@Scarescrow For Range, your heroes Strength + 3 squares. You aim at a square you want it to land and have to succeed at a Range Attack, as if you were shooting a gun, otherwise it can bounce.
@CollectorOfMyst very possible. A couple of your other posse members are in severe danger, so you might wish to use your other healing item as well. Or you could save it in case something nasty is about to happen to you ;)
@Mae Oh... oh dear. I've only just seen the 'reroll for fatal damage' check. Okay... this isn't good. Think, Myst!
I hesitate to ask this, but, will the Goliath's actions change afterwards? Because from the assumption that you've asked only Deadbeat and Alexus for fatal defence rolls means I can assume one of two things; A, that Scare successfully dodged the Goliath, or B, there was an automatic hit, since in Scare's most recent sheet, he still has one DT. This isn't accounting for a possible error, of course.
In which case, I'd need to keep the one who can heal alive, most certainly, so Jimmy takes a good priority. And if Harold is going to get killed, he needs a heal as well. Darn it...
Wait - what happened to us being able to move after our turn? Because in the fight with the bats, we were able to do that. That might have changed... but that's redundant anyway because it's not technically on our turn.
Mrgrgr...
>Aaron is looking from side to side, conflicted. He only has enough supplies for two people, but here before him, there are three. The Father. The Marshall. And Hawkeye. But he needs to make his decision, and fast. He knows one, but who is the other?
@CollectorOfMyst I was kind of testing out stuff with movement in the bat fight. In the usual game, you either use up your movement or you pass if you don't want to use it, so I've kind of switched to that now. I think the bat fight was the first forum fight we did and I wanted to make sure people weren't just forgetting to use their movement.
Now, instead, I've just been giving out reminders after people take their actions and asking if they want to pass or not, I think it's a little quicker.
So what we know so far: Scare, Pastor Jimmy and Hawkeye Harold may or may not be dead Everyone else may or may not be seriously wounded after this attack Father C is blind drunk and having a great time
wee wee wooo wooo wee wee wooo wooo
ok in all seriousness though.
In the physical version of this game you would be able to see the rolls as they happen, I'm just building tension to torture everyone. However, since it affects your action, I'll send you a PM when PrinceAlexus has time to post whether they are rerolling their willpower save or not, and what the final effect is.
It's the holiday guys, so while I'll still ping on Day 4 Counters for prosperity's sake, no character can go "inactive" (aka have other people take over their action while their creator is away) until, let's say, after New Years, the 2nd.
So your character won't start doing there own thang cuz you got your party hobo on.
>Aaron hears the last echo of the Goliath's roars fade from the tunnel, and know that his time to make a decision is up. Working swiftly, he took his Healing Herbs and crammed as many as he could into his mouth. Chewing as fast as he could to make them into a paste, he spat them out into his hand and applied them to Pastor Jimmy's wounds. Turning to Hawkeye Harold next, he takes his own set of Bandages and attempts to rework Dan's shoddy job to give him the best chance of coming out of here with his heart beating. With his remaining time, he utters a soft apology to Scare, for not being able to give him the supplies, to Jamie, for not coming as prepared as he could have been... and then he began to pray, to whatever gods there might be. That he would find the strength, the courage, and the determination to make it out of here, with everyone he came in with, alive.
@PrinceAlexusPastor Jimmy is healed up to full health!
@DeadBeatWalkingHawkeye Harold is healed for 1 HP. His wounds seem to be pretty complex, or perhaps it's the stomping monster that's distracting everyone.
Aaron Goldfeld gains 25 XP for his quick thinking under pressure.
...
@Duthguy woops, Dan should of received another 10 XP for your heal earlier (Its 5xp per hitpoint healed~) so adding it on now :3
Pastor Jimmy the Preacher 12 / 12 HP || 10 / 10 Sanity || 1 / 2 Determination || 186 / 500 XP || 525 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 gains Armor / Spirit Armor. 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.
• HOLY •
Combat: Initiative 2 • Melee Combat 2 To Hit Melee 4+ • To Hit Ranged 5+ Defense 5+ • Willpower 3+
Better Luck. Once per Adventure, ignore all damage from a single source.
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
9 / 10 HP || 12 / 12 Sanity || 1 / 2 Determination || 300 / 500 XP || 425 Gold || Level 1 Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Quickdraw:
Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them.
The Quick and the Dead:
Start with 6 Dead eye shot bullets. At any point you can choose to load one of these bullets into your gun.
• SHOWMAN •
Combat: Initiative 6 • Melee Combat 1 To Hit Melee 5+ • To Hit Ranged 3+ Defense 5+ • Willpower 4+
You may take a puff of your pipe to Recover 1 determination any time you gain loot or successfully scavenge..
1/7 Carryweight used
Pistol:
1 Handed Range: 6 Squares Shots: 2 Shot per round Upgrade Slots: 0/2 used Weight: 1 Worth: $100
Cavalry Sabre: Gear • Weapon • Blade One Handed
You may make a melee attack as well as a ranged attack during your turn.
Upgrade Slots: 0/2 Used Weight: 1 Worth: $600
12 / 12, [10 + 2] HP || 8 / 10 Sanity || 0 / 2 Determination || 201 / 500 XP || 300 Gold || Level 1 Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Tracker:
Once per Adventure, you may discard and redraw an Exploration Token or Encounter just drawn.
Fast:
+1 Movement.
Cavalry Scout:
You may roll 2 dice for movement each turn and choose which to use.
• SCOUT • TRIBAL
Combat: Initiative 5 • Melee Combat 2 To Hit Melee 4+ • To Hit Ranged 4+ Defense 4+ • Willpower 4+
Discard to Recover 1 Determination and gain 50 XP. Worth: 250g
13 / 14 HP || 8 / 10 Sanity || 1 / 2 Determination || 195 / 500 XP || 50 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.
• FRONTIER •
Combat: Initiative 3 • Melee Combat 2 To Hit Melee 4+ • To Hit Ranged 4+ Defense 4+ • Willpower 4+
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.)
The demonic Goliath stomps forward, displacing the Tentacles in it's path as it passes them with it's enormous gait.
It whips its tentacles through the crowd of heroes in a powerful flurry.
@Scarescrow Learning quickly from the wounds and slashes that now cover his body, Scare the Law Holder's eyes burn in fury as he refuses to allow this creature to hit him so much as once. With the fervor of a dead man still walking, he dodges all three viscious strikes that loom towards him.
@DeadBeatWalking Still recovering from earlier, Hawkeye Harold hardly has the strength to so much as move in time. He dodges the first blow that comes his way. The second slashes through his stomach, the third across his upper chest. For a moment it looks like he is still he might fall, but he clings to the last vestiges of his life. Barely. He takes 8 Damage!
@PrinceAlexusPastor Jimmy looks on in horror as he watches his friend fall to the ground. The world seems to spin in slow motion and, like his party member, he succeeds in narrowly missing the first attack to come his way. The horror of the situation strikes him as he see's everything become all too clear - two tentacles slam into him, and he finds his vision momentarily. He steels his soul - No! He shall not fall before a Demon, not with the good word of the Lord on his side. He takes 8 Damage, but is still standing!
@CollectorofMyst Wise to the creature's tricks and full of resolve at his silent declaration, Aaron Goldfeld manages to dodge the first two strikes to find their way to him. The third catches him offguard, striking him for 4 Damage.
@DuthguyDan, thinking himself safe, takes two strikes and 8 Damage before he manages to dodge the final attack.
Father C hiccups grumbles something from somewhere further down the cavern.
Pastor Jimmy the Preacher 4 / 12 HP || 10 / 10 Sanity || 1 / 2 Determination || 186 / 500 XP || 525 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 gains Armor / Spirit Armor. 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.
• HOLY •
Combat: Initiative 2 • Melee Combat 2 To Hit Melee 4+ • To Hit Ranged 5+ Defense 5+ • Willpower 3+
Better Luck. Once per Adventure, ignore all damage from a single source.
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
1 / 10 HP || 12 / 12 Sanity || 1 / 2 Determination || 300 / 500 XP || 425 Gold || Level 1 Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Quickdraw:
Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them.
The Quick and the Dead:
Start with 6 Dead eye shot bullets. At any point you can choose to load one of these bullets into your gun.
• SHOWMAN •
Combat: Initiative 6 • Melee Combat 1 To Hit Melee 5+ • To Hit Ranged 3+ Defense 5+ • Willpower 4+
You may take a puff of your pipe to Recover 1 determination any time you gain loot or successfully scavenge..
1/7 Carryweight used
Pistol:
1 Handed Range: 6 Squares Shots: 2 Shot per round Upgrade Slots: 0/2 used Weight: 1 Worth: $100
Cavalry Sabre: Gear • Weapon • Blade One Handed
You may make a melee attack as well as a ranged attack during your turn.
Upgrade Slots: 0/2 Used Weight: 1 Worth: $600
8 / 12, [10 + 2] HP || 8 / 10 Sanity || 0 / 2 Determination || 201 / 500 XP || 300 Gold || Level 1 Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Tracker:
Once per Adventure, you may discard and redraw an Exploration Token or Encounter just drawn.
Fast:
+1 Movement.
Cavalry Scout:
You may roll 2 dice for movement each turn and choose which to use.
• SCOUT • TRIBAL
Combat: Initiative 5 • Melee Combat 2 To Hit Melee 4+ • To Hit Ranged 4+ Defense 4+ • Willpower 4+
Discard to Recover 1 Determination and gain 50 XP. Worth: 250g
5 / 14 HP || 8 / 10 Sanity || 1 / 2 Determination || 195 / 500 XP || 50 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.
• FRONTIER •
Combat: Initiative 3 • Melee Combat 2 To Hit Melee 4+ • To Hit Ranged 4+ Defense 4+ • Willpower 4+
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.)
>Get one good whack at the Goliath with the trusty cavalry saber >Preemptively use every move point to retreat backwards >Request Father C sing me a gospel song as I die >Preferably sweet chariot >If you don't know sweet chariot, roll jordan roll will do too >Throw dynamite past Goliath