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Hidden 7 yrs ago Post by CollectorOfMyst
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CollectorOfMyst

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@Mae Well... since Flabnoose is a nun (unless ArenaSnow wants to change that) we can assume either Flabnoose is a she, or something else.
Hidden 7 yrs ago Post by Mae
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@CollectorOfMyst In one of my irl games, someone was playing a hench dwarf who's dream was to be a Nun. Everyone was too scared of him to tell him otherwise. His idea of casting was shouting loudly at monsters.

@duthguy no worries, I just get worried overpinging for a spam game, so I hope I haven't overwhelmed anyone :D
Hidden 7 yrs ago 7 yrs ago Post by Mae
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Mae Crayola

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@ArenaSnow

Flabnoose the Turtleneck best prepares Flabnoose for the adventure ahead.Naturally, Flabnoose stuffs Flabnoose's favourite WORN EYE PATCH from Flabnoose's collection into Flabnoose's bondage gear. Flabnoose looks in Flabnoose's sidebag-sized pocket dimension: What else should Flabnoose bring?

Flabnoose the Turtleneck packs...(Pick one)
>BANDAGES, to heal the eyes of anyone who looks at it.
>WHISKEY, for the same reason as above.
>DYNAMITE, for when all else fails.


Now, Flabnoose was not lilly-livered when it clambered out of the abyss into this world. There's one thing, apart from being a horrific abomination, that sets it apart from all other Nuns...


>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 Nun, Flabnoose the Turtleneck knows one or two things...
You start with 2 Faith at level 1
Flabnoose the Turtleneck knows the Blessing: Faith Healing
who taught it this, seriously.


Pick one other Blessing:
>Revitalise: requires 6+ on 2 dice to successfully cast.
Range: 8
You may heal HP equal to the number you surprass the casting requisitive by, to any Heroes in range, including yourself. (e.g. if you rolled 8 you would heal 3, 10 would be 5, ect)
Faith Cost: 2
XP gained per cast: 10xp
Improves at Level 4 and 8.
When you roll doubles, you take Corruption hits from this blessing.

>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:
>Cleansing Fire: Requires 10+ on 2 dice to successfully cast.
Flabnoose takes corruption hits when rolling doubles on casting.
Range: 8
You may place fire in any spaces within range, so long as they form a continuous chain (all adjacent to at least one other fire)
Fire hits for 2-12 damage to anything in their space.
May only be used if you did not move this turn.
Faith Cost: 2
XP Gained: 30 XP
Does not Level up.

>Weaken: Requires 7+ on 2 dice to successfully cast.
Choose an enemy within range. That Enemy is now -2 Defense until the end of the turn. If that Enemy is immune to critical Hits, this is -1 Defense modifier instead.
Faith Cost: 1
XP Gained: 20 XP
Improves at level 3, 6 and 9.


Recap:
(because the Nun is a little complicated with her bonus spells)
>Pick your sidebag item
>Pick your skill
>Pick your blessing
>Pick your judgement
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Hidden 7 yrs ago Post by CollectorOfMyst
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@Leaves@duskshine749 Your characters are on the first page, in the In Town section.
Hidden 7 yrs ago Post by CollectorOfMyst
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@rocketrobie2 Also, I would like to give you a stick of dynamite.
Hidden 7 yrs ago Post by ArenaSnow
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@Mae
>DYNAMITE is the only way
>RECEPTIONIST must convert with the holy cross that packs shotgun pellets
>REVITALIZE because corruption is healthy
>CLEANSING FIRE because fire fetish

>must REVITALIZE the CLEANSING RECEPTIONIST with DYNAMITE

>spellchecking for- FUCK_IT
>spellcheck overwritten
1x Laugh Laugh
Hidden 7 yrs ago Post by duskshine749
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I really don't think we need that many people playing piano in town, but what do I know? lol
Hidden 7 yrs ago Post by ArenaSnow
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His idea of casting was shouting loudly at monsters.


>select ability
Hidden 7 yrs ago Post by CollectorOfMyst
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CollectorOfMyst

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@duskshine749 What are you saying? There's only one Piano Player.
Hidden 7 yrs ago Post by duskshine749
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Exactly, one is too many

I totally didn't think saloon girls were also piano players since they have the same skills, nope
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Hidden 7 yrs ago Post by CollectorOfMyst
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Well, for a start, Trap belongs to an inactive player, so (he? she? A saloon girl, but uses the male model.) they won't be seeing any use unless someone decides to bring her/him along. And since everyone has their own characters, with the exception of Alexus, who adopted Jimmy, we currently have a total of ten characters 'in play', including Flabnoose. So maybe? We have two or three preachers and two performers (the title for the Piano Player and Saloon Girl), which means there would be six in one party, and four in the other, or five in each.

Alexus, you sure you don't want to make a character of your own? I'd like seeing what you could come up with.
Hidden 7 yrs ago Post by Scarescrow
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Scarescrow Sociopath

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>Move to F14
Hidden 7 yrs ago Post by Mae
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@duskshine749 Saloon Girls and Piano Players are actually the same class :D The same for Preachers and Nuns.
Hidden 7 yrs ago Post by Mae
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Scare, the Law Holder approaches the next room.

Hawkeye Harold smokes on his pipe as he enjoys his new loot.

Room will be up for scavenging again once @rocketrobie2 confirms if he wishes to spend another Determination on the attempt or not.

Movement:
@DeadBeatWalkingHawkeye Harold can move 1 more this round.
@DuthguyDan can move 1 more this round.
@rocketrobie2Father C can move 5 this round.
Aaron Goldfeld is out of movement this round.
Pastor Jimmy is out of movement this round.
Scare, the Law Holder is out of movement this round.

Hidden 7 yrs ago Post by Duthguy
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Duthguy Someone who can't spell Dutchguy

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>Dan moves to E15
Hidden 7 yrs ago Post by rocketrobie2
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rocketrobie2 Money owns this town

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@CollectorOfMyst
>Father C accepts Dynamite
>Single tear rolls down face
>Gifts Aaron darkstone without a word
>Move to F13
>No re-roll on determination
Hidden 7 yrs ago Post by CollectorOfMyst
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@rocketrobie2
>Aaron refuses the darkstone.
Hidden 7 yrs ago Post by Mae
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Mae Crayola

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This room can be scavenged by Father C, Aaron Goldfeld or Scare this round.


Dan stretches his legs.

Father C and Aaron Goldfeld have a tearful exchange involving dynamite.

Movement:
@DeadBeatWalkingHawkeye Harold can move 1 more this round.
@rocketrobie2Father C can move 2 more this round.
Aaron Goldfeld is out of movement this round.
Pastor Jimmy is out of movement this round.
Scare, the Law Holder is out of movement this round.
Dan is out of movement this round..

1x Laugh Laugh
Hidden 7 yrs ago Post by duskshine749
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@Mae I know they’re the same class, I meant more I thought saloon girls also played piano, but now I feel like they do other things
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Hidden 7 yrs ago Post by rocketrobie2
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rocketrobie2 Money owns this town

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>Father C clears his tears and moves to F12
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