Sword & Sorcery: Hero Pack – Samyria: Druid / Shaman
Sword & Sorcery: Hero Pack – Samyria: Druid / Shaman Rulebook
Table of Contents
Table of Contents
Druid and Shaman
Druid: As a Druid, Samyria embodies the connection between the earth and its animals and plants. She can control the forces of nature in many ways: she can conjure entangling roots and poisonous plants out of the ground, and even take the form of a giant grizzly. In this form Samyria is bear-strong, though at times she loses all control over her human mind and human abilities and surrenders completely to her animal rage.
Shaman: As a Shaman, Samyria can summon the nature spirits and interact with them. Thanks to her intense connection to the Otherworld she can create Soul Totems and so change the fortunes of the battlefield in the heroes' favour. Her abilities also grow stronger in the presence of other ghost souls. The nature spirits accompany Samyria in the form of a giant grizzly named Bjorn, whom she can command as a valuable companion.
Rules Additions
All cards of this expansion show the pack's paw symbol. They may be added to the corresponding decks from the base game. The Emporium cards included in this expansion may be used in any Sword & Sorcery Quest.
Legendary Powers
Legendary powers are particularly powerful powers that are available to heroes from Soulrank VII onward. They can then be chosen like other power cards.
Each legendary power may be used only once per Quest.
Companions
These notes supplement pp. 28f. of the Rulebook:
- Once a companion has been summoned, it cannot be removed voluntarily from the game board.
- A hero cannot perform an Action activity to prepare a companion's attack.
- The activation of a companion cannot be interrupted by other activities of the hero.
- Companions can be supported by hero powers (for example Thorgar's "Bless").
- Companions whose Hero Count is 1 or more count as heroes (for example when enemies appear through Event cards).
- Companions count as heroes for enemies, but can never become the Menacing Hero for vengeful Master Enemies.
Conditions
This new condition follows the normal rules, with these additions:
Bleeding (front and back side of the marker)
- Heroes: At the start of each of the hero's activities, the hero suffers 1 wound (this does not apply to Free Actions). The marker is flipped over in the next Time Phase and removed in the Time Phase after that. The condition therefore lasts two Rounds, unless it is removed earlier.
- Enemies: At the start of each of the enemy's activations, the enemy suffers 1 wound. The marker is flipped over in the next Time Phase and removed in the Time Phase after that. The condition therefore lasts two Rounds, unless it is removed earlier.