The Eye of Winter's Fury (117 page)

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Authors: Michael J. Ward

Tags: #Sci Fi & Fantasy, #Fantasy, #Fiction & Literature

BOOK: The Eye of Winter's Fury
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Punch drunk (co):
When your opponent’s damage score causes health damage, you can use
punch drunk
to increase your
armour
by 4 for the
next
combat round only. This ability can only be used once per combat.

Quicksilver (sp):
Increase your
speed
by 2 for one combat round. You can only use
quicksilver
once per combat.

Radiance (sp):
Lower your opponent’s speed by 2 for one combat round. This ability can only be used once per combat.

Rake (co):
Instead of rolling for a damage score, you can
rake
an opponent. This inflicts 3 damage dice, ignoring
armour
. (Note: You cannot use modifiers with this ability.) You can only use
rake
once per combat.

Rallying call (co):
(requires a horn in the left hand) Instead of rolling for a damage score you can issue a rallying call. This instantly restores 6
health
and raises your
brawn
by 2 for the next combat round only. This ability can only be used once per combat.

Reaper (mo):
For each 5 health damage that your damage score inflicts on an opponent in this round, you can heal 1
health
(rounding down). For example, if you inflicted 19 damage to an opponent, you could heal 3
health
. You can only use
reaper
once per combat.

Rebound (co):
When your opponent’s damage score causes health damage, you can use
rebound
to increase your
speed
by 2 for the next combat round only. You can only use
rebound
once per combat.

Recall (mo):
Cast any time in combat to restore a modifier ability that you have already used. You can only use
recall
once per combat.

Recharge (dm):
You regain a speed or modifier ability that you have already used in combat – allowing you to use it again.
Recharge
can only be used once per combat.

Reckless (sp):
Use this ability to roll an extra die for your attack speed. However, if you lose the combat round your opponent gets an extra damage die.

Recovery (dm):
Immediately restore one modifier ability that you have already used. You can only use this ability once per combat.

Recuperation (dm):
Gain 1
health
at the end of each combat round for the duration of the combat. This ability can only be used once per combat.

Regrowth (mo):
You can cast this spell any time in combat to automatically restore 6
health
. This ability can only be used once per combat. If you
have multiple items with the
regrowth
ability, each one can be used once to restore 6
health
.

Resolve (mo):
Cast this spell any time in combat to raise your
armour
by 4 for one combat round. This ability can only be used once per combat.

Retaliation (co):
When your opponent’s damage score causes health damage, you can immediately retaliate by inflicting 1 damage die back to them, ignoring
armour
. You can only use this ability once per combat.

Revenge (co):
When your opponent’s damage score causes health damage, you can immediately retaliate by inflicting 1 damage die to
all
remaining opponents, ignoring
armour
. You can only use
revenge
once per combat.

Roll with it (mo):
If you win a round, you can use the result of
one
of your attack speed dice for your damage score (adding your
brawn
as normal). You can only use this ability once per combat.

Rust (co):
If your damage score causes health damage to your opponent, you can lower the same opponent’s
armour
by 2 for the remainder of the combat. This ability can only be used once per combat.

Salvation (pa):
Each time you use a
heal
,
regrowth
or
greater heal
ability you can increase its
health
benefit by 1.

Savage call (co):
Instead of rolling for a damage score, you can utter a
savage call
. This will automatically raise your
brawn
score by 2 for the remainder of the battle.

Savagery (mo):
You may raise your
brawn
score by 2 for one combat round. You can only use
savagery
once per combat.

Scarlet strikes (dm):
Automatically inflict damage equal to the
brawn
of your main hand and left hand weapons to all remaining opponents, ignoring
armour
.
Scarlet strikes
can only be used once per combat.

Sear (mo):
Add 1 to the result of each die you roll for your damage score for the duration of the combat. (Note: if you have multiple items with
sear
, you can still only add 1 to the result.)

Shackles (sp):
(see
webbed
). You can only use
shackles
once per combat.

Shadow thorns (dm):
Summon barbed roots to rip and tear at your opponents. This causes 1 die of damage to each opponent (roll once and apply the same damage to each).
Shadow thorns
can only be used once per combat.

Shape shift (co):
Instead of rolling for a damage score, you can let Nanuk take full control of your body, shape shifting into a bear. This raises your
brawn
by 3 and restores 4
health
but also lowers your
armour
to zero for the remainder of the combat. While in bear form, you cannot use combat abilities but you do benefit from
blood frenzy
. Once you have shape shifted, you cannot change back until the combat is over.

Shatter (co):
If your damage score causes health damage to your opponent, you can also
shatter
them. This reduces their
armour
by 2 for the remainder of the combat. You can only use
shatter
once per combat.

Shock blast (co):
(see
revenge
). You can only use
shock blast
once per combat.

Shoulder charge (co):
Use the result of one of your speed dice for your damage score (adding your
brawn
or
magic
as normal). This ability can only be used once per combat.

Sidestep (co):
(see
dodge
). You can only use
sidestep
once per combat.

Sideswipe (co):
(see
retaliation
). You can only use
sideswipe
once per combat.

Silver frost (mo):
Use
silver frost
to ‘freeze’ your opponent’s attack speed result, forcing them to use the same dice result in the next combat round. You can only use
silver frost
once per combat.

Siphon (pa):
All of your opponent’s
results become a
when rolling for their damage score.

Sixth sense (mo):
(see watchful). You can only use
sixth sense
once per combat.

Skewer (co):
Instead of rolling for a damage score, you can
skewer
your opponents. Roll 1 damage die and apply the result to each of your opponents, ignoring their
armour
. This also lowers their
speed
by 1 for the next combat round. You can only use
skewer
once per combat.

Slam (co):
Use this ability to stop your opponent rolling for damage when they have won a round. In the next combat round only, your opponent’s
speed
is reduced by 1. You can only use this ability once per combat.

Sneak (mo):
You may change the result of one of your opponent’s speed dice to a
. This ability can only be used once per combat.

Sound the charge! (sp + co):
(requires a horn in the left hand) Roll an extra die for your attack speed. If you win the combat round, you may also roll an extra die for your damage score. This ability can only be used once per combat.

Spin shot (co):
This ability inflicts 2 damage dice to your opponent, ignoring
armour
– plus 1 extra die for every
speed
point difference you have over your opponent in this round. You can only use this ability once per combat.

Spirit breaker (co):
Once you have successfully used
take the bait
, you can play a
spirit breaker
. This can be used in any subsequent combat round instead of rolling for a damage score. This inflicts three damage dice, ignoring
armour
, and reduces your opponent’s
armour
by 2 for the remainder of the combat. This ability can only be used once per combat.

Spirit call (co + pa):
Instead of rolling for a damage score after winning a round, you can summon a bear spirit to fight by your side. The bear spirit causes 2 damage at the end of each combat round to one nominated opponent. This ability can only be used once per combat.

Splinters (co):
(see cleave). You can only use
splinters
once per combat.

Shatter (co):
If your damage score causes health damage to your opponent you can
shatter
them. This lowers their
armour
to zero for the next combat round only. You can only use
shatter
once per combat.

Stampede (co):
Instead of rolling for a damage score, you can summon a stampede! Choose an opponent on the combat list – they immediately take 3 damage dice, ignoring
armour
. The next opponent below them on the combat list takes 2 damage dice, and any remaining opponents below them on the list take 1 damage die, ignoring
armour
. This ability can only be used once per combat.

Sure edge (mo):
If your hero is equipped with an axe, sword, dagger or spear, you can use
sure edge
. This adds 1 to each die you roll for your damage score for the duration of the combat.

Sweet spot (pa):
Before a combat begins, choose a number 1–6. Each time your opponent rolls this number, they automatically take 2 damage.

Tactical manoeuvres (co):
If your transport has a
speed
of 5 or greater, you may use
tactical manoeuvres
. This allows you to avoid taking damage from your opponent/s in a single combat round and increases your hero’s
speed
by 2 for the next combat round only. This ability can only be used once per combat.

Take the bait (co):
(see entry
382
for full description.) This ability can only be used once per combat.

Thorn armour (co):
Use this ability to raise your
armour
by 3 for one combat round. It also inflicts 1 damage die, ignoring
armour
, to all your opponents (roll once and apply the same damage to each opponent). This ability can only be used once per combat.

Thorns (pa):
You automatically inflict 1 damage to all of your opponents, at the end of every combat round. This ability ignores
armour
.

Tormented soul (mo):
You may sacrifice 4
health
to instantly restore a speed or combat ability that you have already used. This ability can only be used once per combat.

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