@Mae Oof. There's a lot to go through for this... consider this my revenge.
>Aaron sighs, and slumps against a wall briefly, eyes closed. Then, reopening his eyes, he looks between each of the members of the posse. Spotting a glint of coin, he gathers what he can, tucking it away in a pocket which hopefully has no holes in, before pawing around to see if more lies beneath the dust and dirt. Reroll for 2 x 100G
>It's time for them to leave this cursed place. Jamie's waiting for him in the next town over. But now, there comes a choice. He checks his rifle... it seems no worse for wear, at least. The feather he tied to it not long before is similar, in that regard, but... he feels as though it helped him get through, in some way. He opens his sidebag. The papers are slightly wrinkled, but the scribbles are neither any more or less coherent. Taking a last look at the journal pages, he decides that really they're no use to him, and drops them onto the ground, near the Slasher's corpse. And then, last but not least, he looks to Father Jimmy. Sighing; though the token had its uses, he can't keep it. He returns the feather to the Preacher.
Reroll with determination for the 2x100 gold. Discarding the Journal Pages Returning the Feather to Alexus, or rather, passing it on to Hawkeye Harold. Everything else is good.
Also, since I've decided that I prefer a boss momster to a boss monster, I'm going to cast my vote towards unlocking 2 Void Creatures.
Would you like to use any more of your determination or are you now confirming your loot amounts:
200 Gold (4/6, max 300) 1 Darkstone (1 out of a possible 3) 75 gp (3/6, max 150) 1 Darkstone (cannot reroll)
EDIT: Ahhh I'm being called, vote applied but the trade/journal pages I'll do as soon as I have time <3 EDIT EDIT: Should be okay now please check ahahahahahahaha
@rocketrobie2 eeee that means Void Monsters go through, I think.
@Leaves@duskshine749 Yep, I'll ping everyone when the Town Stay (buying stuff) ends and we start picking Adventures.
Adventures will be first come first serve, we have enough slots for all players, but if you want to be a specific mission and it's popular you will have to post up quick.
I know it's a pain with different time zones (not that I follow mine very well :D), it's more of if I reserve places in advance for people it might become troublesome in the future if there's a super popular mission everyone wants to go on.
But I don't see it being a problem this time, anyway, the missions seems pretty naturally split :D
Well, I would like to mention that you should probably leave room for Aaron and Jamie, since they can't go on missions with one another. Also... what happened to Majora's character?
@CollectorOfMyst I am aware that Jamie and Aaron can't go on missions together, but missions will be first come first serve nevertheless ^^.
If players want to work out positions on parties among themselves (for example, one person takes a spot early on but doesn't mind going on the other mission, and trades places with someone who really wants to go but wasn't online at the time) that's fine. But I think it's most fair doing missions first come first serve, particularly if more people decide to make multiple characters in the future. Or in a situation where we got a 12th player and then Gutshot came back, those sorts of circumstances.
As for Majora's character Luciel, the initial art is done but not coloured yet as I haven't had time to sit down with my tablet :( I'm hoping to get a couple moments to myself today to colour it properly, but the latest it will be finished is friday. I have friends over who head home tommorrow, so we're making the most of it :D
That being said there is working art for her and what I've done in the past if the character isn't coloured is temporarily use their grayscale sprite to play.
Her items are all picked out and everything, it's just finishing the colouring ^^
As you leave the mine to continue your journey, some of you begin to experience firsthand the corrupting influence of the Darkstone ore...
@DeadbeatwalkingHawkeye Harold is about to take 2 Corruption damage. Spend a determination to reroll failed saves? @ScarescrowScare, the Law Holder is about to take 4 Corruption damage. Please Note: if Scare, the Law Holder takes 4 Corruption, he will immediately gain a mutation. Spend a determination to reroll failed saves?
Dan, Father C, Pastor Jimmy and Aaron Goldfeld withstand the otherworldly influence.
The Journey to Town
Dan and Scare, the Law Holder trigger two Travel Hazards.
Traveler on the Road
During your travels, you encounter a Stranger on the road. It is none other then the legendary Vigilante Hero, The Scarlet Shadow! He is infamous for dealing with outlaws, brigands and - controversially - Mutants.
Seeing no ne'er-do-wells amongst your number, The Scarlet Shadow nods his head in approval towards your group, and vanishes into the brush as quickly as he appeared.
You all recover to your Max Determination for witnessing a living, breathing myth.
Bridge Destroyed!
The bridge across the canyon ahead has been demolished, either blown up to prevent demons from coming across, or torn apart during a skirmish! You'll have to find another way around, which will take time... time you don't have.
When the Posse get to Town, the heroes can spend no more then 2 days in town before starting the next Adventure.
A Classic, Small Town
@DeadBeatWalking@Duthguy@rocketrobie2@Scarescrow@PrinceAlexus@CollectorofMyst It is not a long trip to the next town over, though the bridge collapse has set you back aways. Aaron Goldfeld directs the posse over the next ridge speaking of his fiance, while Father C checks his booze rations with satisfaction and Pastor Jimmy recalls there being alot of Entertainers in this town. Hawkeye Harold puffs on his pipe talking about the time he played Brimstone Craps with a red skinned mutant, and as the Town comes into view on the horizon, Scare, the Law Holder talks about a lady Lawman with strong leadership skills.
It is twilight. The Town is small but comfortingly predictable - unlike some horror stories you've heard of about Plague Towns and Haunted Wastelands, this seems to be just another settlement struggling to survive out here on the frontier. Smells like home.
How Does a Town Stay Work?
Time in Town: 2 Days maximum. Whenever a character rolls for hazards, events, ect. in Town, they may spend determination to reroll unless specifically stated otherwise.
A Town Stay currently does not have any artwork attached to it. It is comprised of Day and short Night (choosing Hotel/Campsite) cycles. Before each day cycle, heroes must decide whether they are staying at the Campsite or paying 10 gold to stay at the Hotel. The Hotel is always safe to sleep at, whereas if a character stays at the Campsite they must roll for a Campsite Hazard in case something bad (or perhaps good, though this is unlikely) happens. Once all heroes have declared whether they are staying at the Campsite or Hotel and resolved any Campsite Hazards, the Day phase starts.
At the start of each day, a Town Event is drawn to see if something unusual happens during that day in town. This effects everyone.
During the day, every Hero (who has taken part in the game and travelled to the town) chooses one location to spend the day at. When they arrive at that location, each hero must roll to see if there is a Location Event happening at the time they travel there. If two heroes travel to the same location, unless specifically stated, they both roll seperately for their own location events.
Heroes may then spend the day at the location, purchasing items, doing events, ect. untill all heroes are satisfied they have done everything they wish for that day and decide to call it a night. At the end of the day, there is a chance for an additional - usually negative - Town Event to happen. This gets more likely the longer heroes stay in town.
Heroes then decide whether they wish to spend another day in town or end their Town Stay. If they stay another day (to a maximum of 6, usually) they then decide whether they wish to stay at the Campsite/Hotel again and then a new day starts. heroes can then choose a new Location to visit (or the same, if they wanted).
Please note that because there is a limited amount of time in town you may not be able to visit all the locations you wished to. Because of this, I am happy for heroes to trade or make deals with each other (e.g. can you pick me up some whiskey from the general store while you're there? In exchange I will give you gold/buy you this item from the blacksmith) even if they are not in the same location. We will run this as heroes either having mentioned it in the morning before setting off or passing each other in the street.
Unwanted Attention: If you have too many mutations (3+), do something shady in town, or win alot at the Saloon/Gambling Hall, you may attract Unwanted Attention. When a Hero with Unwanted Attention rolls 7 on a Town Location chart, a cowardly killer attacks from the shadows attempting to murder the Hero. That Hero must make a Luck test or incur damage from the encounter. If this happens to KO the hero, they are shot to death. All Unwanted Attention is removed at the end of a Town Stay.
There are also unique Town Types that may be rolled in future with unique rules, as well as unique Town missions that can pop up on the mission board.
The Campsite is always available to visit (unlike other locations which are chosen randomly). When visited during the day, it is exactly like any other Town Location, with it's own possible location events.
___________________________________________ 250g ___________________________________________ [Limit 1 Surgery attempt per Visit]
Choose 1 Injury, Mutation or Parasite you want to remove and roll on the chart below. If you choose to remove a Parasite, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed during surgery. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Health permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Injury, Mutation or Parasite is fully healed.
| CHURCH'S TENT: EXORCISM |
___________________________________________ 250g ___________________________________________ [Limit 1 Exorcism attempt per Visit]
Choose 1 Madness or 1 Curse you want to remove and roll on the chart below. If you choose to remove a Curse, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed dies in the tent as a demon rips you apart from within. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Sanity permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Madness or Curse is fully healed.
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
___________________________________________ F A R E A S T E R N P O T I O N - 75g ___________________________________________ Gear ♦ Potion ♦ Token
Gain 1 Potion per purchase. Potion: Takes up a Sidebag slot. Discard to add +2 to one of your Skills until the end of the turn.
___________________________________________ E X O T I C H E R B S - 200g ___________________________________________ Gear ♦ Plant ♦ Token
Gain 1 set of Exotic Herbs per purchase. Exotic Herbs: Takes up a Sidebag slot. Discard to add remove D3 Corruption Points.
___________________________________________ R A R E S P I C E - 50g ___________________________________________ Gear ♦ Plant ♦ Token
Gain 1 set of Rare Spices per purchase. Rare Spices: Takes up a Sidebag slot. Discard to add 1d3 Damage to a single Hit. You also take 1 HP Damage, ignoring Defense. ___________________________________________ R E F I N E D L A N T E R N O I L - 200g ___________________________________________ Gear ♦ Oil ♦ Token
Gain 1 set of Lantern Oil per purchase. Lantern Oil: Takes up a Sidebag slot. Discard to reroll 1 of the dice when Holding back the Darkness at the start of the round.
___________________________________________ R E D D R A G O N I N J E C T I O N - 100g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are +1 Initiative and gain Spirit Armour 5+. [This is on top of your usual Willpower saves.]
However, any time the Lanternbearer fails to Hold back the Darkness, take 1 Corruption Hit.
| BACK ALLEYS |
___________________________________________ B A T H H O U S E - 50g ___________________________________________ Limit [1] per Visit
Heal a Peril Die of Wounds / Sanity[any mix] and gain 10 XP.
You may also spend 1 Determination to attempt to remove any Parasites you have. Roll 2d6 for each Parasite. On the roll of 10+ it detaches from you in the warm water and moves on. [gets discarded]
___________________________________________ S E L L D A R K S T O N E ___________________________________________ You may sell Dark Stone Shards on the streets for a Peril Die x 25g each. Roll for each shard individually as they vary in size, weight, and value.
___________________________________________ Street Gambling - 25g ___________________________________________ Limit [2] per Visit Gambling
Roll 4 dice to try and get a Straight or a Set. You may pay an extra 25g to Re-roll any number of those dice. After that, you may re-roll up to 3 more times at a cost of 50g each time plus any free re-rolls from using Determination]. Note that this is an exception to the rule that prevents the same dice from being re-rolled more then once.
When finished rolling, if you have a Straight or Set of numbers, gain the following:
Straight[4 in a row] - 300g Set[4 of a Kind] - 100g x the number rolled
Otherwise, you leave and walk away wondering if the dice were rigged.
| EQUIPMENT |
___________________________________________ O R N A T E P I S T O L - 1,600g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed Upgrade Slots [1] ♦ Weight [1]
Range: 7 Shots: 2
Once per Fight, add +2 Damage to a Hit from this Pistol.
___________________________________________ B U T C H E R 'S B L A D E - 750g ___________________________________________ Gear ♦ Hand Weapon ♦ Blade One-Handed ♦ Upgrade Slots [2] ♦ Weight [1]
Each time you Damage an Enemy with a Melee Combat Hit, you may add +1 Damage to all your other Hits for the rest of this turn. [stacks for multiple Hits] ___________________________________________ C H E W - 50g ___________________________________________ Gear ♦ Plant ♦ Limit [1]
Discard and take 1 Corruption Hit to Heal 5 Sanity. ___________________________________________ S I L K S A S H - 450g ___________________________________________ [SHOWMAN / PERFORMER HEROES ONLY] Gear ♦ Clothing ♦ Belt♦ Weight [1]
Once per Adventure, Heal 5 Wounds. ___________________________________________ O R N A T E C A S E - 1,250g ___________________________________________ Gear ♦ Container
Choose one Item you have. Between Adventures - or while the Item is not equipped - it counts as having no Darkstone components.
___________________________________________ D A R K S T O N E B R A C E L E T - 1,000g ___________________________________________ Gear ♦ Charm ♦ Darkstone [1] ♦ Weight [1]
Once per Adventure, cancel an Enemy's Attack. [before dice are rolled]
___________________________________________ M E R C H A N T 'S A P R O N - 1,000g ___________________________________________ [FRONTIER HEROES ONLY] Gear ♦ Clothing ♦ Torso [1] ♦ Weight [1]
When you sell a Gear or Artefact in Town, gain +10% Gold (round up to the nearest 5gp) and recover 1 Determination.
___________________________________________ R A I L W O R K E R 'S J A C K E T - 860g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Weight [1]
You take 1 less Damage from all Explosives [like Dynamite], Falling Rubble and Cave-In encounters.
| TRANSPORT |
___________________________________________ M U T A N T H O R S E - 650g ___________________________________________ Transport ♦ Animal [Limit [1] Transport]
Gain 10 XP each time you Travel.
Use 1 Determination to add or subtract 1 from the roll for which Town Type is found.
___________________________________________ W I L D H O R S E - 750g ___________________________________________ [SCOUT HEROES ONLY]] Transport ♦ Animal [Limit [1] Transport]
Gain 10 XP each time you Travel.
Once per Town Stay, cancel and redraw a Daily Event.
___________________________________________ T R E D A R R A N S T A L L I O N - 800g ___________________________________________ Transport ♦ Animal [Limit [1] Transport]
Use 1 Determination to personally ignore the immediate effects of a Travelling Hazard.
___________________________________________ S W A M P S L U G - 1,800g ___________________________________________ [TRAVELLER / TRIBAL HEROES ONLY]] Transport ♦ Animal [Limit [1] Transport]
Gain 15 XP each time you Travel.
When rolling a Travelling Hazard, you may re-roll one of the dice.
| HATS |
___________________________________________ S C A V E N G E R 'S H A T - 150g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Anytime you successfully Scavenge, Heal 1 HP.
___________________________________________ E X P L O R E R 'S H A T - 425g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Once per Adventure, you may look at the next 2 upcoming Darkness events. Then, discard one and put the other back.
___________________________________________ B A D L A N D S H A T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
+2 Health and +1 Sanity
___________________________________________ M I N E R 'S H A T - 1,850g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Once per Adventure, while drawing Loot, you may take 1 Corruption Hit to discard and re-draw that Loot. ___________________________________________ D R I F T E R 'S H A T - 3,000g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ Upgrade Slot [1] ♦ Weight [1]
Any time the Hero Posse crosses into a deeper stage in the Mine or an Otherworld, recover to your maximum Determination.
S H E R I F F 'S B O U N T Y - F R E E ___________________________________________ [Limit [1] per Town Stay per posse]
Draw a Low Threat to see what the current Sheriff's Bounty is on.
Until the end of the next Adventure, any Enemy listed on that card is worth Gold when killed. Enemies with a fixed XP value are worth Gold equal to their XP value to the Hero that kills it. Enemies with a variable XP are instead worth Gold equal to their Base XP listed, and all Posse members get the Bounty when one of that Enemy type is killed.
[Note: The Bounty does not change, regardless of an Enemie's Elite abilities.]
P A Y O F F Y O U R W A R R A N T S - * ___________________________________________ A hero that has the Keyword: Wanted! may visit the Sheriff Office long enough to pay off the warrant for their arrest. To do this, they must pay 500g x Hero Level and discard their Wanted! status.
If you are currently Keyword: Most Wanted! You must pay an additional 250g x Hero Level, which will remove your Wanted! status completely.
[Note: If your Wanted! Satus is based on an ability of your Hero Class, it cannot be removed]
W A N T E D P O S T E R - 100g ___________________________________________ Gear ♦ Poster ♦ Limit [1]
Discard when you kill an Outlaw Enemy to gain 1d6 x 50g.
If you kill an Infamous Outlaw, gain 1d6 x 100g.
If you kill a Legendary Outlaw, gain 1d6 x 250g.
| CLOTHING & EQUIPMENT |
___________________________________________ C A P E D O V E R C O A T - 800g ___________________________________________ Gear ♦ Clothing ♦ Coat♦ Weight [1]
Whenever you find a Clue on an Exploration Token, Heal 1d6 Health / Sanity [any mix]
___________________________________________ B L A C K D U S T E R - 1,650g ___________________________________________ [TRAVELLER HEROS ONLY] Gear ♦ Clothing ♦ Coat♦ Weight [1]
+2 HP
Gain Armor 6+. This is in addition to your usual Defense rolls.
___________________________________________ H A N G M A N 'S N O O S E - 2,250g ___________________________________________ [FRONTIER / LAW HEROS ONLY] Gear ♦ Weight [1]
Gain: Free Attack, Once per Adventure
Take D3 Corruption Hits to do a Peril Dice of Damage to an adjacent enemy, ignoring their defense.
___________________________________________ D U E L I S T 'S G U N B E L T - 5,800g ___________________________________________ Gear ♦ Clothing ♦ Belt♦ Weight [1]
When Dual Wielding, get +1 Shot.
| PURCHASES |
E X E C U T I O N E R S H O T G U N - 2,400g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ Darkstone [1] ♦ Weight [1] Range: 3 Shots: 3 Use 1D8 for To Hit and 1d6 for Damage. 6, 7 and 8 counts as a Critical Hit.
Gain +1 Damage if the target is with 1 square of distance.
I N T E R R O G A T E P R I S O N E R - 50g ___________________________________________ [Limit [1] per Town Stay per Posse]
You question one of the jailed prisoners for information, while the Sheriff looks the other way.
Roll dice equal to your Strength or Cunning skill.
For each roll of 6, you may cancel and re-draw one Exploration Token or Encounter during the next Adventure.
For each roll of 1, at the start of the next Adventure, the Darkness moves 1 space closer to escaping the mine, as the prisoner is lying to you.
B E C O M E D E P U T I Z E D - 50 XP ___________________________________________ [EXCLUDES LAW / HOLY HEROES]
Gain Keyword: Law.
Gain +1 Cunning.
At the start of each Adventure, roll 1d6. On the roll of 1, 2 or 3, lose this bonus.
| LAW & ORDER |
[LAW HEROES ONLY]
___________________________________________ M A R S H A L / S H E R I F F B A D G E - F R E E ___________________________________________ [U.S MARSHAL / LAW MEN ONLY] Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Once per Adventure, give all Heros +2 Shots with a Gun or +2 Combat (they choose) during their nxt Turn.
___________________________________________ B O U N T Y H U N T E R 'S B A D G E - 850g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Gain Keyword: Traveller.
Once per Adventure, all Heroes may recover 1 Determination.
___________________________________________ D E P U T Y B A D G E - 1,200g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
At the end of each successful Adventure, gain 50 XP.
Once per Adventure, Heal 1d6 Wounds / Sanity [any mix] from each Hero.
___________________________________________ E X E C U T I O N E R 'S B A D G E - 2,400g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Once per Adventure, add +3 Damage to each of your Hits until the end of your turn.
___________________________________________ P E A C E K E E P E R P I S T O L - 1,000g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ Law ♦ One-Handed ♦ Upgrade Slots [1] ♦ Weight [1] Range: 6 Shots: 3
T H E P U N I S H E R - 3,000g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Law ♦ Two-Handed ♦ Upgrade Slot [1] ♦ Weight [1] Range: 6 Shots: 2 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
Once per Turn, you may Re-Roll one Damage roll with this Gun.
___________________________________________ J O I N A M A N H U N T - F R E E ___________________________________________ [Limit [1] per Town Stay] [This ends your Location Visit]
You ride out with a posse of local Law Men to hunt down a wanted criminal.
Make a Cunning 5+ test to track the Outlaw down. For each 5+ rolled, you find one of his crew, gain 25XP.
If at least one 6 is rolled, you are able to track him down and have a shootout.
Roll 2d6 and substract your Initiative to find out how many Hits you have taken in the fight. Each Hit does 4 possible Damage, or 8 Damage if you are Lvl 5 or higher.
Unless KO'd, you capture the Outlaw. Gain 25XP and 1d6 x 100g.
___________________________________________ E S C O R T P R I S O N E R T R A N S F E R - F R E E ___________________________________________ [Limit [1] per Town Stay] [This ends your Location Visit]
You sign on to ride shotgun as a prisoner coach bound for a meeting with a group of marshals on the county line.
Make a Lore 5+ test to follow the best roads. If successful, gain D8 x 25g for a job well done.
If failed, you are ambushed by the prisoner's gang! Surrounded, you have no choice but to let him Escape and return to town. Lose all your current Determination.
Furthermore, for every 1 rolled during your Lore test, roll for Travel Hazards. These results do not effect the rest of your Hero Posse, though any result that destroys your Transport will trigger the fail condition, as your prisoner escapes.
___________________________________________ C A S U A L P O K E R - 50g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Cunning 5+ test.
If successful, gain 50g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ B R I M S T O N E C R A P S - 100g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Luck 5+ test.
If successful, gain 100g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ S A L O O N G I R L P E R F O R M A N C E - 50g ___________________________________________ [Limit [1] per Visit]
Gain 10 XP and roll 1d6. On the roll of 4, 5 or 6, recover 1 Determination*. [*for use in Town only].
| ITEMS |
W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP.
C A S K - 300g ___________________________________________ Gear ♦ Container ♦ Upgrade Slots [1]♦ Weight [1] ♦
Holds up to 3 Whiskey.
G A M B L E R 'S D E C K O F CARDS - 850g ___________________________________________ Gear ♦ Charm ♦ Weight [1] ♦ Limit [1]
+1 Cunning Once per Adventure, you may cancel and Re-draw a Darkness.
L U C K Y D I C E - 1,000g ___________________________________________ Gear ♦ Charm ♦ Upgrade Slot [1]♦ Weight [1] ♦ 1 Upgrade Slot ♦ Weight [1] ♦ Limit [1]
+1 Luck
Once per Adventure, you may add +1 to any single roll.
| SALOON GIRL TROUPE |
[SALOON GIRL / PIANO PLAYER HEROS ONLY]
E N T E R T A I N - F R E E ___________________________________________ Limit [1] per Visit
You may entertain to earn money.
Choose either Performance [Agility] or Storytelling [Lore] and roll a number of dice equal to that Skill. On every roll of a 4 or 5, gain 25g. For every 6 rolled, gain 100g.
Rolls of 1, 2 or 3 earn nothing as the patron is unimpressd.
P I C K P O C K E T - 1d3 Corruption Hits ___________________________________________ Limit [1] per Visit
You may pick the pockets of patrols to find something useful.
Make an Agility 4+ Test.
On every roll of a 4 or 5, gain 10g. For every 6 rolled, draw a Gear card.
P E R F U M E - 200g ___________________________________________ Boost ♦ Appeal ♦ Limit [1]
During the next Adventure, you gain +5 XP for every Wound/Sanity you Heal with your Comforting Presence.
D A R K S T O N E S H I V - 1 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Hand Weapon
Free Attack: Discard to do 1D6 Damage to an adjacent Enemy, ignoring Defense.
B O N E D C O R S E T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦ Upgrade Slot [1] ♦ Weight [1]
Gain Armor 6+. This is in addition to your usual Defense roll.
D A R K S T O N E C O R S E T - 3,200g & 8 DS ___________________________________________ Gear ♦ Clothing ♦Torso ♦ Darkstone [1] ♦ Weight [1] ♦
+1 Max Determination
Gain Armor 5+. This is in addition to your usual Defense roll.
T I N Y H A T - 2,450g ___________________________________________ Gear ♦ Clothing ♦HatUpgrade Slots [1] ♦
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. Bandages: Takes up a Sidebag slot. Roll 1d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP. ___________________________________________ T O N I C - 200g ___________________________________________ Gear ♦ Tonic ♦ Token
Gain 1 Tonic per purchase. Tonic: Takes up a Sidebag slot. Drink to recover 1 Determination. ___________________________________________ D Y N A M I T E - 200g ___________________________________________ Gear ♦ Explosives ♦ Token
Gain 1x Dynamite per purchase. Dynamite:Use as a Ranged Attack. The Range is your Hero's Strength + 3 Squares. This does 1d6 Damage, ignoring Defense, to the character in the space the dynamite lands on and to all characters adjacent to that space.
| GUNS & AMMO |
___________________________________________ S P E C I A L I T Y A M M O - 50g ___________________________________________ Gear ♦ Ammo Lasts for one Adventure. When used, replaces any current Ammo. Your Gun Hits do extra damage against the listed Enemy Type.
Demon Shot: +1 Damage against Demon Enemies. Void Shot: +1 Damage against Void Enemies. Silver Shot: +1 Damage against Beast Enemies. Holy Shot: +1 Damage against Undead Enemies. ___________________________________________ S H O T G U N - 1,200g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ 1 Upgrade Slot ♦ Weight [1] Range: 5 Shots: 1 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
___________________________________________ D O U B L E - B A R R E L S H O T G U N - 2,800g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ 1 Upgrade Slot ♦ Weight [2] Range: 4 Shots: 2 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
___________________________________________ H U N T I N G R I F L E - 1,500g ___________________________________________ Gear ♦ Gun ♦ Rifle ♦ Two-Handed ♦ 3 Upgrade Slots ♦ Weight [1] Range: 12 Shots: 1 This does +2 Damage.
___________________________________________ L I G H T P I S T O L - 250g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ Light ♦ One-Handed ♦ 1 Upgrade Slot ♦ Weight [1] Range: 6 Shots: 2 Cannot get Critical Hits.
___________________________________________ P I S T O L - 500g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed ♦ 2 Upgrade Slots ♦ Weight [1] Range: 6 Shots: 2
G U N F I G H T E R 'S P I S T O L - 1,050g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed ♦ 1 Upgrade Slots ♦ Weight [1] Range: 7 Shots: 3
___________________________________________ Q U I C K D R A W P I S T O L - 2,450g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed ♦ 1 Upgrade Slot ♦ Weight [1] Range: 6 Shots: 2 +1 Initiative during the first turn of a Fight.
___________________________________________ H O L D - O U T P I S T O L - 800g ___________________________________________ Gear ♦ Gun ♦ Light♦♦ One-Handed ♦ 1 Upgrade Slots ♦ Weight [1] Gain Free Attack: Once per Fight. Range: 3, Shots: 1 This weapon Crits on a 5 or 6.
| HATS |
___________________________________________ R I D E R 'S H A T - 350g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +1 HP. Gain the Keyword Traveler.
___________________________________________ W A R V E T E R A N H A T - 525g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +2 Sanity. ___________________________________________ S C O U T 'S H A T - 600g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +1 Move. Gain the Keyword Scout.
___________________________________________ F R O N T I E R H A T - 1,650g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] While in Town, roll 1 extra dice on all Skill tests. Start in Town with 1 extra Determination. ___________________________________________ C O W B O Y 'S H A T - 2,500g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +1 Max Determination. ___________________________________________ S O M B R E R O - 3,800g ___________________________________________ [OUTLAW ONLY] Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] Unless KO'd, Heal 1 Sanity at the start of each turn. ___________________________________________ W H I T E H A T - 6,400g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] Use 1 Determination to Heal HP / Sanity [any mix] equal to your Hero Level. ___________________________________________ B L A C K H A T - 7,000g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] Take 1 Corruption Hit to Heal 3 HP. ___________________________________________ L E G E N D A R Y H A T - 14,500g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [2] At the start of each Adventure, you get a free Revive for your use only.
| CLOTHING & EQUIPMENT |
___________________________________________ H A I R G R E A S E - 50g ___________________________________________ Gear ♦ Grooming ♦ Limit 1 You may start in Town with +1 Determination. After each use, roll 1d6. This gets used up on a roll of 1 or 2.
___________________________________________ T E N T - 1,200g ___________________________________________ Gear ♦ Survival ♦ Limit 1 You gain +1 on all Camp Site Hazard rolls.
___________________________________________ H A R M O N I C A - 500g ___________________________________________ [FRONTIER OR TRAVELLER HEROS ONLY] Gear ♦ Music Use 1 Determination to Heal D3+1 Sanity.
___________________________________________ J A C K E T - 400g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ 1 Upgrade Slot ♦Weight [1] ♦ +1 HP and +1 Sanity.
___________________________________________ L O N G C O A T - 1,500g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ 1 Upgrade Slot ♦Weight [1] ♦ Gain +4 HP.
___________________________________________ D U S T E R - 1,800g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ 1 Upgrade Slot ♦Weight [1] ♦ Gain Armo 6+. This is in addition to your usual defense rolls.
___________________________________________ P O N C H O - 950g ___________________________________________ [FRONTIER OR TRAVELLER HEROS ONLY] Gear ♦ Clothing ♦ Shoulders ♦Weight [1] ♦ +2 HP. You may ignore Weather Effects.
New Players/Characters: @Leaves@CollectorOfMyst@Duskshine749@ArenaSnow@Majoras End You can't techniquely buy or interact mechanically with Town until after your first Adventure, but feel free to RP your characters and hang out if you wish. There will be another ping - Call to Adventure, if you will - when the next missions are ready to go. That will be your official jump in to the game properly and you can join which Posse you like the look of.
The Town Day won't officially start until @Scarescrow and @DeadBeatWalking have resolved their Corruption Damage. However, you can let me know what you would like to do during the night/day.
Please note you only have two days in town due to the Collapsed Bridge Travel Hazard that triggered on the journey here. Campsite or Hotel? The Hotel costs 10g to stay in per night but it is safer.
Hawkeye Harold: Camping like a G Dan: Hotel Father C: Camp Scare, the Law Holder: Hotel Pastor Jimmy: Hotel Aaron Goldfeld: Hotel
Day 1 Location Where will you visit during your first day? There are 5 locations but only 2 days to spend in town. Choose wisely.
Hawkeye Harold: Street Market Dan: Sheriff's Office Father C: General Store Scare, the Law Holder: Pastor Jimmy: Street Market Aaron Goldfeld: Street Market
Day 2 Location A couple of people already know they want to stay the extra day and know where they want to go. I'll ping again when it's Day 2 in case people change their mind, but here for prosterity:
Hawkeye Harold: Sheriff's Office Dan: General Store Father C: Street Market Scare, the Law Holder: Sheriff's Office Pastor Jimmy: General Store Aaron Goldfeld: Sheriff's Office