@Mae 580. I made a post a few bits up concerning that, though I just realised I miscalculated and should have given 590. Oh well, that's a problem for them to figure out.
>>Pastor Jimmy rolls up thr General store and browses the merchandise.
>>adds a tonic for 200 gold on counter. >>buy rider hat for 350 gold, a veteran Traveler I am. >>Buy one or each special ammo, 200 gold, yer ha. Lock and load. >>buy one extra set of badages, 50 gold, never know when you need em.
>>total. 800 gold if plus the busy town tax, 880 gold.
>>puts down the gold and asks for a bag to carry the extra for Aeron
>>has turned into a full blood texan at this point and buys 1 dynamite if no tax and not use side bag slot. If no tax buys two dynamite and gives a good authentic yee ha... Also if not use side bag and maxed out tokens...
And that is how you shop. Total 1090 or 1200 gold spent.
>>just pays the remaining extra for Arron as already spending like gold going out of fashion. @CollectorOfMyst
@PrinceAlexus Looking at your sidebag, you currently have the following:
Sidebag: 2/5 Slots filled
1x Whiskey 1x Far Eastern Potion (+2 to one skill check till end of turn)
and you're buying:
2x Bandages 1x Tonic 2x Dynamite
which also goes in your sidebag, you have 3 slots free. What would you like to buy, as not all of it will fit in your sidebag? Alternatively a posse member might be willing to carry them in the mission for you until you have bag slots free.
@CollectorOfMyst@PrinceAlexus since it just says "jacket" and "rider's hat" you can design/decide on the sort of design you want for your avatar items :D
Aaron Goldfeld will be carrying the spare bandages and Dynamite, if you both confirm the trade.
>Playing "Bob and weave" with his tail, Scare soon asleep in the hotel with his tail cuddle beside him. In his mind, Scare is dreaming about going to the Sheriff and talk with the secretary at the counter. Rumors that she like cat, he thinks as he slowly fallen into the dept of catness.
@CollectorOfMyst@PrinceAlexus since it just says "jacket" and "rider's hat" you can design/decide on the sort of design you want for your avatar items :D
Aaron Goldfeld will be carrying the spare bandages and Dynamite, if you both confirm the trade.
Hawkeye Harold has an uneventful night at the Campsite.
As the quickest shooter this side of Brimstone approaches the Sheriff's office, he is contented to see all is in good order. No event.
Hawkeye Harold spends the day getting to know the local Sheriff. By the afternoon he get's sworn in as the new Deputy. He's shown the ropes of being a man of the law and picks up a Marshal's badge. To celebrate his new achievements, he picks up a....
(peacekeeper's pistol? please confirm which purchase you would like)
@rocketrobie2 Things are looking bad this side of the Campsite. A fever is spreading through the tents like wildfire.
Father C fails his spirit check, he will take 4 HP damage. Spend a determination to reroll?
Father C heads to the street market. The sounds of horses and bartering fills the air, filling his heart with hope he might be able to buy the horse of his dreams.
He approaches a man selling darkstone and shows him what he found in the mine. The man takes a moment to look over the shards. He's willing to buy 3 of the shards for 75 gp, 1 for 100gp. The biggest shard he is willing to buy for 150gp. In total, he is willing to buy your darkstone for 475 gp.
Spend a determination to get him to take a closer look?
___________________________________________ 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.
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.