Myth Playsheet (Mythender)

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Storm Might tokens

Dice Name: Spend Might to


Starting
power your Gifts and
4 5 6
MYTH PLAYSHEET Might Wound additional
give you 1
Mythenders
thunder each Description
Might

ti rm
Recharge

ng
Ra to
S
Wounds Might
Weapons +3 dice +2 dice +2 might GIFTS Cost
... is my weapon.
Intrinsic Relic Companion

... is my weapon.
Intrinsic Relic Companion

... is my weapon.
Intrinsic Relic Companion

... is my weapon.
Intrinsic Relic Companion

Weapons Quick Reference for Myths


When using a Weapon, you can either charge one column (check the top box) and take no bonus dice or might,
or drain all the charged columns (check the bottom box) to get those bonuses.
Intrinsic Weapons start with the second charge box checked.
Bonuses from Relic Weapons may become temporary thunder dice for free.
Companion Weapons charge when you are Wounded.

Gathering Rage
6 After round One...

Your After round Two...


Wound
Cost After round Three...

After round Four... Starting Lightning


When you start a battle, you
Thunder have no Lightning Tokens.
Dice After round Five... `
4 5 6 ... the mythenders have failed. Lightning
give you 1
lightning each
Gathering Rage Quick Reference Tokens
Starting Gathering Rage triggers at the end of the round if the Myth is still alive. Some effects take place immediately, and Spend Lightning to
Temporary Thunder Thunder others happen after the battle is over. harm a foe or create
dice always go away and destroy blights

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