Malcolm_Reynolds |
I'm back from vacation, and instead of unpacking I went through Rise of the Runelords, Wrath of the Righteous, and all my Class Decks, and came up with the following:
Bandit
Cougar
Bugbear
Wight
Spider
Agathion
Blacksmith
Ape
Minotaur
Maat
Shopkeeper
Instrument (already listed) recharge to add 1d4 to a check at your location
Deskari
Deity
Knight
Chimera
Duelist
Conjurer
Fiend
Wraith
Soldier
Nocticula
Xoveron
Sifkesh
Lich
Speed (weapon) may put on top of your deck to reroll if you would fail
Disruption (weapon) extra die against undead
Venomous (weapon) can add die and Poison
Harpoon - bonus die against Aquatic
Force (weapon) can add Force trait
Acidic (weapon) may add Acid trait
Returning (weapon) may be recharged for extra die (instead of discarded)
Vicious (weapon) stronger than others of same level but does Force damage to you that cannot be reduced
Invigorating (weapon) can heal when a character at your location defeats a monster
Reflecting (armor) can reduce Acid, Cold, Electricity, of Fire damage
Totem
Improvised
Butterfly Sword (weapon) place on top of your deck to add dice
Amulets (items) may be used like weapons or attack spells
Sai (weapon) may reduce combat damage
Temple Sword (weapon) may recharge blessing to add die, penalty if not a monk
Charm (spell) bury to draw an ally from the box
Fortified (armor) may add to con or fort check
Detect (spell) may examine top card of location and possibly encounter it
Cold Iron (weapon) bonus dice against Fey or Demon
Wand (item) bury to use, check to recharge instead
Water Elementals (monster) move you if undefeated
Aspergillum (weapon) may recharge Divine card to add 1d8 against Undead or Outsider
Scale Mail (armor) reduces more combat damage if before you act
Oozes (monster) often require a dex/acr check bya to avoid Acid damage
Books (item) often have a way to avoid discarding/banishing/removing from game.
Not all Belts allow you to play another item (some in Monk deck)
Carrionstorm is a swarm but doesn't need +4 to be banished
There are other non-traits (like Runechill, Icy, (both of which may add Cold dice), Cestus, Forest, or Wilderness) that we've only seen one of so far.
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |
Malcolm_Reynolds |
I ran out of sleeves so I haven't gone through MM1 or the Summoner deck yet, so here's the MM base (+promos). It should probably go without saying from here on out that accidental repeats are likely but if you're organizing everything it should be easy to spot them.
Spiritualist
Occultist
Kineticist
Slayer
Janni
Catfolk
Gnoll
Trigger
Phantom
Aspis
Thriae
Bastet
Horus
Ra
Wadjet
Skeletons are harder if you use Slashing or Piercing.
Malcolm_Reynolds |
Gunslinger:
Alkenstar
Ammunition
Ratfolk
Warpriest:
Kols
Summoner:
Fetchling
MM1:
Law
Anubis
Thoth
Knives may be discarded for an extra 1d4 if you have played a weapon on your combat check.
Ammunition may be displayed and used with Firearms.
Dolls heal when acquired.
Bound Allies may be treated as if they were monsters while in hand.
SimonB |
There are some thing that is obvious for hardcore RPG players, but still worth mentioning if you want to design your cards:
Weapons with bow trait fall into two categories( not-traits):
bows and crossbows.
Those two split further into:
short bows
longbows
light crossbows
heavy crossbows
Difference between bows and crossbows: you can't discard crossbow for extra die.
Short bows make you use d6+your dexterity/ranged skill during combat when revealed.
Longbows add d8 or strength die on revealing/discarding (or any combination of )
Light crossbows add d8, and heavy ones add d10.
Out of all bows, only longbows gives you -4 penalty for not having weapon proficiency.
Similar stuff happens with other weapons types, like the ones with sword trait:
Short swords add d6 on reveal; piercing trait
Long swords add d8; slashing
Bastard swords add d10; slashing and two-handed traits
Great swords add 2d6; slashing and two-handed
Rapiers add 2d4 and d4 on discard; piercing, finesse and swashbuckling
Cutlasses add d6 and d8 on discard; slashing, finesse and swashbuckling
Scimitars add d6 and d6+1 on dicard; slashing and finesse
Falcatas add d4 and 2d4 on discard as I remember change all fours rolled on d4 dice to fives; finesse and slashing
Dogslicers add d6 and another d6 on discars, all ones on d6 dice are changed to threes; piercing and finesse
short swords and dogslicers do not give you -4 penalty for lacking weapon proficiency, other swords do.
And other weapons:
Whips(that's a trait): If you proficient w/ weapons, you may discard weapon with whip trait to evade encounter after you made a roll; other than that, whips also have slashing, finesse and swashbuckling traits.
Hammers: I don't know if there is two-handed hammer in game, but there are warhammers that give you d8 on reveal, plus d6 on dicard; bludgeoning trait; proficiency required.
a lot of polearms (not all) have ability to discard them to reroll failed combat check when you used them. I wont list them - there are a lot of them.
Knives: weapons with Knife trait are using dexterity or ranged skill; usually add d4 on reveal; add finesse and either piercing (most) or slashing trait. Kukris and war razors are examples of knives with slashing trait.
Knives do not require proficiency.
A lot of two-handed, melee weapons gives you your strength die for either reveal or discard. For example Lucerne hammer, great club, greataxe. They are not grouped in specific trait or category.
Also some more or less obvious:
Flaming weapons (not-trait): add fire trait when discarded
Bane weapons give you additional die/dice when fighting monster with specified trait. Usually it is 1d8, but there is exception for giantbane dagger which adds 3d4.
Donny Schuijers |
Question: Is there an 'air' trait? Or something Like it?
I know there is an electricity trait.
I don't recall 'air' being a trait.
As far as I know these are the Elements (if this is what you could call them):Poison
Acid
Electricity
Fire
Cold
There are also other 'spell traits', like:
Force
Mental
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Yewstance |
Opinion: I think the description of the "Sign" trait should be clarified that only Sign blessings may emulate other Sign Blessings.
The Occult Adventures 2 Character Deck has multiple non-blessing Sign cards - I believe about 2 items and 1 spell, or something to that effect - which cannot emulate or be emulated by other Signs, but are still relevant for certain character powers.
EDIT: Also, the Spy trait is not unique to Arueshalae (besides as a Character trait). Several allies, including Slip from Skull & Shackles, and several Goblin allies in the Goblin class decks, have that trait.
Malcolm_Reynolds |
Moar cards! Moar traits!
I note are still missing from doc:
Curse
Fighter (class)
Rogue (class)
Core/Curse:
Urban
Underground
Sacred
Wild
Skald
Brawler
Expert
Gray Maiden
Red Mantis
Guillotine (promo)
Spy (may remove Arushalae note)
Sayona
Grioth
Shadow
Basilisk
Boggard
Disease
Rakshasa
Owner (now a trait)
Genie
Helm
Harrow
Blackjack
Respect
Suit
Keys
Shields
Hammers
Crowns
Books
Stars
Eidolon
Bloatmage
Enchanter
Formian