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NUGGET—TREASURE SEEKER Melee-Ranged Difficulty: Easy

Nugget’s skills are a treasure trove of tricks, but she probably treasures Loot most of all—don’t underestimate the
ability to choose the right Loot for the right situation. And armed with her Longsword (which, unlikes most Skills,
never leaves her side) and her sling, she is quite the skirmisher when Loot is at hand. Unfortunately, Nugget doesn’t
have a lot of survivability so your first priority has to be an additional HP or 2. After that, prioritize Defense, Dexterity,
and, finally, Attack, in that order. After that, it really depends who you’re fighting, but Dexterity is Nugget’s strong
suit. As mentioned above, her Longblade is her most important skill, and the Tinkered Bolo and Dagger are close
runner-ups. Consider Dash for more maneuverability and Keen Eye to increase opportunities for Trove Loot, then work
on buffing Nugget’s Lockpicking skills. *Non-Rolling Die
Send Enemy Away Lucky Heal/Attack/Shield* Improved Stat Training Lockpicking Help
Bag of Tricks Lots of Loot Alter Attack Stats Enemy Decoy
Lockpicking Skills Sword and Spear Ranged Bleeding Dagger Ranged Attack Counter*
Extra Movement Intimidate Enemy Avoid Attack Chance of Extra Turn
Starts with Skill #12 (Slingstones) set to 0.
Innate: Whenever Nugget draws 1 or more Loot Cards as an Encounter reward, she draws 1 extra card and discards 1.
Innate+1: Whenever Nugget draws 1 or more Loot Cards as an Encounter reward, she draws 1 extra card and keeps it.
Backup Plan 1: Increase the Slingstones Die counter by 1.
Backup Plan 2: Heal for 2 HP.
Backup Plan 4: Add a Disable effect die to any adjacent 1 or 5-point Baddie.
Backup Plan 5: At the end of the current round, place Nugget on the top spot of the Initiative Meter.

Red Bones
These bones must be used in your Backup Plan.
(BP)
This die can only be rolled if the Baddies outnumber the Gearlocs. Remove a Baddie (whose point
Mislead
value is less than or equal to the number shown) from anywhere on the Battle Mat and add it to the bottom
(I)
of the BQ. When it returns, it will have all of its Health and no effect dice (e.g., Bleed, Poison) on it.
Set this die before the battle begins to your desired face and place it in an active slot. This die does not
Lucky-Extra Bones
exhaust (except due to Mischief). Any turn during which you don’t roll any bones, immediately add the
(A)
number of bones shown to your Backup Plan.
Set this die before the battle begins to desired face and place it in an active slot. This die does not
Lucky-Extra Damage
exhaust (except due to Mischief). Any turn during which you don’t roll any bones, immediately add the
(A)
number shown to the total amount of damage dealt to your target.
Set this die before the battle begins to desired face and place it in an active slot. This die does not
Lucky-Extra Defend exhaust (except due to Mischief). Any turn during which you don’t roll any bones, immediately increase an
(A) active Defense die by the number of Shields shown or place a new Defense die with the number of Shields
shown in an active slot.
Set this die before the battle begins to desired face and place it in an active slot. This die does not
Lucky-Recover
exhaust (except due to Mischief). Any turn during which you don’t roll any bones, immediately heal for the
(A)
number of HP shown.
The Golden Touch die triggers when Nugget personally defeats a Baddie, dealing the killing blow. Roll
Improved Training this die for free after defeating a Baddie. Place a successful roll in a locked slot for Training later on, or
(L) place an unsuccessful roll into your Backup Plan and try again in the next battle. During any Training
Attempt, you may ignore 1 bone that remains after a reroll.
Dexterity Mod
Adjust your Dexterity Stat by the number shown for the remainder of the battle.
(A)

Extra Damage Adjust your Attack Stat by the number shown for the remainder of the battle. (This adjustment does not
(A) cost Dexterity.)

Extra Defense Adjust your Defense Stat by the number shown for the remainder of the battle. (This adjustment does not
(A) cost Dexterity.)

Dash Increase your movement by the number shown for the remainder of the battle. (This movement can be used
(A) before or after you attack and does not cost Dexterity.)

Recover
At the start of your next turn, heal for the number of HP shown.
(A)
Discover Loot
Draw 3 Loot cards and keep 1 (discarding the rest).
(I)

Trove Map Shuffle the Special Encounter, ‘The Ebonite Doorway,’ into the Encounter Deck if the encounter has not
(I) already been completed.

Minor Lockpick
Add the number shown to a rolled Action Die during a Lockpick Attempt.
(L)

Major Lockpick
During a Lockpick Attempt, you may completely bypass 1 Lock without rolling dice.
(L)

Complete Unlock
During a Lockpick Attempt, immediately open all Locks without rolling dice.
(L)
Adjust your target’s Attack Stat by the number shown for the remainder of the battle. The Tinkered Bolo
Attack Dice Mods
can be used against ranged targets along with defense dice; however, normal Attack dice can only be
(BA)
rolled against ranged targets if Slingstones are also used.
Adjust your target’s Defense Stat by the number shown for the remainder of the battle. The Tinkered Bolo
Defense Dice Mods
can be used against ranged targets along with defense dice; however, normal Attack dice can only be
(BA)
rolled against ranged targets if Slingstones are also used.
Adjust your target’s movement by the number shown for the remainder of the battle. (This adjustment does
Move Mods
not cost Dexterity.) The Tinkered Bolo can be used against ranged targets along with defense dice;
(A/BA)
however, normal Attack dice can only be rolled against ranged targets if Slingstones are also used.
Deal the number of damage shown to your target and return this die to its Skill slot. (This die can never be
Longsword
exhausted.) The Longsword can be used against ranged targets along with defense dice; however,
(I)
normal Attack dice can only be rolled against ranged targets if Slingstones are also used.
Deal the number of damage shown to your target (deal no damage if no number is shown). Also, place a
Draw Blood Bleed effect die on the target (Inflict 1 Damage at the start of every one of the unit's turns). Nugget’s
(I) Dagger can be used against ranged targets along with defense dice; however, normal Attack dice can
only be rolled against ranged targets if Slingstones are also used.
Dash Adjust your movement by the number shown for the remainder of the battle. (This adjustment does not cost
(A) Dexterity.)

Increase Initiative
Move Nugget up the number of spots shown on the Initiative Meter at the end of the current round.
(I)

Parry
When a Baddie attacks and/or uses a Skill against Nugget, she may avoid it completely.
(A)

Extra Turn
Nugget may take another turn immediately after completing her current turn.
(I)
Use this Scrambler Reroll die during a Lockpick Attempt to reroll one of the 3 action dice along with the 2
Reroll
Intuition dice again. (Roll this die as a 2nd Intuition Die throughout the entire lockpicking attempt, then
(L)
exhaust).
Use this Scrambler Convert die during a Lockpick Attempt to change the letter on one of your die rolls,
Convert
keeping the number. (Roll this die as a 2nd Intuition Die throughout the entire lockpicking attempt, then
(L)
exhaust).
Save+1 Use this Scrambler Save+1 die during a Lockpick Attempt to save one of the 3 action dice you rolled and
(L) add 1 to it. (Roll this die as a 2nd Intuition Die throughout the entire lockpicking attempt, then exhaust).
Immediately roll this die when you acquire it. Place this die on a position adjacent to any Melee Baddie
Shiny Gem
whose point value is less than or equal to the number shown. The Baddie will move to and stop on the Gem
(I/L)
on its next turn. Exhaust the Gem once the Baddie has reached that position.
This die tracks the number of Slingstones you’ve acquired. The Slingstones die is used for ranged attacks
with normal Attack dice, and stays on your mat. Slingstones are needed to attack non-adjacent Baddies
with normal Attack dice. When performing a ranged attack, you must decrease the Slingstones die by 1 for
Slingstones
each normal Attack die you are rolling against the target. You cannot roll more Attack dice than you have
(Ctr)
Slingstones (though you do not need to spend all your available Slingstones). Fortunate Discovery Loot
maxes this skill die to 5 Slingstones. When Nugget sets her starting position on the Battle Mat, she may
place herself in the Melee row or the Ranged row (even if she hasn’t yet collected Slingstones).

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