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ROLL RULES

NAT 1: -1 to self
2-6: Miss
7-12: -1 dmg / +1 heal
13-15: -2 dmg / +2 heal
16-19: -3 dmg / +3 heal
NAT 20: -6 dmg / +6 heal
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NameFaygia Taggin (10/10)Xue Winterpaw (10/10)Worth Farthing (10/10)Aderyn Davenport (10/10)Westerlee Simmons (10/10)Adjuter Tidesong (10/10)Esme Clarke (10/10)
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Greater Powers (roll adv.)Void, MindWater, Drums, Warding.Water, Frost. Fel, Ranged WeaponryWind, Lightning.Water, Frost.Bard*, Lightning*
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Minor Powers (roll normal)Water, Wind, Hull.Wind, Strength.Void, Wind, Hull.Sneaking, Lockpicking.Wave, Hull.Wind, Hull, Decay, Lightning.Worgen, Depths, Water.
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Special AbilitiesRanged Magical AttackVoid Bolt
Tossing darkness can bleed the life from your foes.
Ranged Magical AttackWater Snake
Does whatever a water snake does. +1 damage output.
Ranged Magical PowerTidal Prodigy
+3 to water and frost rolls.
Melee Physical AttackBackstab
The wrong man in the right place can make all the difference. +3 damage output, can only be used once per enemy.
Ranged Magical AttackSlicing Winds
Kind of like a knife, except see-through.
Ranged Magical AttackFrostbolt
Simple, classic, versatile. Perfect for a northern man.
Ranged Magical AttackCompulsion*
Once per phase, you can compel a sapient target to do your bidding for 1 turn. They must meet or beat a 13 to resist if NPC, 8 if player.
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Ranged Magical StunPsychic Scream
Always deals -4 damage on a 13 or higher to all in earshot, deals -2 damage below a 13. Stuns everyone except Fay for 1 round. Can be used once per phase.
Ranged Magical DefenseDrumbeat
Wards self and allies in earshot for +1 defense per turn. Cannot perform other actions while drumming.
Ranged Magical AttackFlash Freeze
Always hits -4 damage on a 13 or higher, deals -3 damage below a 13. Roll a d3 with each use, if you roll a 1 Worth freezes himself for -1 HP and cannot charge anything else. Cannot be used on consecutive turns.
Ranged Magical AttackDrain Life
Single target. Adds +1 damage output for every turn it’s successfully cast. For every 2 damage you deal to the same target, heal +1 HP - if you are at max HP, you can heal Chargrave instead.
Melee Magical PassiveCharged Touch
Whenever you do a normal lightning-based attack, a charge springs to a nearby additional target (if there is one) for -1 extra Damage.
Ranged Magical AOE BuffCrushing Tides
Empowers all party members for +3 to their rolls on the next player turn.
Melee Physical AttackMaul
The worgen form is a powerful game-changer. Requires a shapeshift on the prior turn, +2 damage output. Once in shapeshift form, +1 damage output for other combat abilities. If crit fail, Rage.
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Ranged Magical AbilityVoid Eruption
Empowerment for 2 turns, +5 to all void rolls, +2 damage/heal output. Can be used once per phase.
Ranged Magical DefenseRoaming Ward
Slaps a single-use ward on a single person, roll a d3 for the amount of defense on enemy attack. Can only have one active, lasts until consumed.
Ranged Magical GrappleFrostflowers
Takes 1 turn to charge, then does 2 damage and holds enemy motionless for 1 turn.
Ranged Magical GrappleFear
Your target is now fleeing for 2 turns or until struck. When struck, the target takes +2 damage.
Ranged Magical AttackObliterating Strike
Must charge for two turns, can do other things while charging. On the third turn, release it for a guaranteed critical hit. (-6 Damage)
Ranged Magical Single BuffTidehunter’s Mark
The buffed player can turn their Moderate or Great hit into a Critical Hit. This can take effect immediately. Can be used once per phase.
Ranged Magical AttackRolling Thunder*
Powerful sound erupts towards its target. +1 Damage output.
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Meele HealShadowmend
Void-type ability. Knits flesh back together, not quite healing in the way other heals occur. +2 healing output
Ranged HealTidemending
Water-type snake ability, but snake’s out of use for 2 turns.
Ranged HealCryomending
+2 heal output, but -1 HP when phase ends as the patched ice thaws.
Ranged Magical DefenseLightning Capsule
Isolate a target with lightning for one round. -1 HP to whoever tries to breach the capsule, inside or out.
Ranged Magical HealTidemending
Can be used to heal anyone but yourself, +1 healing output.
Ranged Magical AttackSiren Serenade*
On each turn, +2 drown damage output. Every consecutive turn, only rolls higher than 10 will keep the drowning effect.
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Self Magical HealStorm Surge
Gives you +3 HP on use, but -3 HP at phase end.
Ranged Magical GrappleTentickles
+1 damage output, void. Opponent must beat a 10 or get held for next round and skip turn.
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Special ItemsListening Stave
You can choose to dispute boss damage twice per phase, rolling to avoid the inevitable. The hair on the back of your neck warned you this would happen. +1 damage output on passive.
Hullwarder’s Pauldrons
Enchanted to the depths and back. +2 defense on all attacks.
Shanking Knife
What have you got there? Melee, +1 damage output on use.
Gun
For when magic’s just not good enough. +2 damage output on use.
Tidal Kris
A knife’s a knife, even a ritual one. +1 damage output on use.
Marius’s Butter Knife
Why do you still have this? +1 damage output on use.
Lunalyre
An enchanted mandolin, with plenty of history. +1 roll output for all Bardic magic, good for performing.
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Pistol
You can shoot things from far away or up close - as long as you can aim it. +2 damage output on use.
Jinyu Mace
Only for melee, but it smacks a whack. +2 damage output on use.
Officer’s Sabre
Stolen from Tobias. Melee/Ranged, +2 damage output on use or +1 damage output on passive, +1 to water rolls. This sword gives you the wisdom of Erodion, should you seek it.
Grimoire and Artifact
Allows use of Chargrave. Chargrave can be controlled independently of Aderyn, and has 3 HP. The voidwalker has no advantage, and if he dies cannot be resummoned in the current phase.
Mists' Edge (Helya's Shroud)
Melee/Ranged sword, +2 damage output on use or +1 damage output on passive.
Shrouding Mists: Adjuter can emanate a heavy fog from the sword for three turns per combat instance, giving him an extra +2 damage output for all attacks, and giving the enemy -2 damage input for all attacks.
Rainstick
Does it make a sound when you turn it over? +1 input for all weather magic.
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Kraken's Beak
Call upon the Kraken once per fight for 10 dmg.
Helm of the Last Sister
Always stays afloat. Cold to the touch.
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