@GutshotYou spend 1 determination to reroll. Unfortunately it was not successful. You are out of determination.
@rocketrobie2The Holy Book One Handed Holy Characters Only +1 Faith +1 Combat (basically an extra hit for melee damage) 1 Upgrade Slot 1 Weight $300 Dollars
@Duthguy 0/3 Scavenges successful. Spend 1 or 2 Determination to reroll 1 or 2 failed attempts?
Trap the Saloon Girl 8 / 8 HP || 13 / 14 Sanity || 0 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1
Lantern Bearer
Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Knockout Punch:
Spend 1 Determination to double the damage of an attack, once per hit.
Comforting Presence:
At the end of the Hero Turn, you may heal 1 Wound OR 1 Sanity from every other adjacent hero. Gain 5 XP for each Wound / Sanity healed this way.
Lightweight:
May only use light guns.
Fast on your Feet:
+1 Movement.
Sidebag: 1/5 Slots filled
1x Bandages
Lantern: Lightsource Boot Knife:
Once per fight, you can make a free attack with the boot knife. Range: 4 Shots: 1 Damage: +2 Damage
1/7 Carryweight used
Holdout Pistol:
PERFORMER ONLY 1 Handed You may make a free attack with this gun once per fight. Range: 3 Squares Shots: 1 Shot per round Crits on a 5 or 6. Upgrade Slots: 0/1 used Weight: 1 Worth: $200
@Mae >Yeah, that's me alright >Ah'll take the whiskey >Ah'm not mush of a missionary an' I'm thinking Ah'm in the mood fur some redemption. (Redemptionist) >Intervention >Shockwave
>They call me....PASTOR JIMMY. >I'm MALE. >I look like a PORTLY, AGING man with a BALD head and MASSIVE MUTTONCHOPS. I wear the classic dressings of a CATHOLIC PREACHER and carry around a SLIGHTLY BLOODIED CRUCIFIX. >I am a PRIEST.
consider yourself in the game! you have 4 movement this round.
Father C the Preacher 12 / 12 HP || 10 / 10 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1 Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Redemptionist:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon. Requires 5+ on 2 dice to successfully cast. For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero. Faith Cost: *see above XP Gained: 10XP Improves at level 5.
Blessing - Intervention:
requires 10+ on two dice to successfully cast. Father C takes 1 corruption hit on successful cast. Cancels one darkness effect, or spend 1 extra faith to cancel a growing dread effect. Faith Cost: 2 XP Gained: 50 XP
Judgement - Shockwave:
Requires 9+ on 2 dice to successfully cast. Father C takes 1 corruption hit on successful cast. Every enemy within 2 spaces of you automatically takes one hit. May only be used if you did not move this turn. Faith Cost: 2 XP Gained: 25 XP Improves at level 2, 4, 6 and 8.
Sidebag: 1/5 Slots filled
1x Whiskey
Concealed Flask:
Better at dealing with spirits. Once per adventure, you may use the flask to fully heal your sanity.
1/7 Carryweight used
Shotgun:
2 Handed Range: 5 Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8. Upgrade Slots: 0/1 used Weight: 1 Worth: $300
Is this Pastor Jimmy? Please include beard/eye colour.
>Yes/No, actually he...
(Note: Please either confirm Pastor Jimmy's appearance or let me know if you'd like anything about him changed before he is FINALISED FOREVER MORE.)
Pastor Jimmy packs for the adventure ahead. He decides to bring his LUCKY CHARM with him wherever he goes. He looks in his sidebag: What else should he bring?
Pastor Jimmy packs...(Pick one)
>BANDAGES, to heal wounds during the journey ahead. >WHISKEY, to steal himself against the horrors that await him. >DYNAMITE, to throw at them b*stards when they rear their ugly heads.
Now, Pastor Jimmy has learned a thing or two about the world. He's got one thing in particular that sets him apart from other preachers...
>Missionary: Once per turn, when you perform a Blessing sermon, you may reroll once if you fail to cast it successfully. >Firebrand: Once per turn, when you perform a Judgement sermon, you may reroll once if you fail to cast it successfully. >Redemptionist: Unlike other preachers, you can use guns (specifically, two handed guns). You get a shotgun when you start instead of a holy book.
But that's not all. As a Preacher, Pastor Jimmy knows one or two things... You start with 2 Faith at level 1 Pastor Jimmy knows the Blessing: Faith Healing
Pick one other Blessing:
>Cure: requires 9+ on 2 dice to successfully cast. Range: 6 Choose one hero in range. That hero may remove any Poison affecting them and heal 2 Sanity. Faith Cost: 1 XP gained per cast: 20xp Improves at Level 3, 5 and 8.
>Shield of Light: requires 9+ on two dice to successfully cast. Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero. Faith Cost: 1 XP Gained: 20 XP Improves at Level 5.
Pick one other Judgement:
>Weaken: Requires 7+ on 2 dice to successfully cast. Range: 6 Choose any enemy within Range. That enemy has -2 defense until the end of the turn. Enemies that are immune to critical hits are only reduced by -1 defense. Faith Cost: 1 XP Gained: 20 XP Improves at level 3, 6 and 9.
>Righteous Fury:Requires 8+ on 2 dice to successfully cast. Pastor Jimmy takes 1 corruption hit on successful cast. Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each. Faith Cost: 1 XP Gained: 25 XP Improves at level 4 and 9.
Recap: (because the Preacher is a little complicated with his bonus spells)
>Confirm/change appearance >Pick your sidebag item >Pick your skill >Pick your blessing >Pick your judgement
@Duthguy[b]You are unsuccessful. Would you like to spend 1 determination to reroll a failed result? boy, people getting unlucky scavenging this room xD
Dan the Rancher 14 / 14 HP || 7 / 10 Sanity || 1 / 2 Determination || 0 / 500 XP || 0 Gold || Level 1 Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Home Remedies:
Spend 1 Determination to Heal 1-6 wounds from yourself or an adjacent hero. Gain 5XP healed from another Hero this way.
Rapid Shot:
Requires a two handed weapon. Anytime you kill an enemy with a two handed gun, you can immediately shoot again.
Evasion:
You are more likely to escape when you move away from an enemy.
Sidebag: 1/5 Slots filled
1x Bandages
Lucky Dice:
Once per Adventure, cancel and redraw any card drawn (e.g. monsters, loot, scavenge, room tile, event, darkness, growing dread. this item will become more clear in future. I'll let you know if you can use your dice, so don't worry too much.)
Dan has 2/5 movement this turn Spend a determination to reroll? Hawkeye Harold can move 5 this turn Spend a determination to reroll? Trap can move 5+1 this turn. Spend a determination to reroll? Father C can move 2+2 this turn. Spend a determination to reroll? Pastor Jimmy can move 3+2 this turn (the plus 2 is to catch up.)
Dan is out of movement. Hawkeye Harold can move 5 this turn Spend a determination to reroll? Trap is out of movement. Father C can move 2+2 this turn. Spend a determination to reroll? Pastor Jimmy is out of movement.
Actions remaining:
Dan and Trap have scavenged this turn. Hawkeye Harold can Scavenge (cannot reach 47/48 to go deeper into the mine) Father C can Scavenge (cannot reach 47/48 to go deeper into the mine) Pastor Jimmy can Scavenge (cannot reach 47/48 to go deeper into the mine)
You find a small collection of coins, stained in blood.
Gain: 50 GP and 10 XP.
Pastor Jimmy the Preacher 12 / 12 HP || 10 / 10 Sanity || 1 / 2 Determination || 10 / 500 XP || 50 Gold || Level 1 || 2 Faith Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Redemptionist:
you may use two handed guns.
Scourge of the Dead:
+1 Damage to undead enemies.
Sermons:
Blessing - Faith Healing:
Starting Sermon. Requires 5+ on 2 dice to successfully cast. For every Faith spent on the cost of Faith Healing, you may heal 1 Wound from yourself or an adjacent hero. Faith Cost: *see above XP Gained: 10XP Improves at level 5.
Blessing - Shield of Light:
requires 9+ on two dice to successfully cast. Choose any hero. Until the end of the turn, that hero has armour / spirit armour. Limit 1 shield per hero. Faith Cost: 1 XP Gained: 20 XP Improves at Level 5.
Judgement - Righteous Fury:
Requires 8+ on 2 dice to successfully cast. Pastor Jimmy takes 1 corruption hit on successful cast. Choose any hero (including yourself). Until the end of the turn, all of that hero's hits do +1 damage each. Faith Cost: 1 XP Gained: 25 XP Improves at level 4, and 9.
Sidebag: 1/5 Slots filled
1x Whiskey
Lucky Charm:
Once per Adventure, ignore all damage from a single source.
1/8 Carryweight used
Shotgun:
2 Handed Range: 5 Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8. Upgrade Slots: 0/1 used Weight: 1 Worth: $300
No Actions that can be used this turn.
@DeadBeatWalking@rocketrobie2 Hawkeye Harold can move 5 this turn. Spend a determination to reroll? Father C can move 2+2 this turn. Spend a determination to reroll?
@DeadBeatWalking since it's just movement I've moved Harold up, but let me know if you'd like to change it :D
Round 3
The darkness sleeps...
Hawkeye Harold the Gunslinger can move 3 this round. Dan the Rancher can move 5 this round. Trap the Saloon Girl can move 5+1 this turn. Father C can move 6 this round. Pastor Jimmy can move 1 this round and recover a determination.
Anyone may spend a determination to reroll their movement.
Actions: You may always move if you have movement available.
>SCAVENGE: Each map tile can be scavenged once. Scavenging successfully can yield up to three results. If you scavenge, you cannot explore the mine this round. Currently no map tiles can be scavenged - more map must be explored >EXPLORE THE MINE: At the end of each map tile is an arrow. When standing on this arrow, you may explore into the next room, if you have not done another action this turn. You will immediately see the layout of the next room. If you explore, at the end of the round, a discovery will be revealed... aka what is in that room. Note: The "arrow" map tiles count effects from both rooms.