Kid and Guardian Entity
Kid and Guardian Entity
Kid and Guardian Entity
Concept
Dark brooding orphan-like kid, gifted with weird powers mix between Wednesday Addams, Eleven,
Gahara and Akira. When enemies arise, he is helped and protected by his Guardian Entity. The
focus is the kid, the entity is a shield but can also provide alternative source of damage/movement
in combat, and helps out in some attribute tests. Being a kid means you’re very fragile, as you are
the Accursed with less Endurance and Health at the start of the game. But you’ve got a Guardian
Angel, so everything should be ok…
Equip. iniziale: Spell - Touch of Agoras, Hourglass (Catalyst 1 hand, 1 weight, wood), Slingshot
(Ranged, Small, Leather, 6 gold, 1 weight, Range 8, Attack D6 Damage Crit deal + D6 damage, 1
Hand)
Attributes
Strength 2
Perception 3
Mind 5
Charisma 4
Agility 4
Endurance 1
Special Rules:
- Teen Spirit: the Kid starts the dungeon with 2 extra Stamina compared to his Endurance. He can
never wear heavy armor items.
- Just a Kid: When the party reach a Settlement, the Kid cancels all Insanity and is no longer
Fatigued. He can never enter the Tavern.
- Guardian Entity: When creating this character, choose a Guardian Entity. Take his entity card
and his 8-cards entity deck. Whenever the Kid should suffer 1 or more Wounds from one source,
the Entity sweeps to shield him, make a Ward Save rolling a D6. On 4+ prevent all Damage.
Otherwise take damage as usual.
Guardian Entity: there are 3 different options; each comes with a stat/lore card and 8-cards deck.
Each Entity will buff two of your attributes when taking a Test.
When you enter Combat you can substitute Child miniature with that of Entity+Child (maybe size
2x2?), then shuffle the Entity deck and draw 2 cards.
At the beginning of their activation, Kid and Entity draw a card.
There is no hand limit.
Each card has one or two effects:
- Action effects are used instead of a regular action of the Kid.
- Reactions are played when the card says so. Some Reactions could be played in more than one
copy at a time to multiply the effects.
When you play a card, you have to choose one effect only.
After having played a card, place it in the discard pile. One the deck is exhausted, shuffle the
discard pile to create a new deck.
Guardian Angel- Master of Righteousness: Roll an extra D6 when taking Charisma or Endurance
check.
Alchemist (inspired by Haku from Naruto and Alchemist from Vidocq)- Master of Tricks: Roll an
extra D6 when taking Perception or Mind tests.
OakWytch (Ghost-like spirit of the great tree inside oak armor)- Master of the Way: Roll and extra
D6 when taking Strength or Agility Tests.
Angel Deck:
- Oath( Action) = Each Accursed heal 3 Wounds.
- Spear Lunge (Action) = Make 1 Melee attack using a D20 both to Hit and to Damage.///Lightning
Shield (Reaction) Play before taking a Ward Save. Roll with +1 for every Lighting Shield played.
Then, if the roll fails, take Damage with +4 Armor for every Lighting Shield played.
- Flying Strike (Action) = Move ignoring Threat for up to 4 squares, then make 1 Melee attack
rolling a D20 bot to Hit and Damage.///Lightning Shield (Reaction) Play before taking a Ward
Save. Roll with +1 for every Lighting Shield played.
- Dazzling Sphere(Action)=Place it on your character sheet. Turn it sideways to cancel all
Damage from one source. Discard it to use it a second time.
- Angelus Mercy (Reaction) = Play when a fellow Accursed within 3 or less squares would take
Damage from one source to make him roll a 4+ Ward Save.///Lightning Shield (Reaction) Play
before taking a Ward Save. Roll with +1 for every Lighting Shield played.
- Spear Lunge (Action) = Make 1 Melee attack using a D20 both to Hit and to Damage.///Miracle
(Action) = Draw 1 card from one of the three Miracle decks and place it on the Angel card. Play
that Miracle as usual without spending Faith for it.
- Spear Lunge (Action) = Make 1 Melee attack using a D20 both to Hit and to Damage///Angelus
Mercy (Reaction) = Play when a fellow Accursed within 3 or less squares would take Damage
from one source to make him roll a 4+ Ward Save.
- Miracle (Action) = Draw 1 card from one of the three Miracle decks and place it on the Angel
card. Play that Miracle as usual without spending Faith for it.///Lightning Shield (Reaction) Play
before taking a Ward Save. Roll with +1 for every Lighting Shield played.
Alchemist Deck:
- Life Drain (Reaction) = Play when you deal 1 or more Wounds with a Melee attack, to get 1
Stamina back. /Alchemical Fire (Action) =Make 1 Ranged attack using a D12 to Hit and
Damage.
- Alchemical Fire (Action) = Make 1 Ranged attack using a D12 to Hit and Damage.///Veil of
Shades (Reaction) = Play after a failed Ward Save to reroll it.
- Life Drain (Reaction) = Play when you deal 1 or more Wounds with a Melee attack, to get 1
Stamina back.////Veil of Shades (Reaction) = Play after a failed Ward Save to reroll it.
- Mist (Action)= Remove yourself from the board, then place your miniature within 3 squares of a
character.///Lightning (Action)= Target 1 character within 5 squares. Victim suffers 1D6 Wounds.
If it’s enough to kill him, the lighting hits another target with 5 squares of the victim, and so on
until it doesn’t kill.
- Mirror Madness (Reaction) = When you should be the target of a Spell attack, the attack is
canceled and the caster suffers Wounds equal to his Mind.///Lightning (Action)= Target 1
character within 5 squares. Victim suffers 1D6 Wounds. If it’s enough to kill him, the lighting hits
another target with 5 squares of the victim, and so on until it doesn’t kill.
- Cursed Reflection (Reaction) = Play when you suffer 1 or more Wounds from a Melee attack.
The damage is instead rebounded on the enemy.///Mist (Action)= Remove yourself from the
board, then place your miniature within 3 squares of a character.
- Stabbing (Action) = Make 1 Melee attack rolling a D12 to Hit and Damage.//Cursed Reflection
(Reaction) = Play when you suffer 1 or more Wounds from a Melee attack. The damage is
instead rebounded on the enemy
- Stabbing (Action) = Make 1 Melee attack rolling a D12 to Hit and Damage.////Veil of Shades
(Reaction) = Play after a failed Ward Save to reroll it.
OakWytch Deck:
- 2x Ghost Blade (Action) Make 1 Melee attack that ignores enemy Endurance.
- 2x Oak Armor (Reaction) Play when wounded by one source. Gain +5 Armor against those
wounds.
- Totem Blessing (Action) Gain 1 Source for each 2 points of Health left.
- Totemic Frenzy (Reaction) Play when suffering wounds from one source. Place this card on your
character card, with a dice on top for every wound suffered by this source. Until end of combat,
you get +1 Melee Attack for each 2 points on the Totemic Frenzy. Remove it at the end of
combat.
- 2x Spectral Stance (Reaction) Play when an enemy activates in your room. You can move
wherever you want ignoring Threat using Movement x2.
LV1
Telekinesis
Spend 1 Stamina or forgo 1 of your actions to target a Character in LoS (base 1x1). The victim is
moved as far away from you as possible following a straight line until it touches a wall.
LV1
Gifted Mind
The Source costs of all your spells are lowered by 1.
LV1
Little Sneaky Thief
Whenever you do a successful Search action, roll a dice. On 5+ draw a Loot card.
In a Settlement, you can pass the day stealing. Make an Agility Test. 3 or more successes: You
steal a Rare Loot, but almost got caught by guards! Make a Charisma 2 Test. If failed, spend the
next d6 days in prison. 2 Successes: You manage to steal d6x10 Crowns. 1 Success: You steal
d6x5 Crowns. No success: Bad day for looters, no gain.
LV1
Telepathy
Once per combat, exhaust (turn this card facedown) this card to immediately use the Skill/Spell of
another Accursed or an Attack (eg. a special attack of an enemy) of a Character with lower Mind
than you. Turn it face up at the end of combat.
LV2
Psychic Shield (require Telekinesis)
Spend 1 Stamina when you are the target of a Ranged attack. You and the attacker roll a Mind
Test. If you get the highest number of successes, the attack is canceled. If not, it goes normally.
LV2
Sands of Time (requires the Hourglass equipped)
Once per Dungeon, exhaust this card to gain another turn when you have finished your actions.
Flips back at the end of the Dungeon or if you kill a Boss.
LV2
Kinetic Slam (requires Telekinesis)
The victim of a Telekinesis suffers Wounds equal to each square crossed before reaching the wall
and if it’s 1x1 size is then placed Prone. Level 5 or higher: Wounds inflicted this way are doubled.
LV2
Loneliness of the Wasteland’s Kid
If another Accursed suffers 10 or more Wounds with one blow or is killed by an attack, the Kid
bursts into rage. From now until end of combat, all of the Kid attacks in Melee/Ranged will add +d6
Damage.
LV3
Psionic Blast (require Telephaty)
One per combat, exhaust this card to Target a character anywhere on the board. The victim suffers
as much Damage as your Mind x4 minus his Mind. All adjacent characters suffer half damage. Flip
back this card at the end of combat.
LV3
Golden Spear of Longinush
Relic- Angel Only(When you choose this skill, permanently reduce your Health by 2)
Place this card in place of another at your choice from your Angel Deck.
Action: Make 1 Ranged attack range up to 8 using D20 to Hit and Damage. If you do a Critical Hit,
roll 3D20 for Damage.
LV3
Dark Chorus of Repent
Relic- Angel Only(When you choose this skill, permanently reduce your Health by 2)
Place this card in place of another at your choice from your Angel deck.
Action: All Accursed gain +1 to Hit and +2 Damage vs Demons. It ends at the end of combat.
LV3
Time Spiral
Relic- Angel Only(When you choose this skill, permanently reduce your Health by 2)
Place this card in place of another at your choice from your Angel deck.
Action: Play 2 consecutive full turns (4 actions) Then, your second action this turn becomes Rest. If
you can’t, you Die.
LV3
Master and Apprentice
Relic- Alchemist Only(When you choose this skill, permanently reduce your Health and Sanity by
1)
One per turn, you can melt 1 Object or D6X10 Crowns to create 1x Experimental Potion.
Consumable: when the target drinks it, roll D6:
1 Mumbling Fool -1 to Hit and +1 Melee Attacks until his next activation.
2-3 Headache -1 Mind until his next activation.
4-5 Rise Anew +1 Strength and Perception until his next activation.
6 Hidden Power +2 Strength and Perception, +1 Mind until his next activation.
LV3
Mirror Mask of VirginBlood
Relic- Alchemist Only (When you choose this skill, permanently reduce your Health and Sanity by
1)
Double the effects of Life Drain and Cursed Reflection.
LV3
Pact with the Warden:
Relic-Alchemist Only (When you choose this skill, permanently reduce your Health and Sanity by
1)
Place this card in place of another at your choice from your Alchemist Deck.
Action: Discard a number of Trophies equal to half the level of a target dead Accursed (rounded
up). Other fellow Accursed could give you trophies to do that. Target dead Accursed comes back to
life with full health.
Greedy Scholar: (Action) Draw 4 cards. Then place 2 of them at the bottom of the deck and keep
the others.
LV3
Mane of the Wild
Relic-OakWytch Only (When you choose this skill, permanently reduce your Sanity by 2)
Your Strength and Agility are permanently raised by 1 when you pick this skill.
One per combat, after your two actions are done, you gain an additional Move/Rest action. Turn it
facedown to remember that’s been used.
LV3
Living Bark
Relic-OakWytch Only (When you choose this skill, permanently reduce your Sanity by 2)
It count as boosting your total Armor +4. Immediately choose 1 extra free Tattoo to inscribe on the
wood outside your tattoo limit.
LV3
Supreme Channel
Relic-OakWytch Only (When you choose this skill, permanently reduce your Sanity by 2)
Place this card instead of another one at your choice from your OakWytch deck.
Reaction: Play when spending Source to cast a spell. Roll 4 extra dice to cast this spell.
Dance Relief (Action:) All Accursed recover 4 Health, 2 Sanity.
LV4
Investigation (require Little Sneaky Thief)
Reroll any number of dice when testing Charisma.
In the dungeon, you can do a search action when non in combat to make a Charisma Test. for
each success, you gain an Evidence. Discard 4 Evidence at any time to draw an Encounter card
and gain Souls equal to Dungeon level x2. Discard 10 Evidence at any time to draw a Boss
Encounter card and gain Souls equal to Dungeon level x4. At the end of a Dungeon, discard all
Evidence tokens left on this card.
LV4
Time Meddling
You may cast Spells even during the turn of a Monster or another Accursed, so long as it is before
or after their Movement or Attack Phase.