next turn, unless you decide to end the stance or perform another stance action.
Here are the possible actions:
Attack - make an attack against a creature.
Move - move up to your Speed.
Run (Stance) - spend one fatigue to move up to twice your Speed.
Jump (Stance) - spend one fatigue to move up to your Speed, ignoring all obstacles and rough terrain. Then end your turn.
Rest (Stance) - If you are still in this stance at the beginning of your next turn, regain one fatigue.
Defend (Stance) - add the Defense die to your Defense whenever a monster attacks you.
So, here are my eight Classes so far:
Fighter (Warrior)
Class Requirements: Might 3, Will 2
Class Equipment: Axes, Blades, Flails, Mauls, Polearms, Bows, Crossbows, Light Armor, Heavy Armor, Light Shields, Heavy Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Might.
Guard (0 XP): While you are in this Stance, when a monster within reach of your melee weapon moves or attacks an ally, you may interrupt it to make a single-target melee attack against it. If your attack hits, cancel that monster's movement or attack.
Threaten (1XP): One monster within 5 spaces must pass a Will test vs. your Will +2 or flee up to its speed, then becomes Dazed.
Shield Bash (1XP): If you hit one creature with this attack while wielding a shield, the target becomes Dazed.
Parry (1XP): Spend one fatigue when an enemy makes an attack against you to roll the Defense die vs. this attack. If its attack misses, make a single-target melee attack against that creature.
Bull Rush (1XP): Spend one fatigue to enter this stance. Whenever you hit an enemy with a melee attack, push it back one space, then move to the nearest space adjacent to it.
Power Strike (1XP): Spend one fatigue to add ! and * to one attack roll.
Precision Strike (1XP): Spend one fatigue to add 3 to one attack roll.
Covering Blow (1XP): Spend one fatigue when you attack. If you hit, one ally adjacent to the target may move 2 spaces.
Charge (1XP): Spend 1 fatigue as an action to move your speed towards one target. If you reach that target, attack it with your melee weapon as part of this action, and add * to the attack roll.
Take the Hit (2XP): Spend 1 fatigue when an adjacent ally is hit by a single-target attack to swap places with that ally. The attack now targets you instead.
Come and Get It (2XP): Spend 1 fatigue to make a Will test as an action. Compare the result to the Will + range of each monster that could reach you with a move action. Each monster that you succeed against moves into the nearest adjacent space.
Piercing Strike (2XP): Spend 1 fatigue when you attack a single target with a spear or axe to replace that weapon's ! and !! effects with !: Pierce 3 and !!: Sunder.
Sweep Attack (2XP): Spend 1 fatigue when you attack to have this attack target each creature within reach.
Twin Strike (2XP): Spend 1 fatigue as an action to make an attack with each of your weapons.
Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.
War Marshal (3XP): Spend 1 fatigue to enter this Stance. Whenever an ally within line of sight to you attacks an enemy within line of sight to you, that attack roll gains ! and *.
Battle Cry (4XP): Spend 2 fatigue when you hit a monster with a melee attack. Each of your allies may immediately move up to their speed, then make one attack. This card does not refresh until you reach the next milestone.
Barbarian (Warrior)
Class Requirements: Might 3, Health 4
Class Equipment: Axes, Blades, Mauls, Polearms, Bows, Slings, Light Armor, Light Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Might.
Rage (0 XP): Enter this Stance when you are wounded to gain +1 Speed and +* to each attack roll for each wound you have suffered.
Threaten (1XP): One monster within 5 spaces must pass a Will test vs. your Will +2 or flee up to its speed, then becomes Dazed.
Charge (1XP): Spend 1 fatigue as an action to move your speed towards one target. If you reach that target, attack it with your melee weapon as part of this action, and add * to the attack roll.
Power Strike (1XP): Spend one fatigue to add ! and * to one attack roll.
Earth-Shattering Rage (1XP): Suffer one wound while Raging to give one melee attack !!: Sunder in addition to its normal Sunder effect. The attack ignores Ironskin.
Surging Rage (1XP): Suffer one wound while Raging to give one melee attack "push the target back 1 space per wound you have suffered, then move into the nearest space adjacent to the target" in addition to its normal effects.
Bloodthirsty Rage (1XP): Suffer one wound while Raging to give one melee attack !: regain one wound or fatigue per wound you inflict, in addition to its normal ! effect.
Thundering Rage (1XP): Suffer one wound while Raging to move up to your Speed. You may pass through any enemy figure during this move. After moving, make one attack with your melee weapon that targets each creature you passed through or adjacent to.
Burning Rage (1XP): Suffer one wound while Raging to give one melee attack "if you hit, make another attack with this weapon" in addition to its normal effects.
Ambush (2XP): Spend 1 fatigue to move up to your speed into line of sight of a monster that does not currently have line of sight to you, then make an attack against it as part of this action. This attack gains ! and *.
Come and Get It (2XP): Spend 1 fatigue to make a Will test as an action. Compare the result to the Will + range of each monster that could reach you with a move action. Each monster that you succeed against moves into the nearest adjacent space.
Sweep Attack (2XP): Spend 1 fatigue when you attack to have this attack target each creature within reach.
Twin Strike (2XP): Spend 1 fatigue as an action to make an attack with each of your weapons.
Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.
Tough it Out (3XP): Suffer one wound when a monster declares an attack against you to ignore the effects of that attack if it hits.
Death Rage (4XP): Suffer two wounds to enter this Stance. You gain +1 Speed and add ** to each attack roll per wound you have suffered, and add ! to each attack roll per two wounds you have suffered. You cannot die while in this Stance. This card does not refresh until you reach the next milestone.
Fang (2XP): You gain Fang the Wolf as a Familiar. Fang has 3 health, 1 armor, 2 defense, and 5 speed, and has the Stealth and Tread abilities. Fang may make a melee attack as an action, with Pierce 1, !: +*, and !!: Bleed.
Thief (Scout)
Class Requirements: Defense 2, Awareness 2
Class Equipment: Blades, Flails, Crossbows, Slings, Light Armor
Additional Training: You may gain +1 to Melee or Ranged attacks for 1XP, up to your Awareness.
Hide in Shadows (0 XP): Enter this Stance to remove your figure from the board and replace it with a position marker. As an action, a monster may test Awareness vs. your Defense + the range to the marker; if they succeed, you must end this stance. When you end this stance, place your figure up to your Speed away from your position marker, then remove your position marker.
Sneak Attack (1 XP): When you make an attack, if another hero is adjacent to the target, the attack gains ! and *.
Acrobatics (1XP): Enter this stance as an action to jump up to your Speed. You may Jump over enemy figures, and do not end your turn by Jumping.
Sure-Footed (1XP): Enter this Stance as an action, then move up to your speed. You ignore difficult and treacherous terrain while moving.
Dodge (1XP): Spend one fatigue when an attack targets you to roll the Defense die vs. that attack. If the attack misses you, you may move up to your Speed.
Loot from Shadow (1XP): Spend one fatigue while you are Hiding in Shadow to pick up one item or open one treasure chest within your Speed spaces from your position marker. If the chest triggers a trap, immediately cancel your Hide in Shadows stance and place yourself in the chest's space.
Redirect (1XP): Spend one fatigue when an attack misses you or an adjacent ally to cause that attack to target an enemy within 3 spaces instead. The attack gains a bonus to Accuracy equal to your Awareness.
Tumble (1XP): Enter this Stance to add your Awareness to your Defense.
Ambush (2XP): Choose a monster that you do not have line of sight to, then move up to your Speed. If you have line of sight to that monster after moving, you may make an attack against it. This attack gains ! and *.
Hobbling Strike (2XP): Spend one fatigue when you make an attack with a Blade, Bow or Crossbow to give that attack "!: Immobilize" and "!!: Stun and Bleed", instead of its normal ! and !! effects.
Disarm Trap (2XP): Spend one fatigue when you would be targeted by a Trap to make an Awareness test vs. 6+. If you succeed, cancel the Trap's attack and remove that Trap from the board.
Catch your Breath (2XP): If you begin your turn while Hiding in Shadow, regain one fatigue.
Trick Shot (2XP): Spend one fatigue when you make a ranged attack to chose a space within your Awareness spaces that you have line of sight to. This attack originates from that space.
Clever Ruse (3XP): Spend one fatigue to make a single Will test, then compare the result to the Will +3 of each monster within 5 paces. For each monster that you succeed against, move that monster up to its Speed in any direction, then that Monster becomes Dazed.
Gang Up (3XP): Spend one fatigue when you achieve !! on an attack against a single target to allow each ally within reach to immediately make a melee attack against that target.
Move in Shadow (3XP): If you are Hiding in Shadow, you may move your position marker whenever you could move your figure.
Backstab (4XP): If you are Hiding in Shadow, you may choose a monster and roll the attack dice as an action. If you would hit, you may end your Hide in Shadow stance to complete that attack. This attack gains Pierce 5, *** and !!. If you perform the attack, this card does not refresh until you reach the next milestone.
Mata and Kata (1XP): You gain Mata and Kata the Ferrets as Familiars. Each has 2 health, 0 armor, 4 defense, and 6 speed. Each can carry one item or potion.
Boggs (1XP): You gain Boggs the Rat as a Familiar. Boggs has 2 health, 0 armor, 2 defense, and 3 speed. Boggs has Awareness 5, and may activate milestones and make Awareness tests as a hero.
Ranger (Scout)
(will enter later)
Sorcerer (Mage)
(will enter later)
Summoner (Mage)
(will enter later)
Sage (Healer)
Class Requirements: Will 3, Lore 2
Class Equipment: Mauls, Orbs, Staves, Robes
Additional Training: You may gain +1 to Magic attacks for 1XP, up to your Will.
Lay on Hands (0 XP): When a resting ally begins its turn adjacent to you, that ally heals one wound.
Armor (1 XP): As an action, spend one fatigue or exhaust a Yin Earth item to enter this Stance. You or an ally within 3 spaces gains Armor 3.
Strength (1 XP): As an action, spend one fatigue or exhaust a Yang Earth item to enter this Stance. You or an ally within 3 spaces gains +2 Might and ** to each attack.
Endure (1 XP): As an action, spend one fatigue or exhaust a Yin Water item to enter this Stance. You or an ally within 3 spaces ignores burn, freeze, poison, and stun.
Clear (1 XP): As an action, spend one fatigue or exhaust a Yang Water item remove all conditions from yourself or one ally within 3 spaces.
Invigorate (1 XP): As an action, spend one fatigue or exhaust a Yin Wood item to allow you or an ally within 3 spaces to recover one fatigue.
Cure (1 XP): As an action, spend one fatigue or exhaust a Yang Wood item to allow you or an ally within 3 spaces to heal two wounds.
Fog (1 XP): As an action, spend one fatigue or exhaust a Yin Water item to enter this Stance. You or an ally within 3 spaces gains +3 Defense.
Windwalk (1 XP): As an action, spend one fatigue or exhaust a Yang Water item to enter this Stance. You or an ally within 3 spaces gains the Fly ability.
Truestrike (1 XP): As an action, spend one fatigue or exhaust a Yin Fire item to enter this Stance. You or an ally within 3 spaces gains +3 to Accuracy for each attack.
Haste (1 XP): As an action, spend one fatigue or exhaust a Yang Fire item to grant yourself or an ally within 3 spaces two additional actions.
Blessing (2XP): While you are in this Stance, allies within 3 spaces gain * and +2 Accuracy to each attack.
Bane (2XP): Spend one fatigue as an action to allow your or an ally within 3 spaces to make a single-target attack. That attack gains Pierce 5 and ignores Undying and Ironskin.
Protection (2XP): Spend one fatigue as an action to enter this Stance. You and all allies within 3 spaces gain Ironskin.
Sanctuary (2XP): Spend one fatigue as an action to enter this Stance. You and all allies within 2 spaces gain +1 Armor and +2 Defense.
Revive (3XP): As an action, spend two fatigue to revive an adjacent dead hero. That hero heals all wounds and recovers all fatigue, and you become Dazed and Stunned.
Moment of Glory (4XP): As an action, spend two fatigue to enter this Stance. You and all allies within line of sight gain +2 Defense and +1 Armor, and gain ** and +2 Accuracy to each attack. This card does not refresh until the next milestone is reached.
Paladin (Healer)
Class Requirements: Will 3, Might 2
Class Equipment: Blades, Flails, Mauls, Polearms, Light Armor, Heavy Armor, Light Shields, Heavy Shields
Additional Training: You may gain +1 to Melee attacks for 1XP, up to your Will.
Fearless (0 XP): You and all adjacent allies ignore the Fear ability.
Lay on Hands (1 XP): When a resting ally begins its turn adjacent to you, that ally heals one wound.
Challenge (1XP): When a monster begins its turn that could reach you with a Move action, you may force it to make a Will test vs. your Will +4. If it fails, it must immediately move to a space adjacent to you, then make one attack against you, and then end its turn.
Guard (1 XP): While you are in this Stance, when a monster within reach of your melee weapon moves or attacks an ally, you may interrupt it to make a single-target melee attack against it. If your attack hits, cancel that monster's movement or attack.
Shield Bash (1XP): If you hit one creature with this attack while wielding a shield, the target becomes Dazed.
Parry (1XP): Spend one fatigue when an enemy makes an attack against you to roll the Defense die vs. this attack. If its attack misses, make a single-target melee attack against that creature.
Covering Blow (1XP): Spend one fatigue when you attack. If you hit, one ally adjacent to the target may move 2 spaces.
Smite (1XP): Spend 1 fatigue when you make an attack to give the attack Sorcery 2, and ignore the target's Ironskin and Undying abilities. This attack additionally gains ! and * against Undead and Infernal monsters.
Battle Hymn (1XP): Spend 2 fatigue as an action to have each ally within 3 spaces recover one fatigue.
Take the Hit (2XP): Spend 1 fatigue when an adjacent ally is hit by a single-target attack to swap places with that ally. The attack now targets you instead.
Blessing (2XP): While you are in this Stance, allies within 3 spaces gain * and +2 Accuracy to each attack.
Bane (2XP): Spend one fatigue as an action to allow your or an ally within 3 spaces to make a single-target attack. That attack gains Pierce 5 and ignores Undying and Ironskin.
Protection (2XP): While you are in this Stance, you and all allies within 3 spaces gain Ironskin.
Invigorating Victory (3XP): Regain 1 fatigue when an attack defeats one or more monsters.
War Marshal (3XP): Spend 1 fatigue to enter this Stance. Whenever an ally within line of sight to you attacks an enemy within line of sight to you, that attack roll gains ! and *.
Duel of Honor (4X): Spend 1 fatigue as an action to force an adjacent monster to test its Will vs. your Will +4. If it succeeds, refresh this card. If it fails, that monster may only attack you and you may only attack it until one of you is dead. Your attacks against it gain ! and Sorcery 4, and ignore Undying and Ironskin. When either you or the monster end a move more than 3 spaces away from the other, that creature suffers 3 wounds. This card does not refresh until the next milestone is reached.