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zeroth_hour's Fumbus's page

18 posts. Alias of zeroth_hour.


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Fumbus WBH-B

Tier 1, XP 5
HP: Keep

Hm, this is tough. I don't have a lot of upgrade slots left (Allies are set, only 1 Blessing slot to upgrade)

First upgrade:
Weapon 1: 1d1000 ⇒ 367
Blessing 1: 1d1000 ⇒ 742

Second upgrade:
Blessing 1 (however, if somehow I don't get my first two upgrade choices above then I can only take 1 Blessing 1 and will have to forgo the second upgrade.)

I think what I get is Blessing 1 (forgoing the second upgrade).

This is fine


IRL I had been putting this off because it was not exactly a cakewalk. But time to face the music I guess.

"Out of Turn Updates: none

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: 27 - Gozreh's Growth
Hour Rules: None
SOT: Technically irrelevant but...
Fumbus CON 5: 1d8 ⇒ 7 pass
Crimsi SURV 5: 1d8 + 2 ⇒ (1) + 2 = 3 fail
Pizazz STLT 5: 1d10 + 1 ⇒ (7) + 1 = 8 pass
Give Card: Heavy Crossbow to Crimsi. I don't need it as I don't have a reason to explore with Gentleman explorer when I could just use it on the check.
Move: Stay
Explore: Ogre

Crimsi can use Chain Shirt or Bodyguard for damage. Pizazz uses bracers. I straight up discard PoL because it's useless in this case. Grazzle having Gozreh's Growth is actually Fortunate as SotH can be recharged for a die if he uses the Flame Staff. I then use Allying Dart along with Noxious Bomb. But since I'm not using the Ranged skill (Craft is much better), it doesn't have the Ranged trait so I can't use Bat.

Combat 14: 1d8 + 4 + 2d6 + 1d4 + 1 ⇒ (6) + 4 + (1, 6) + (4) + 1 = 22

Okay. If Grazzle doesn't defeat, this doesn't happen, but I'm going to explore with Gentleman Explorer if he does, since if I leave it to Pizazz he can't use his own power on himself. I also happen to have a card left to bury though that's irrelevant if Grazzle makes it. Use Benefaction and Pizazz's d4. Also have my reroll

If Grazzle defeats:

Dexterity 9: 2d10 + 1d4 ⇒ (4, 9) + (1) = 14

Bury Fire Bolt to close. Win.

EOT: End Turn and Reset hand

Summary
Acquired: None
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"


Fumbus has Magic Spells! Use Acid Arrow + Mogmurch for 90% chance while minimizing self damage potential.

Combat 14: 1d8 + 2 + 2d6 + 2d4 ⇒ (6) + 2 + (5, 6) + (3, 2) = 24

Move to Ravine. Acid Arrow is discarded at EoT.


"Out of Turn Updates: none

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: 23 - Erastil's Eye
Hour Rules: If you are at a Wild location, you may discard a card to explore.
SOT: Scenario:
Fumbus Constitution 5: 1d8 ⇒ 2 No of course not.
Grazzle Survival 5: 1d10 + 2 ⇒ (4) + 2 = 6 Yes
Pizazz Stealth 5: 1d10 + 1 ⇒ (7) + 1 = 8 Yes
Crimsi Survival 5: 1d8 + 2 ⇒ (2) + 2 = 4 No

Give Card: None
Move: None
Explore: Giantbane Greataxe. Nope.

Clearing a bit more makes sense (and allows Grazzle to move farther if a monster shows up). Discard Memory Mud to hour power to explore.
A Wolf Pack. Not exactly fun for me since I can't move, but Grazzle should be able to use it. First use Blast Stone with Heavy Crossbow, then just Heavy Crossbow.

Combat 11: 2d10 + 1 + 2d4 ⇒ (8, 6) + 1 + (1, 3) = 19

Combat 11: 2d10 + 1 ⇒ (1, 5) + 1 = 7 reroll the whole thing (Wolf Pack power)

Combat 11: 2d10 + 1 ⇒ (8, 6) + 1 = 15

No dazed for me.

EOT: End Turn and Reset hand

Blast Stone Craft 6: 1d8 + 4 ⇒ (8) + 4 = 12

"

Fumbus wrote:

Hand: Fire Bolt, Heavy Crossbow, Mogmurch, Acid Arrow, Noxious Bomb, Gentleman Explorer,

Displayed: Armored Coat,
Deck: 7 Discard: 4 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES:
Available Support: Blessings are available for use. Mogmurch available if needed, but note I can take damage from it. Acid Arrow available for Combat checks
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Inquisitor, Blessing of the Gobs, Acid Flask, Potion of Healing, Shortbow, Sarenrae's Light, Elixir of Healing
Recharged:
Discard Pile: Orison, The Cyclone, Memory Mud, Blast Stone,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"

Summary
Acquired: None
Banished: Cave 1,2
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"


Scared of Cliff, so using the Cyclone on Werewolf with the Heavy Crossbow.

Combat 11: 3d10 + 1 ⇒ (6, 3, 8) + 1 = 18 move to Cave.


Actually, I won't be able to do that, since I'm not local (and can't be)


Reload Shortbow (Armored Coat) for the 1 damage.

Healed the Inquisitor. Also hitting the Rat Swarm, but not the Ghost (can't use Magic)

Combat 9: 2d10 + 1 ⇒ (6, 10) + 1 = 17

Move to Cliff. Will discard top for Pizazz (unfortunately it's Sarenrae's Light).


Pizazz needs the heal the most, so Sarenrae's Light Pizazz.


"Out of Turn Updates: none

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: XX - Nethys' Duality
Hour Rules: On your check against a spell, add 1d4.
SOT: None
Give Card: None
Move: None
Explore: Crocodile. Orisoning the BA check as it is nasty with no Armor. Tossing Acid Flask at it.

Dexterity 6: 2d10 ⇒ (5, 2) = 7

Combat 11: 1d8 + 4 + 3d6 ⇒ (2) + 4 + (1, 6, 6) = 19

Discarding The Inquisitor to explore. Using Shortbow + Mogmurch.

Combat 10+##=12: 1d10 + 1 + 1d6 + 3d6 ⇒ (10) + 1 + (6) + (2, 2, 3) = 24

Heal the Heavy Crossbow (only weapon in discards).

EOT: End Turn and Reset hand

Heal randomly Fire Bolt before resetting.

Recovery Acid Flask: 1d8 + 4 ⇒ (3) + 4 = 7

"

Fumbus wrote:

Hand: Blast Stone, Heavy Crossbow, Memory Mud, Shortbow, The Cyclone, Sarenrae's Light,

Displayed: Armored Coat,
Deck: 9 Discard: 2 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES:
Available Support: Blessings are available for use. Sarenrae's Light heals. Blast Stone available for local Lock/Trap and Shortbow available for +1d8 Combat.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gentleman Explorer, Elixir of Healing, Fire Bolt, Potion of Healing, Blessing of the Gobs, Noxious Bomb, Acid Arrow, Mogmurch
Recharged: Acid Flask,
Discard Pile: Orison, The Inquisitor,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"

Summary
Acquired: None
Banished: Campsite 1-2
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"


Off turn, Fumbus discards Fire Bolt from the top of deck.


"Out of Turn Updates: recovery

Recover Acid Flask (not subject to Cliff): 1d8 + 4 ⇒ (6) + 4 = 10

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: XX - XX
Hour Rules: None
SOT: None
Give Card: None
Move: Can't Move
Explore: Demonling. Discard Heavy Crossbow since the BA check is autofail and use Pizazz's Prayer for the Arcane check.

Arcane 6: 2d8 + 2 ⇒ (5, 5) + 2 = 12

EOT: End Turn and Reset hand

Shuffle The Cyclone randomly from discarded.

"

Fumbus wrote:

Hand: Mogmurch, Orison, Memory Mud, Shortbow, The Inquisitor, Acid Flask,

Displayed: Armored Coat,
Deck: 10 Discard: 1 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES:
Available Support: Blessings are available for use. Mogmurch adds 2d6 + Fire to any check (though note it possibly damages me, so ask). Acid Flask adds 2d4 to local combat or Lock/Trap
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): The Cyclone, Fire Bolt, Blessing of the Gobs, Blast Stone, Gentleman Explorer, Noxious Bomb, Sarenrae's Light, Acid Arrow, Elixir of Healing, Potion of Healing
Recharged:
Discard Pile: Heavy Crossbow,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"

Summary
Acquired: None
Banished: Campsite 1 (Demonling)
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Prayer from Pizazz
Actions needed by other Player(s): None"


looks like it was supposed to be a Vampire, so instead of discarding the Fire Bolt for the first fight, I can recharge Noxious Bomb instead. For the second fight, I'll use Heavy Crossbow + Mogmurch (can't roll 1s if they're 0 :thinking:), recharging Fire Bolt and the Inquisitor

Combat 10+##: 2d10 + 2d6 ⇒ (9, 7) + (4, 3) = 23

Doing my turn next.


Acid Flask tossing time. Discard Fire Bolt to BA damage.

Combat 10+##=12: 1d8 + 3d6 + 4 ⇒ (7) + (1, 1, 3) + 4 = 16 -2 = 14, still a pass

Move to the Campsite.


"Out of Turn Updates: Discard the Cyclone for Crimsi

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: 11 - Gorum's Iron
Hour Rules: On your non-Attack combat check, add 1.
SOT: None
Give Card: None
Move: Cannot move.
Explore: Brawl. Use Blast Stone

Fumbus is up for a good Brawl. But you see, Fumbus is a big cheater and decides to throw a Blast Stone in the fight.

Dexterity 4+#=5: 1d10 + 2d4 + 1d6 ⇒ (5) + (3, 2) + (1) = 11

Move to Cliff. Since I can't defeat the Ghost right now, I'm staying and supporting Crimsi.

EOT: End Turn and Reset hand

Recover Blast Stone 6: 1d8 + 4 ⇒ (6) + 4 = 10

"

Fumbus wrote:

Hand: The Inquisitor, Acid Flask, Mogmurch, Noxious Bomb, Heavy Crossbow, Fire Bolt,

Displayed: Armored Coat,
Deck: 9 Discard: 1 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES:
Available Support: Blessings are available for use. Mogmurch adds 2d6 + Fire to any check (though note it possibly damages me, so ask). Acid Flask adds 2d4 to local combat or Lock/Trap
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gentleman Explorer, Potion of Healing, Shortbow, Blessing of the Gobs, Acid Arrow, Orison
Recharged: Elixir of Healing, Memory Mud, Sarenrae's Light,
Discard Pile: The Cyclone,
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"

Summary
Acquired: None
Banished: Cave 1
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"


Forgot the hand refresh:

"

Fumbus wrote:

Hand: The Inquisitor, Blast Stone, Noxious Bomb, Heavy Crossbow, The Cyclone,

Displayed: Armored Coat,
Deck: 12 Discard: 0 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES:
Available Support: Blessings are available for use. I have healing (Sarenrae's Light)!
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Gentleman Explorer, Acid Arrow, Orison, Shortbow, Potion of Healing, Blessing of the Gobs, Mogmurch, Fire Bolt, Acid Flask
Recharged: Elixir of Healing, Memory Mud, Sarenrae's Light,
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"


"Out of Turn Updates: I forgot to recover the Acid Flask I used last turn. Recover check first, then use power to discard if not passed.

Craft 6: 1d8 + 4 ⇒ (3) + 4 = 7

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: 7 - Incitation
Hour Rules: None
SOT: Wisdom check at the Mountain. Use Memory Mud.

Wisdom 4+#=5: 1d4 + 1d8 ⇒ (2) + (6) = 8

Give Card: None
Move: N/A
Explore: It's an Orison. Well, it's guaranteed to recharge this turn. So I'll enhance to make it automatic. My enhancers are all kind of big though... I'll use Crimsi's SotH because it's hard to use and the Divine autos it.

Divine 2: 2d4 ⇒ (3, 4) = 7

Discard the Orison to explore again. It's, uh, Sarenrae's Light.
Gonna use Mogmurch.

Divine 4+#=5: 1d4 + 3d6 ⇒ (2) + (2, 1, 1) = 6

Damage: 1d4 - 1 ⇒ (3) - 1 = 2

Don't want to bury the Armored Coat just yet, so I'm going to discard 2 cards and use Elixir of Healing on myself. But first, Crimsi gets healed for 1. Elixir of Healing next.

heal: 1d4 + 1 ⇒ (2) + 1 = 3

Exactly 3.

EOT: End Turn and Reset hand

Recovery Elixir of Healing Craft 6: 1d8 + 4 ⇒ (6) + 4 = 10

Recovery Memory Mud Craft 6: 1d8 + 4 ⇒ (5) + 4 = 9

Summary
Acquired: Mountain 1 and Ravine 1
Banished: None
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: Crimsi's Sands of the Hour
Actions needed by other Player(s): Crimsi heals 1, possibly 2"


"Out of Turn Updates: none

Turn Order: Pizazz/Zalarian, Crimsi/eddiephlash, Fumbus/zeroth_hour, Grazzle/Danforth
Turn - Hour: 3 - Incitation
Hour Rules: No effect
SOT: None
Give Card: None
Move: None
Explore: Cave Lizard. 1 Distant character.

Combat 13+1=14: 1d8 + 3 + 2d6 + 1d6 ⇒ (8) + 3 + (4, 6) + (2) = 23

Move to Mountain. I don't want to stay at Mountain, but I have Memory Mud and no weapon to fight monsters with, so I'll stay.

EOT: End Turn and Reset hand

"

Fumbus wrote:

Hand: Noxious Bomb, Elixir of Healing, Mogmurch, Blast Stone, Memory Mud, The Cyclone,

Displayed: Armored Coat,
Deck: 8 Discard: 0 Buried: 0
Hero Points: 0
Mat Reroll: Unused
NOTES:
Available Support: Blessings are available for use. I have healing! Mogmurch gives you 2d6 and Fire to any check but possibly damages me so ask first.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Potion of Healing, Shortbow, Blessing of the Gobs, Gentleman Explorer, Fire Bolt, Acid Arrow, The Inquisitor, Heavy Crossbow
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"

Summary
Acquired: None
Banished: Trail 1 (Cave Lizard)
Examined: None
Random Card(s) Used: None
Displayed: None
Other Player(s) Resources Used: None
Actions needed by other Player(s): None"


Could use Magic Leather Armor loot. But I can't have it anyway (no WBH-A completed here).

Display Armored Coat at earliest opportunity (assume it is displayed).

"

Fumbus wrote:

Hand: Acid Flask, Elixir of Healing, Blast Stone, Memory Mud, The Cyclone,

Displayed: Armored Coat,
Deck: 10 Discard: 0 Buried: 0
Hero Points: 0
NOTES:
Available Support: Blessings are available for use.
Other: Hi I'm Fumbus! Please bot me if I need to Guard my location!

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Acid Arrow, Fire Bolt, Gentleman Explorer, Blessing of the Gobs, Mogmurch, Potion of Healing, Shortbow, Heavy Crossbow, Noxious Bomb, The Inquisitor
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d6 ☐ +1 ☐ +2
Dexterity d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Intelligence d8 ☑ +1 ☐ +2 ☐ +3
Wisdom d4 ☐ +1
Charisma d6 ☐ +1 ☐ +2
Disable: Dexterity +0
Ranged: Dexterity +1
Arcane: Intelligence +1
Craft: Intelligence +3

Favored Card: Alchemical Item or Attack Spell
Hand Size: 6 ☐ 7
Proficiencies:
Alchemical
POWERS:
On a local combat check ([ ] or a local check to defeat an Obstacle or Trap barrier), you may discard a card ([ ] or recharge an Alchemical or Attack card) to add 1d4 and the Acid, Fire, or Poison trait.
During recovery, when you would banish an Alchemical boon or an Arcane Attack spell, you may discard it instead.
[X] On your check that invokes Acid, Fire, or Poison, add 1d6.

"