@CollectorOfMyst afraid not, I can keep track of the personal items easily enough but the gear deck is huge. Perhaps you could replay it as keeping it in a little pouch or osomething?
@DeadbeatWalking initiative check failed. Spend a determination to reroll?
EDIT: Misread, nothing happens this night, and the town continues on as usual.
Please confirm whether you are staying in the Camp Site or Hotel this evening.
Hawkeye Harold: Camping Dan: Father C: Camping Scare, the Law Holder: Hotel Pastor Jimmy: Hotel Aaron Goldfeld: Hotel
That Morning...
shhhh no tears only dreams.
Day 2 Location These were the previously suggested actions for Day 2. Please confirm your action, or feel free to change your day's action if you wish. Actions will be done in order of posts.
Hawkeye Harold: Sheriff's Office, Confirmed || Dan: General Store Father C: Street Market, Confirmed || Scare, the Law Holder:Sheriff's Office, Confirmed || FINALISED, OUTSIDE TOWN Pastor Jimmy: General Store, Confirmed || Aaron Goldfeld: Sheriff's Office, Confirmed || FINALISED, OUTSIDE TOWN
Action reminders, if you still want to use them:
>Day two, head over to the sheriff's office to become deputized >Deputy Hawkeye Harold, Quickest Draw this side of Tuscaloosa >Fucking A >Purchase Gunfighter's Pistol and pick up Marshal Badge
The second day he decides to check out the General store and asks if anyone needs something from it to buy a new set of bandages and if he can afford it after selling his darkstone a 400g jacket
On the second day Father C goes to the Street Market and speaks with the horses but does not buy one as he doesn't have enough money and hr doesn't have anything left to sell. Nothing at all. He weeps on the inside as he develops a deep connection with one of the horses.
”Gogan florfo brety buruud!” the preacher exclaimed to the woman in a deranged manner as he dashed to sell his darkstones and then see if he had enough money to buy the mutant horse of his dreams.
Day 2, Escort Prisoner: Sheriff's Office
Second day pastor goes to general store for hat, with the gold, and buys things for self For Aaron Goldfeld: Would... would you be able to pick something up for me? There's a jacket I had my eye on, but it's out of my way; plus, I need two bandages and a bottle of whiskey. I'm going to see the Sherrif tomorrow about getting deputized, picking up a badge and then I'm escorting a prisoner. I might pick up a bounty, too, while I'm at it. I'd be able to pay you for it, with any luck." [550 gold to Pastor Jimmy for purchases]
I'm going to see the Sherrif tomorrow about getting deputized, picking up a badge and then I'm escorting a prisoner. I might pick up a bounty, too, while I'm at it. I'd be able to pay you for it, with any luck."
On the second day, as planned, Aaron wakes up early, and leaves Jamie sleeping in the bed so she can have a lie-in. When he getss to the Sherrif's office, he learns that Dan stopped by yesterday to pick up a bounty as well. Huh. Well, maybe he went after a different one. His business concluded, he follows the sheriff to the prisoner that needs escorting.
@Mae >Aaron repeats his stay at the hotel. At breakfast, he picks up an abandoned newspaper and takes note of the increased price rates. Catching Father Jimmy before he leaves, he passes the preacher 30 coins, bringing the total in the man's care to 580. It should be enough to cover the increasing costs.
___________________________________________ 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.