Magic Item Cards:

Magic Items are way cooler than common items. However, as with everything using Magic Technology for power, their are rules that apply to them. Specific guides are given with the item sets below.

In general whenever you roll a Terrible two and you are using a magic item the magic drains from the item. In some cases, like one use potions, it is gone. In cases where the Magic Item has several uses it drains and will need recharging.

Exploding dice apply whenever a 2d6 roll is involved with the potion. So that healing potion that heals 2d6, could go big, or it could fail. Potions that use a single d6 are very reliable. No Terrible Twos, no explosions.

Players may want to buy these sets for their GM. How are GM's going to give characters treasures for adventuring? They will do so from their Item cards. Remember, bribing the GM works!


Set 400, Magic Rings. 9 cards.
This set of Rings are magic rings. The rules for there operation are included in the text. Rings only work once and then crumble to dust. If a Terrible Two occurs when using a Ring, they fail to work and crumble.

These rings are commonly available.

$4.00


Set 401, Potions. 9 cards.
This set of eight potions plus the new Potion Pouch. Potions are a one use item, therefore if you encounter a Terrible Two they fail. This also means the Potions can Explode and do extra healing.

The Potion Pouch puts the potions in an easy to reach safe container, just what an adventurer needs. During combat it takes an IND to get a potion out of the pouch, and then at least an IND to drink the potion. Potions which do two things, like the old Vale of Refreshment, should require two IND to drink and activate, plus one IND to get it out.

Potions are readily available.

$4.00


Set 402, Magic Items! 9 cards.
This set of nine new Magic Items are all reusable. If you experience a magic related Terrible Two, the item drains until it can be recharged in an Od area, or between adventures. The Terrible Two would need to occur when using the magic in the item before it would drain the item.

These are uncommon Magic Items. The GM will want to make them rare, but not unavailable.

$4.00


Set 403, Powerful Magic Items! 9 cards.
This is a set of very powerful, and useful, magic items. If you experience a magic related Terrible Two, the item drains until it can be recharged in an Od area, or between adventures. The Terrible Two would need to occur when using the magic in the item before it would drain the item.

GM's may want to make these Items difficult to get or replace. It would be very unusual to find one of these in a market.

$4.00



Item Cards:

Items are the old reliable equipment of the world, and they make profitable treasure. In general a merchant will pay 50% of the retail value of an item in a trade in.
Set 404, Basic Items. 9 cards.
This is the set of items that comes with the 2.0 Starter character. You will only want this set if you did not buy a starter character.
$4.00


Set 405, The Blades set. You get a set of nine item cards for bladed weapons and ways to carry them. We now have blades from the hide away dagger up to the Greatsword and even a Parry Dagger for the game.
$3.99




Set 406. Magic Items. The Spectral Tattooes. These are the same as the previously released Tattoo set. They are now laid out with the 2.0 labeling.
$3.99



Set 407, Ranged. 9 cards.
Missle weapons for the archers.
$4.00
May 2012


Set 408, More Weapons. 9 cards.
Axes, hammers and more. A selection of melee goodies.
$4.00
May 2012