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+4 to (Will) saving throws vs. Charm and +4 to Charisma
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.
Once per game, wearer may use one Special Power or Spell on their character card without marking its use off of the character card. It does not matter whether or not the box has already been checked. This item does not affect abilities which do not have a checkbox on the character card.
Crown of Expertise does not in any way alter the Action (Standard, Free, etc.) required for a spell to be cast or a power to be used.
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on ranged attacks or spells.
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), but wearer may not equip any Figurine(s).
Items which increase the number of Figurine slots cannot bypass this crown’s restriction, neither can a high Charisma.
The wearer is immune to any drawbacks related to consuming a healing item, be it food or beverage.









