@Majoras End I might leave it for now and (if/when it starts to bother me) change it later.
@Briza Woops! Just need to confirm your judgement. Here are your choices:
Pick one other Judgement:
>Righteous Fury: Requires 8+ on 2 dice to successfully cast. Elder Phontini takes 1 corruption hit when rolling doubles. Range: 6 Choose any Hero (including yourself). until the end of the round, all of that Heroe's hits do +1 Damage each. Faith Cost: 1 XP Gained: 25 XP Improves at level 4 and 9.
>Cleansing Fire: Requires 10+ on 2 dice to successfully cast. Elder Phontini takes 1 corruption hit on successful cast. 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.
Also you can pick Missionary or Firebrand as your character ability, I've gone with Missionary as that was your initial choice but you can switch to Firebrand if you want :D
Right. Made the decision to remove players who haven't been on for a while, for the time being. They are welcome to jump back in should they return and decide they want to play more :D
+ All Heroes are +1 Max Determination while in the Caverns of Cynder - Intense Heat At the start of a Heroes Activation, they take 1 Hit for each piece of clothing they are wearing.
Luciel - 0 per turn Fear - 0 Hit per turn without helmet Scare, the Law Holder - 0 per turn Aaron Goldfeld - 0 Hit without jacket per turn Pastor Jimmy - 1 Hit per turn
Danger! Exposed Lava
! While in the Caverns of Cynder, Heroes must be aware of exposed Lava. Lava spaces are indicated by Orange text and a glowing outline. Each Lava Space has it's own dodge value, written below.
When moving through a lava space, a hero rolls 1d6 (2d6 if they have 4+ Agility). If their roll is equal or higher then the dodge value of that space, they successfully navigate the lava without incident. If they fail, that hero takes 1-3 Burning Markers. Enemies are not affected by Lava Spaces unless a Hero forces an Enemy into a Lava space (e.g. using an item or ability).
Burning Markers: At the start of a creatures's turn, if that creature has burning markers, one of the burning markers is removed and that creature immediately takes 2 damage without a defense roll.
The Darkness stirrs! @CollectorofMystLanternbearer, reroll to Hold Back the Darkness?
Movement:Reminder: You may spend a DT to gain bonus movement.
Luciel has 1 movement this turn. She recovers a DT. Fear has 2 movement this turn. Aaron Goldfeld has 4+1 movement or 1+1 movement this turn. Pastor Jimmy has 2 movement this turn.
Something has awoken deep in the Caverns of Cynder, an ancient evil hellbent on the destruction of the world. All it wishes for is to be free of it's hellish prison, but should it escape...
Recent expeditions into the Caverns of Cynder have left the seals vulnerable and weakened. These seals are what hold it in it's fiery tomb. Massive quakes shake the earth to it's very core as towns around the entrypoint collapse into pits of fire that have erupted in the desert floor.
The seals must be repaired before it is too late.
Reward: Based on chosen Mission Length - Each hero gains 25 xp and 2 loot cards per seal in the mission. If The End Times mission length is played, each Hero gains 1-3 Health/Sanity (any mix) permanently for saving the world. Failure: Each Hero permanently loses 1-3 Health Sanity (any mix). If the End Times mission is played, the Heroes have destroyed the world. So we can do this if needbe, but I kind of like the idea of y'all blowing up their world, so I might keep it cannon for that Posse. Up for discussion though - Only leaping into a parralel dimension Gate can save them from being destroyed along with it, but they must live the rest of their lives knowing what they wrought.
Conditions
This mission starts in the Cavern's of Cynder.
Tokens are drawn differently. Depending on the Adventure length, the initial tile drawn has the choice of 1-3 exits. Each of those exits have 3 Exploration Tokens assosciated with them, of which only 1 is a clue.
Everytime a Clue is found, the Heroes have found a Broken Seal. Any Hero starting their activation on a Map Tile with a Broken Seal on it automatically takes 1 Corruption Hit from the void energies swirling around it.
Repairing a Seal - A Hero adjacent to a seal may attempt to fix it by giving up their attack action. They must make a Lore 6+ test. If passed, the Hero gains 50 xp and the Seal is repaired.
There are no Gates.
Heroes are experiencing Immediate Dread - Growing Dread cards are revealed instantly.
Quickening Pace of Darkness - Whenever the Darkness moves forward, it moves 1 extra space per each Broken Seal that has already been repaired.
>Fear is determined to move more than two gosh darn squares (watch me roll a 1)
Also I kinda wanna make another character, but I want like a tank. Who stands in the way and just takes hits like they're nothing, is there something like that @Mae?
REMINDER: Any time a Hero moves in the second room, they must either pay 2 movement per space or roll a d6. On a roll of 1 or 2, the ground collapses beneath them. Take 1-6 Wounds without defense as you take a dip in the frigid water!
+ Heroes recover a DT on a roll of 1 or 2. - Frigid Cold Move rolls of 1 do 1 automatic damage with no defense roll.
B Room, A Frozen Path - Cracked Ice
As the Posse walk across the street, they begin to hear crackign sounds beneath them. The ground here is unstable, and groans under your weight!
Any time a Hero moves, they must either pay 2 movement per space or roll a d6. On a roll of 1 or 2, the ground collapses beneath them. Take 1-6 Wounds without defense as you take a dip in the frigid water!
Round 4
The Darkness sleeps... Please confirm a Lanternbearer I'm not sure who's got it currently.
Encounter 1/1! Trail Goes Cold
The path splits. There is no indication which way is the best option to travel...
Random Hero: Jamie tests her Luck....
While peering down the paths to decide on a good direction, Jamie catches a whiff of smoke on the breeze. She gains 30 XP, and the next exploration token is guarenteed to have a Clue present as she chooses the correct direction to travel!
Jamie Levels Up!! Pending...
Movement:Reminder: You may spend a DT to gain bonus movement.
Dan has 5+2 movement left this turn. [+2 movement carried over from last round for a clean start] Jamie has 4+1 movement left this turn. [+1 movement carried over from last round for a clean start] Father C has 9 movement left this turn. (rerolled several times due to max DT) Dahlia Willows has 3 movement left this turn.
Objective: Find the Engineering Chamber and shut down all 3 Boilers there.
While exploring the ancient, frozen ruins of the Targa Plataeu, you have accidentally tripped some sort of chain reaction. The ancient biolers are overloading and set to blow! Echoing through the empty streets and halls, an alien voice that can only be a warning of iminent meltdown to come blasts your ears, counting down to your destruction!
Reward:50 XP and 50% chance to gain a Targa Artefact, per player. Failure: The bioler explodes. All Heroes gain 1 Permanent Injury in addition to any they gained during the Mission.
Conditions
May Not Flee this mission.
The Posse starts in the Targa Plateau.
No Gates in this mission.
Targa Pylons Activated - All Passages automatically have 0-2 Targa Enemies on them, ready to Attack. No Loot is gained from defeating this type of Pylon.
Hard to Hold Back the Darkness - the roll must be 1 Higher to succeed.
Void Cascade and Warning Sirens - while the darkness has moved to the middle of escaping, each hero takes 1 Horror Hit at he start of their turn, due to the void energy pouring down the halls and alien sirens blasting their ears. If the Darkness reaches the final stage, every hero takes 2 Corruption instead.
2 Clues must be found to discover the Engineering Room. There is an Epic Threat there (boss fight).
A hero may give up their attack to make a Strength 6+ or Cunning 5+ test to disarm a boiler while on it's space. Gain 20 xp when successful and one of the boilers is shut down.
3 Boilers must be shutdown and any enemies defeated to succeed the mission.
Two Clues must be found while in the Otherworld to finish a successful recon.
Rancher has 14 health base and start with an ability that allows them to Escape enemies easier. For the Rancher's optional pick, you've got one that's a heal and one that deals automatic damage to adjacent enemies as a bonus attack.
Bandito has 16 health which is loads but low sanity and no abilities to help with tanking.
You could also sway Lawman if you really wanted to but I'd say Rancher is your best bet. Lawman has 12 hp and an AOE low heal as an optional ability.
I don't have the tech trees in front of me right now to see what your level options are (the rulebooks are packed up somewhere), but I can have a peek for you at the tech trees I formatted for RPGuild
There *is* a new base game expansion coming out in supposedly October time (got pushed back but the preorders are saying October) which has a samurai class which might be tanky. But, not a 100% guarentee it'll be out. Also, I'm not sure if I'll intergrate it straight away as y'all still haven't seen the Derelict Ship/Trederra expansions which are currently integrated into play.
@Duthguy Exotic Herbs: Discard to remove 1d3 corruption points. Rare Spice: Discard to add 1d3 Damage to a single Hit. You also take 1 HP Damage, ignoring Defense. Tequilla: Discard to heal 2d6 sanity
██████████████████████████████████████████████████████████████████████████████████████████████ @PrinceAlexus@Darth Shadow@Briza Darkness Cards - 0 Growing Dread - 1, revealed at the boss. The Posse may each spend 1 DT collectively to remove. Clues - 1/3
Mariana and Eldress see a flurry of figures dashing from a nearby mine. Going in to investigate, they find a Lawman surrounded by Void Spiders closing in on him! It's an Ambush! He surely won't survive without some help...
@Darth ShadowIt is Mariana Lapointe's turn. She has 3 movement this turn. Firing from her current position, there are 6 spiders in range at squares A11, A12, A13, B1, B3 and B4. She can move into melee range but if she is adjacent to a monster she cannot fire her shotgun.
Objective:Find enough clues to discover the Darkstone deposit for yourselves.
You hear a rumour on the wind about an abandoned mine north of town that still has some juice in it. Perhaps you can scrape together a posse and find this darkstone deposit...
Reward:50 XP,2-4 Darkstone per character. Failure: Nothing bad happens.
Conditions
This mission can feature Gates to any World. Medium Deposit - Find 3 Clues
Tommorrow I'll go over inventory issues btw guys <3
@rocketrobie2 I know, right? There's also a Kitsune class, Geisha class, sorcerers ect. but I'm not sure which are expansion items and which come in the new Base Set. I'll definitely be getting it though.
No multiclassing, which makes sense when you get to later levels, but I bet there's probably a fan variant out there which allows you to. There's also a proper wilderness campaign mode where the towns are locked on a map (so if a town gets destroyed it means something, and you have to travel to the different locations) which I still haven't given a go yet. Something I'm considering for IC though, in the far distant future.
EDIT: You need to pay 2 movement per space you move if you want to go safely, so the furthest you can move without penalty is B25. Nothing to stop you risking it, though...
>They call me Johnny, nothin' fancy, just Johnny >I'm male >I've got brown eyes, short black hair, and a nice healthy tan. I'm wearing a canadian tuxedo of jeans, a jean shirt and a jean jacket. >I am a Rancher
Now I need to decide if I want to be able to heal myself or have a damage aura