[center][img]https://i.imgur.com/sYYCb12.png[/img][/center] [@CollectorofMyst] [b]Aaron[/b] sinks the hatchet into the flesh of the hellbat, killing it and gaining [b]10 XP[/b]. He nimbly dodges past the other next to him and moves in range of the monster in square [b]D11[/b]. [center][img]https://i.imgur.com/Q5Fi5rz.png[/img] 10 / 10 HP || 10 / 10 Sanity || 0 / 2 Determination || 50 / 500 XP || 50 Gold || Level 1 [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Aaron Goldfeld][hider=Skills][b]Fast:[/b][indent] +1 Movement.[/indent] [b]Cavalry Scout:[/b][indent]You may roll 2 dice for movement each turn and choose which to use.[/indent] [/hider][hider=Inventory] [b]Sidebag:[/b] 2/5 Slots filled [indent]1x [b]Bandages[/b] 1x [b]Dynamite[/b][/indent] [b]Compass:[/b] [indent][i]Once per Adventure, cancel and redraw an exploration token.[/i][/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Carbine:[/b] [indent][i]Two Handed[/i] [b]Range:[/b] 8 Squares [b]Shots:[/b] 3 Shot per round [i]Upgrade Slots: 0/2 Used Weight: 1 Worth: $400[/i] [/indent] [b]Hatchet:[/b] [indent][i]One Handed[/i] [i]Tribal, Traveler or Frontier Heros only[/i] [b]Damage:[/b] +1 Damage [i]Upgrade Slots: 0/2 Used Weight: 1 Worth: $250[/i] [/indent][/hider][/hider] [@Scarecrow] It's [b]Scare, the Law Holder's[/b] turn. He has [b]3 movement[/b]. Currently, Scare, the Law Holder is in melee range of a monster and cannot make a ranged attack unless he attempts to escape first. Monsters in melee range from current position: [indent]Hellbat at D6[/indent] Monsters in shooting range from current position [color=gray][i](must move out of melee range to shoot)[/i][/color]: [indent]Hellbat at D20 Hellbat at D11 [/indent] [center][img]https://i.imgur.com/ose81zH.png[/img] 10 / 10 HP || 12 / 12 Sanity || 0 / 2 Determination || 20 / 500 XP || 0 Gold || Level 1 [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Scare the Law Holder][hider=Skills][b]Double-Shot:[/b][indent] Requires a Shotgun. Once per turn, when you kill an enemy with a Shotgun, you gain an extra shot with that Shotgun.[/indent] [b]The Quick and the Dead:[/b][indent] +2 Sanity. At any time you may use 1 determination to heal either 3 Wounds or 3 Sanity from yourself or a hero on your map tile. (Gain 5xp for every Wound or Sanity healed from another hero this way) [/indent][/hider][hider=Inventory] [b]Sidebag:[/b] 2/5 Slots filled [indent]2x [b]Dynamite[/b][/indent] [b]Locket:[/b] [indent]You are slightly more spiritual. When you [b]catch your breath[/b] after battle (recovering health/sanity) you add +1 to the rolls.[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Marshal Badge:[/b] [indent][i]LAW ONLY[/i] Once per Adventure, give all Heroes +2 Shots with a [i]Gun[/i] OR +2 Combat (each character may choose for themselves) during their next turn. Gear || Law || Icon[/indent] [b]Shotgun:[/b] [indent][i]2 Handed[/i] Range: 5 Squares Shots: 1 Shot per round Use a D8 instead of a D6 for hitting and for damage. A roll of a 6, 7, or 8 count as a Critical Hit. [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $300[/i] [/indent] [/hider] [/hider]