[b][i]Please[/i][/b] let me know if you notice any discrepencies :D Updated as of [url=https://www.roleplayerguild.com/posts/4570309]Here[/url]. Will add to the front page soon <3 [hider=The Posse][center][img]http://i.imgur.com/dTO1Dib.png[/img] 10 / 10 HP || 12 / 12 Sanity || 2 / 2 Determination || 0 / 1000 XP || 1050 Gold || Level 2 || [color=mediumspringgreen][b]2 Corruption[/b][/color] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center] [hider=Deputy Hawkeye][hider=Skills][b]Quickdraw:[/b][indent] Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them. [/indent] [b]The Quick and the Dead:[/b][indent] Start with 6 [i]Dead eye shot[/i] bullets. At any point you can choose to load one of these bullets into your gun. [/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]SHOWMAN[/b] • [b]LAW[/b] [/sub][/color] [b]Combat:[/b] Initiative 6 • Melee Combat 1 [color=gray]To Hit Melee 5+[/color] • [color=gray]To Hit Ranged 3+[/color] Defense 5+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 3[/color] [color=limegreen]+ 1[/color] • Spirit 2 [color=gray]Strength 2[/color] • Lore 2 • [color=gray]Luck 4[/color][/center][/hider][hider=Inventory] 0 x [b]Darkstone[/b] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b][/indent] [b]6/6x Dead Eye Shot Bullets:[/b][indent] Each Bullet does +2 Damage.[/indent] [b]Trusty Pipe:[/b] [indent]You may take a puff of your pipe to Recover [b]1 determination[/b] any time you gain loot or successfully scavenge..[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Pistol:[/b] [indent][i]1 Handed[/i] Range: 6 Squares Shots: 2 Shot per round [i]Upgrade Slots: 0/2 used Weight: 1 Worth: 100gp[/i][/indent] [b]Peacekeeper Pistol:[/b] [indent][color=darkgray]Gear • Gun • Pistol • Law •[/color] [i]One-Handed[/i] Range: 6 Squares Shots: 3 Squares [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 500gp[/i][/indent] [b]Deputized:[/b] [indent]Gain Keyword: [b]Law[/b] [b]+1 Cunning[/b] At the end of an [b]Adventure[/b], roll 1d6. On a roll of 1-3, lose this bonus.[/indent] [b]Marshal Badge:[/b] [indent][color=e50000]LAW ONLY | LIMIT 1 BADGE[/color] [color=darkgray][sub]GEAR • LAW • ICON[/sub][/color] 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.[/indent][/hider][/hider] [center][img]https://i.imgur.com/8JO0R5C.png[/img] 17 / 17 [14 + 3] HP || 11 / 11 [10 + 1] Sanity || 2 / 2 Determination || 350 / 500 XP || 5 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=Dan][hider=Skills][b]Home Remedies:[/b][indent] Spend [b]1 Determination[/b] to Heal 1-6 wounds from yourself or an adjacent hero. Gain 5XP healed from another Hero this way.[/indent] [b]Rapid Shot:[/b][indent] Requires a two handed weapon. Anytime you kill an enemy with a two handed gun, you can immediately shoot again.[/indent] [b]Evasion[/b]:[indent] You are more likely to [b]escape[/b] when you move away from an enemy. [/indent][/hider][hider=Stats][center][color=darkgray][sub]• [b]FRONTIER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 3 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 4+[/color] Defense 4+ • Willpower 4+ [b]Challenges:[/b] Agility 2 [color=limegreen] + 1[/color]• [color=gray]Cunning 2[/color] • Spirit 3 [color=gray]Strength 3[/color] • Lore 4 • [color=gray]Luck 1[/color][/center][/hider][hider=Inventory] 0x [b]Darkstone[/b] [b]Sidebag:[/b] 2/5 Slots filled [indent] 1x [b]Bandages[/b] 1x [b]Dynamite[/b][/indent] [b]Lucky Dice:[/b] [indent]Once per Adventure, cancel and redraw any card drawn (e.g. monsters, loot, scavenge, room tile, event, darkness, growing dread. [i]this item will become more clear in future. I'll let you know if you can use your dice, so don't worry too much.[/i])[/indent] [center][b]3/8 Carryweight used[/b][/center] [b]Hunting Rifle:[/b] [indent][i]Two Handed[/i] [b]Range:[/b] 12 Squares [b]Shots:[/b] 1 Shot per round [b]Damage:[/b] +2 Damage [i]Upgrade Slots: 1/3 Used - Eagle Feather Weight: 1 Worth: 350gp [/i] [/indent] [b]Book of the Occult:[/b] [color=darkgray]Artefact • Book • Occult[/color] [indent][b]+1 Lore[/b] [b]Once per Adventure[/b], prevent the [b]Darkness[/b] from [b]moving forward[/b]. [i]Upgrade Slots: 0/1 Used[/i] [i]Weight: 1[/i] [i]Worth: 125gp[/i][/indent] [b][Attached - Hunting Rifle] Eagle Feather[/b]: [color=e50000][b]TRIBAL / TRAVELER / FRONTIER HEROES ONLY[/b][/color] [sub][color=darkgray]UPGRADE • TRIBAL[/color][/sub] Requires an Upgrade Slot. [indent] [b]+1 Agility +2 Health[/b] [i]Worth: 250g[/i][/indent] [color=557449][b]Black Fang Hatchet:[/b][/color] [indent][color=darkgray]Artefact • Hand Weapon • Tribal[/color] [i]1 Handed[/i] [b]+1 Combat[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 425gp[/i] Use [b]1 Darkstone[/b] to add [b]3 Damage[/b] to one of your [b]Melee Combat Hits.[/b][/indent] [b]Scavenger's Hat:[/b] [indent][color=darkgray]Gear • Clothing • Hat[/color] Anytime you successfully [b]Scavenge[/b], [b]heal 1 HP[/b]. [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 75gp[/i][/indent] [b]Jacket:[/b] [indent][color=darkgray]Gear • Clothing • Coat[/color] [b]+1 HP +1 Sanity[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 200gp[/i][/indent] [b]1x Speciality Ammo:[/b] [indent][color=darkgray]Gear • Ammo[/color] Lasts for one [b]Adventure[/b]. When used, replaces any current [b]Ammo[/b]. Your [b]Gun Hits[/b] do extra damage against the listed [b]Enemy Type[/b]. 1 x Void Shot: +1 Damage against Void Enemies.[/indent] [b]Bounty:[/b] [indent] Night Terrors and Void Sorcerors are worth [b]10gp[/b]each to the [b]Posse[/b] per kill.[/indent] [/hider][/hider] [center][img]http://i.imgur.com/KibQD6g.png[/img] [b]Father C the Preacher[/b] 13 / 13 HP || 10 / 10 Sanity || 2 / 2 Determination || 320 / 500 XP || 625 Gold || Level 1 || [color=gold]2 Faith[/color] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center][hider=Father C][hider=Skills][b]Redemptionist:[/b][indent] you may use [b]two handed guns.[/b] [/indent] [b]Scourge of the Dead:[/b][indent] +1 Damage to [b]undead[/b] enemies. [/indent] [center][b]Sermons[/b]:[/center] [b]Blessing - Faith Healing:[/b][indent]Starting Sermon. [i]Requires 5+ on 2 dice to successfully cast.[/i] For every Faith spent on the cost of [i]Faith Healing,[/i] you may heal [b]1 Wound[/b] from yourself or an adjacent hero. [b]Faith Cost:[/b] *see above [b]XP Gained:[/b] 10XP [i]Improves at level 5.[/i][/indent] [b]Blessing - Intervention:[/b][indent] [i] requires 10+ on two dice to successfully cast.[/i] [b]Father C takes 1 corruption hit on successful cast.[/b] Cancels one darkness effect, or spend 1 extra faith to cancel a [i]growing dread[/i] effect. [b]Faith Cost: 2[/b] [b]XP Gained:[/b] 50 XP[/indent] [b]Judgement - Shockwave:[/b] [indent] [i]Requires 9+ on 2 dice to successfully cast.[/i] [b]Father C takes 1 corruption hit on successful cast.[/b] Every enemy within 2 spaces of you automatically takes one hit. [b]May only be used if you did not move this turn.[/b] [b]Faith Cost:[/b] 2 [b]XP Gained:[/b] 25 XP [i]Improves at level 2, 4, 6 and 8.[/i][/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]HOLY[/b] •[/sub][/color] [b]Combat:[/b] Initiative 2 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 5+[/color] Defense 5+ • Willpower 3+ [b]Challenges:[/b] Agility 1 • [color=gray]Cunning 2[/color] • Spirit 4 [color=limegreen]+1[/color] [color=gray]Strength 3[/color] • Lore 3 • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory] 5x [b]Darkstone[/b] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b] [/indent] [b]Concealed Flask:[/b][indent] Better at dealing with spirits. Once per adventure, you may use the flask to fully heal your sanity.[/indent] [center][b]2/7 Carryweight used[/b][/center] [b]Shotgun:[/b] [indent] [i]2 Handed[/i] [b]Range:[/b] 5 [b]Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $300[/i] [/indent] [b]Pistol:[/b] [indent][color=darkgray]Gear • Gun • Pistol[/color] [i]1 Handed[/i] [b]Range:[/b] 6 Squares [b]Shots:[/b] 2 Shot per round [i]Upgrade Slots: 0/2 used Weight: 1 Worth: $100[/i][/indent][/hider][/hider] [center][img]https://i.imgur.com/0ZikRO7.png[/img] 10 / 10 HP || 12 / 12 Sanity || 0 / 2 Determination || 410 / 500 XP || 1690 Gold || Level 1 [color=mediumspringgreen]Mutation: Tail with a Mouth[/color] [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 & Mutations][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] [color=mediumspringgreen][b]Tail with a Mouth:[/b][/color][indent] Your tail nips and bites at any who move too close... Any time you or an adjacent character/monster rolls a [b]1[/b] on a [b]"To Hit"[/b] roll, they take 1 Wound as your Tail lashes out, ignoring defenses. You gain no [b]XP[/b] from hits given this way. [/indent][/hider][hider=Stats][center][color=darkgray][sub]• [b]LAW[/b] • [b]TRAVELLER[/b] •[/sub][/color] [b]Combat:[/b] Initiative 4 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 4+[/color] Defense 3+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 4[/color] • Spirit 2 [color=limegreen]+1[/color] [color=gray]Strength 2[/color] • Lore 1 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] 7x [b]Darkstone[/b] [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][color=e50000]LAW ONLY[/color] [color=darkgray][sub]GEAR • LAW • ICON[/sub][/color] 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.[/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: 300gp[/i] [/indent] [b]Matches:[/b] [indent][color=darkgray]Gear • Fire[/color] [b]Discard[/b] to ignore [b]Voices in the Dark*[/b] [color=darkgray][i]*(Triggers when too far away from a light source, and causes sanity damage)[/i][/color]Worth: 10gp[/indent] [/hider] [/hider] [center][img]https://i.imgur.com/YWS7apI.png[/img] [b]Pastor Jimmy the Preacher[/b] 13 / 13 [12 + 1] HP || 10 / 10 Sanity || 1 / 2 Determination || 296 / 500 XP || 45 Gold || Level 1 || [color=gold]2 Faith[/color] [i]Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.[/i][/center][hider=Pastor Jimmy][hider=Skills][b]Redemptionist:[/b][indent] you may use [b]two handed guns.[/b] [/indent] [b]Scourge of the Dead:[/b][indent] +1 Damage to [b]undead[/b] enemies.[/indent] [center][b]Sermons[/b]:[/center] [b]Blessing - Faith Healing:[/b][indent]Starting Sermon. [i]Requires 5+ on 2 dice to successfully cast.[/i] For every Faith spent on the cost of [i]Faith Healing,[/i] you may heal [b]1 Wound[/b] from yourself or an adjacent hero. [b]Faith Cost:[/b] *see above [b]XP Gained:[/b] 10XP [i]Improves at level 5.[/i][/indent] [b]Blessing - Shield of Light:[/b][indent] [i] requires 9+ on two dice to successfully cast.[/i] Choose any Hero. Until the end of the turn, that hero gains Armor / Spirit Armor. Limit 1 shield per hero. [b]Faith Cost: 1[/b] [b]XP Gained:[/b] 20 XP [i]Improves at Level 5.[/i][/indent] [b]Judgement - Righteous Fury:[/b] [indent] [i]Requires 8+ on 2 dice to successfully cast.[/i] [b]Pastor Jimmy takes 1 corruption hit on successful cast.[/b] Choose any hero (including yourself.) Until the end of the turn, all of that hero's hits do +1 damage each. [b]Faith Cost:[/b] 1 [b]XP Gained:[/b] 25 XP [i]Improves at level 4 and 9.[/i][/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]HOLY[/b] • [b]TRAVELLER[/b] • [/sub][/color] [b]Combat:[/b] Initiative 2 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 5+[/color] Defense 5+ • Willpower 3+ [b]Challenges:[/b] Agility 1 • [color=gray]Cunning 2[/color] • Spirit 4 [color=gray]Strength 3[/color] • Lore 3 • [color=gray]Luck 2[/color] [color=limegreen]+ 1[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 5/5 Slots filled [indent]1x [b]Whiskey[/b] 1 x [b]Tonic[/b] 1 x [b]Bandages[/b] 1 x [b]Dynamite[/b] 1x [b]Far Eastern Potion[/b] (+2 to one skill check till end of turn) [/indent] [b]Lucky Charm:[/b][indent] Better Luck. Once per Adventure, ignore all damage from a single source.[/indent] [center][b]3/7 Carryweight used[/b][/center] [b]Shotgun:[/b] [indent] [i]2 Handed[/i] [b]Range:[/b] 5 [b]Uses the D8 To Hit and for Damage. Crits on a 6, 7 or 8.[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: 300gp[/i] [/indent] [b]Repeating Rifle:[/b] [indent][color=darkgray]Gear • Gun • Rifle[/color] [i]Two Handed[/i] [b]Range:[/b] 10 Squares [b]Shots:[/b] 2 Shot per round [b]Damage:[/b] +1 Damage [i]Upgrade Slots: 0/1 Used Weight: 1 Worth: 550gp [/i][/indent] [b]Rider's Hat:[/b] [indent][color=darkgray]Gear • Clothing • Hat[/color] [b]+1 HP[/b] Gain Keyword:[b]Traveller[/b] [i]Upgrade Slots: 0/1 Used Weight: 1 Worth: 175gp [/i][/indent] [b]4x Speciality Ammo:[/b] [indent][color=darkgray]Gear • Ammo[/color] Lasts for one [b]Adventure[/b]. When used, replaces any current [b]Ammo[/b]. Your [b]Gun Hits[/b] do extra damage against the listed [b]Enemy Type[/b]. 1 x Demon Shot: +1 Damage against Demon Enemies. 1 x Void Shot: +1 Damage against Void Enemies. 1 x Silver Shot: +1 Damage against Beast Enemies. 1 x Holy Shot: +1 Damage against Undead Enemies.[/indent] [/hider][/hider] [center][img]https://i.imgur.com/695rWBh.png[/img] 11 / 11 [10+1] HP || 11 / 11 [10+1] Sanity || 1 / 2 [color=darkgray][Mines][/color] Determination || 351 / 500 XP || 425 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]Tracker:[/b][indent][b]Once per Adventure,[/b] you may discard and redraw an [b]Exploration Token[/b] or [b]Encounter[/b] just drawn.[/indent] [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=Stats][center][color=darkgray][sub]• [b]SCOUT[/b] • [b]TRIBAL[/b] • LAW[/sub][/color] [b]Combat:[/b] Initiative 5 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 4+[/color] Defense 4+ • Willpower 4+ [b]Challenges:[/b] Agility 3 • [color=gray]Cunning 2[/color] • Spirit 3 [color=gray]Strength 2[/color] • Lore 3 • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory] 0x [b]Darkstone[/b] [b]Sidebag:[/b] 3/5 Slots filled [indent]2x [b]Bandages[/b] 1x [b]Whiskey[/b][/indent] [b]Compass:[/b] [indent]Once per Adventure, cancel and redraw an exploration token.[/indent] [center][b]3/7 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: 400gp[/i] [/indent] [b]Jacket:[/b] [indent][color=darkgray]Gear • Clothing • Coat[/color] [b]+1 HP +1 Sanity[/b] [i]Upgrade Slots: 0/1 Used Weight: 1 Worth: 200gp[/i] [/indent] [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: 400gp[/i] [/indent] [b]Sheriff Badge:[/b] [indent][color=e50000]LAW ONLY[/color] [color=darkgray][sub]GEAR • LAW • ICON[/sub][/color] 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.[/indent] [b]Gold Teeth[/b]:[indent][color=darkgray]Gear • Gold[/color] Gain [b]+1 Max Determination[/b] while in the [b]Mines[/b]. [i]Worth: 100gp[/i][/indent] [b]Bounty:[/b] [indent] [b]Scafford Gang[/b] members are worth [b]25gp[/b]each to the [b]Hero[/b] who kills them.[/indent] [/hider][/hider][/hider]