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.