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Simoun is a Female Janni Rogue.

Mummy's Mask

Simoun debuts in the 4th AP.

 Skills

Strength d6 ☐+1 ☐+2
Dexterity d12 ☐+1 ☐+2 ☐+3 ☐+4
Disable Dexterity +1
Ranged Dexterity +2
Constitution d4 ☐+1
Intelligence d8 ☐+1 ☐+2 ☐+3
Craft Intelligence +1
Perception Intelligence +2
Wisdom d6 ☐+1 ☐+2 ☐+3
Charisma d6 ☐+1 ☐+2

Pre-Role Powers

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Hand Size 6 ☐ 7
Proficient with ☐ Light Armors Weapons
Reduce Electricity damage dealt to you by 2 (☐ 4).
Add your Perception skill to your check to defeat a barrier that has the (☐ Obstacle or) Trap trait.
When you would discard a weapon that has the Knife trait for its power, you may recharge it instead.

Bladewind Role Powers

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Hand Size 6 ☐ 7 ☐ 8
Proficient with ☐ Light Armors Weapons
Reduce Electricity (☐ and Combat) damage dealt to you by 2 (☐ 4).
Add your Perception skill to your check to defeat a barrier that has the (☐ Obstacle or) Trap trait.
When you would discard a weapon that has the Knife trait for its power, you may recharge it (☐ or put it on top of your deck) instead.
☐ On your combat check that has the Knife trait, add 1 (☐ 2) for each die rolled.
☐ When you encounter a card, before you act, you may recharge a card to draw a random weapon that has the Knife and Ranged (☐ and Magic) traits from the box. After you act banish that weapon.
☐ You may recharge a weapon that has the Knife and Ranged traits to add 1d4 plus its adventure deck number to a combat check by a character at another location.

Lightning Thief Role Powers

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Hand Size 6 ☐ 7 ☐ 8
Proficient with ☐ Light Armors Weapons
Reduce Electricity damage dealt to you by 2 (☐ 4).
Add your Perception skill to your check to defeat a barrier that has the (☐ Obstacle or) Trap trait.
When you would discard a weapon that has the Knife trait (☐ or discard, bury, or banish a boon that has the Electricity trait) for its power, you may recharge it instead.
☐ You may automatically acquire (☐ and gain the skill Arcane: Intelligence +2 while playing or when you would banish) a boon that has the Electricity (☐ or Cold) trait.
☐ During your exploration, you may evade your encounter. If you do, move and (☐ you may) end your turn.
☐ When you move, you may examine the top card of your location deck. If it is a monster, you may encounter it; add 1d6 and the Electricity trait to your checks to defeat.

Cards List

  • Favored Card Type: Weapon
Recommended Starting Deck
Weapon 5

☐ 6 ☐ 7

Blowgun, Kopis (4)
Spell

☐ 1 ☐ 2

Armor 1 ☐ 2 Tussah Silk Coat
Item 3 ☐ 4 Antitoxin, Compass, Magnifying Glass
Ally 3 ☐ 4 ☐ 5 Embalmer, Shock Lizard, Tomb Raider
Blessing 3 ☐ 4 ☐ 5 Blessing of the Ancients (2), Blessing of the Elements