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*fancy symbol rules Armor /Rusty, but sturdy/ Whenever you take any Physical damage, reduce that damage by 1. /(The Armor does not prevent General damage or the direct loss of Might and/or Speed.)/ When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Book /Strange scribbles cover the pages./ Add 1 to the result of your Knowledge rolls. *Once during your turn, you may use the Book to lose 1 Sanity. On the next trait roll you make this turn that isn't an attack, you may use your Knowledge in place of the named trait.* /(Use your bonuses to Knowledge rolls instead of any bonuses to the original trait.)/ When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Dagger - Weapon /It smells sharply of blood. Your blood./ When you use the Dagger to attack, lose 1 Speed. Roll two extra dice on the attack. /(You may only use one weapon per attack. You may not trade a weapon during the same turn that it was used for an attack.)/ When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Dog /It stares at you with a keen intelligence./ Add 1 to the result of your Speed rolls. *Once during your turn, you may use the Dog to trade any number of Items or Omens with another player up to 4 tiles away, using the normal trading rules.* /(You may not trade an Item or Omen that you have already used this turn, or use an Item or Omen that you have just received from another player.)/ When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Holy Symbol /A silver symbol that glows in the dark./ Add 1 to the result of your Sanity rolls. Whenever you discover a tile you may choose to bury it and discover the next tile, instead. If you do, do not resolve any effects for the first tile. When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Idol /The idol is made of a strange, worn stone. You can't quite make out what it is supposed to represent./ Add 1 to the result of your Might rolls. When you discover a tile with an Event symbol, you may choose to not draw an Event card. When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Mask /You can't tell what it's made of, but it's very smooth and slightly warm./ Add 1 to the result of your Speed rolls. *Once during your turn, you may use the Mask to move everyone else on your tile (explorers and monsters) to any adjacent tiles. This effect may not be used to discover new tiles.* When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Ring - Weapon /It twists on itself./ Add 1 to the result of your Sanity rolls. When you use the Ring to attack, you and the defender each roll Sanity instead of Might. The loser takes Mental 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.)/ When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun. Skull /Delicately etched with strange marks./ Add 1 to the result of your Knowledge rolls. If something would cause your explorer to die, first roll 3 dice. 4-6 Instead of dying, set all your traits to critical. /Memento vivere./ 0-3 You die as normal. When this card is drawn, make a haunt roll. Ignore this roll if the haunt has already begun.