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*fancy rules thingy Angel's Feather /Holding it gives you a feeling of peace./ When you are required to make a trait roll, you may instead bury the Angel's Feather. If you do, choose a number from 0-8. Use that nnumber as the result of the required roll. /(You still apply any relevant bonuses, such as those gained from Omens.)/ Brooch /Icy to the touch, but somehow comforting./ Whenever you take Physical or Mental damage, you may instead take it as General damage. Chainsaw - Weapon /It has a start button--how convenient!/ When you use the Chainsaw to attack, add one die to your attack. /(You may only use one weapon per attack. You may not trade a weapon on the same turn in which it was used for an attack.)/ Creepy Doll /Its eyes are oddly soft... and judgmental./ *Once during your turn, you may use the Creepy Doll to reroll all dice on a trait roll you just made. Then, lose 1 Sanity.* Crossbow - Weapon /Old, but effective./ When you use the Crossbow to attack, you may attack any character (explorer or monster) on your tile or an adjacent tile. You and the defender each roll Speed. Roll one extra die on that attack. If you lose, you take no damage. /(You may only use one weapon per attack. You may not trade a weapon on the same turn in which it was used for an attack.)/ Dynamite - Weapon /It's probably still stable./ You may use the Dynamite in place of a regular attack. To do so, bury the Dynamite and then choose your tile or an adjacent one. Everyone (explorers and monsters) on the chosen tile must make a Speed roll. 4+ Nothing happens. 0-3 Take 4 physical damage. /(Everyone on the tile must roll and take damage individually. You may only use one weapon per attack.) First Aid Kit /Something for everyone./ On your turn, you may bury the First Aid Kit. If you do, heal all of your critical traits. You may use the First Aid Kit to heal another explorer on your tile. Flashlight /Caution: Do not point at eyes./ During Events, you may roll 2 extra dice on trait rolls. Gun - Weapon /Fully loaded./ When you use the Gun to attack, you may attack any target in line of sight. You and the defender each roll Speed. If you lose, you take no damage. /(You may only use one weapon per attack. You may not trade a weapon on the same turn in which it was used for an attack.)/ Headphones /They aren't connected to anything, but they still play a tune. It's soothing./ Whenever you take Mental damage, reduce that damage by 1. /(The Headphones do not prevent General damage. They do not prevent any direct loss of Knowledge or Sanity.)/ Leather Jacket /It's very heavy. You aren't sure what kind of animal it's from./ Roll an extra die whenever you defend against an attack. Lucky Coin /The faces change every time you flip it./ *Once during your turn, you may use the Lucky Coin to reroll all blank dice on a trait roll that you just made. For each blank die on the reroll, take 1 Mental damage.* Machete - Weapon /Still razor sharp./ When you use the Machete to attack, add 1 to the result of your roll. /(You may only use one weapon per attack. You may not trade a weapon on the same turn in which it was used for an attack.)/ Magic Camera /Click!/ You may use your Sanity to make Knowledge rolls. Map /Parts of it keep shifting. Somehow, different doors keep leading to the same place./ On your turn, you may bury the Map. If you do, place your explorer on any tile. Mirror /The face in the mirror is calmer, and more knowing./ On your turn, you may bury the Mirror. If you do, heal your Knowledge and Sanity. Mystical Stopwatch /When you start it, the hands go backwards./ On your turn, you may bury the Stopwatch. If you do, take another turn after this one. You may only use this ability after the haunt has started. Necklace of Teeth /Most of them aren't even human./ At the end of your turn, you may gain 1 in a critical trait of your choice. Rabbit's Foot /Lucky for some, but not for others. It certainly wasn't lucky for the rabbit./ *Once during your turn, you may use the Rabbit's Foot to reroll one die that you just rolled.* Skeleton Key /Made with real bone./ You may move through walls. Whenever you do so, roll a die. If you roll a blank, bury the Skeleton Key. You may not use the Skeleton Key to discover new rooms. Strange Amulet /Wearing it makes your thoughts feel remarkably clear./ Whenever you take Physical damage, gain 1 Sanity. /(General damage applied to Might or Speed does not count. A direct loss of Might and/or Speed does not count.)/ Strange Medicine /Side effects include jitters, nausea, and paranoia./ On your turn, you may bury the Strange Medicine. If you do, heal your Might and Speed.