You Start with a Knoxville Slugger
You Start Three Move Actions each round.
You Start with 1200 gold
Scout's may basic attack as an Immediate Bonus Action, before or after using a Move Action.
1
Take a Quick break from battle and gather your breath, At the start of the next round restore all your Stamina and replace your Move Actions with Choas Actions.
5
Pull out some Crit-a-Cola for yourself, your Allies, and their Companions that fully restores all Stamina. Until the end of this round, rolling a 16 or Higher counts as a Critical Success for you and your Allies, however a rolling a 5 or Lower counts as a Critical Failure for you and your Allies.
5
Take a quick sip of your Dr.Spicer, and replace your remaining actions with 3 Move Actions.
5
For the rest of combat, you may use an Anytime or Regular Action to pitch an overwhelming fast ball that turns into a Random Spell mid throw.
5
Grant all Allies an Immediate Bonus Action to use a ranged basic attack, every successful attack grants said Allies an additional Immediate Bonus Action.
5
Give the Word that battle has ended, at the Shopping Phrase you are giving 6 Random Treasures allies may buy these treasures from you.
5
Deals 5 Damage with Basic Attacks. You may use an Action to reflect a Projectile fired by a Target at any other Target of your choice.
You may start with a Barrage Shield
You may start with the Durable Attribute
You start with 1200 gold
Anytime you basic attack a Target, may shift your target 5 spaces. Shifting a Target into an Ally will grant said an Immediate Bonus Action.
10
Strike a Target with a melee Basic Attack. If successful, you may remove your Target's Regular Action.
3
Bash a Foe with a melee basic attack. If Successful, you may chase after your Foe and basic attack them as an Immediate Bonus Action.
3
Throw an ally onto your back and shift them 10 spaces, said ally may use a ranged basic attack as an Immediate Bonus Action. You may move 5 spaces before using this Ability.
3
Walk towards a Foe that is about to attack you or an ally, you may take their attack head on after taking the damage you may basic attack them as an Immediate Bonus Action.
3
Blitz as many spaces as you like, you may basic attack all Foes you pass for double damage. All allies you pass are granted an Immediate Bonus Action
5
Bring out a Hearty Laugh as you watch your enemies thrive in pain. Doubling your damage for the rest of Combat. As Well all damage you and your allies do this round will heal you for the same amount.
5
Deals 5 Damage with Basic Attacks. You may put this Card into one of your Weapon Slots.
Trapper's start with 1200 gold
You Start each round with 3 Regular Actions.
Anytime you are attacked, you may roll to dodge. If Successful, you may use one of your Class Abilities as an Immediate Bonus Action.
5
When activated deals 5 Damage to all Target and prevents them from moving this round. A Critical Successful, drains any Actions they have left.
1
When activated deals 5 Damage to all Target and removing their Regular Action this round. A Critical Successful, drains any Actions they have left.
1
Blind all targets, reducing the range of their Basic Attacks and Abilities to 1 this round.
1
Throw a small box that lets loose a Banshees Scream that causes all Targets in a Area to take 5 damage and be unable to cast spells for this round of combat.
A Critical Successful, causes all Targets ears to explode dealing an additional 15 damage and drains any Actions they have left.
1
Throw a large box that Summons a Wormhole which deals 10 Damage in an Area and pulls all Targets into the center of the Area. You may self destruct the Wormhole to deal an additional 20 damage at anytime.
5
Release a Smoke Bomb in an Area transforming all spaces inside it into Dangerous Terrain. At the start of every round, foes inside the area will lose their Regular and Anytime Actions.
5