[center][img]https://i.gyazo.com/7528345227645bfb1ee9084953728b7a.png[/img] [sub][color=cccccc]Wild West || Lovecraft || Dungeoncrawl • Based on [url=https://boardgamegeek.com/boardgame/146791/shadows-brimstone-city-ancients]THIS[/url] glorious game •[/color][/sub] [b][i]THEY SAY[/i][/b][color=cccccc] the world ended when they clawed the first chunks of Darkstone out the belly of the earth. There's magic in those rocks, no doubt. Something more then this world, something [i]other[/i]. but it's worth it's weight in gold, multiplied by a dozen. - useful? Sure. Dangerous? oh, yeah. A whole bunch more then anyone was expecting. The monsters that burst forth into the mines and overran the towns that harbored it certainly made it seem like the end days, alright. Everyone knows the story of the town of Brimstone, for example. They loved their Darkstone there. Collected a whole bunch of it, all in one place. Made a pretty little light show when it went up. Now Brimstone's just a crater crawling with mutants and monsters and [i]worse[/i]. But that's just how things work out here in the wild west. You won't meet the same fate, of course. There's a fortune to be made out in these hills and down in the depths of those mines, and by damn are you ready to face down the darkness. It's all in a day's work, after all.[/color][b][h3]Are you ready to be thrown into a horrific dungeon filled with nightmares?[/h3][/b] [sup][color=cccccc]Yay! Then let's begin.[/color][/sup] [img]https://i.imgur.com/BaQ4wpS.png[/img][hr][hr][h3] + The Posses + [/h3] [color=cccccc]Anyone can make a character. The maximum party size is 5-6 (meaning up to six characters act at once), and the minimum is 2. Each round every character must be accounted for. The person who created the character gets priority to determine their action. However, if the player does not reply for 4 days, another player may choose the action for that character that round. After an adventure, players can choose to leave their characters in town if they wish to skip out on the next mission. Characters left behind this way do not gain XP or loot, but will always be safe from danger.[/color] [center][sub][color=557449]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]T E A M I D O L[/color][/b][/h2][/sub] [sub][color=557449]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub] [hider=The Cursed Idol][hr][hr][h3][b][color=557449]The Cursed Idol[/color][/b][/h3] [hr][hr][b]Objective:[/b] Return the Cursed Idol to the Grave it was stolen from. To do this, the Posse must find their way to the legendary Swamps of Jargano and discover the ancient Burial Ground. [indent][color=darkgray] You hear about alot of interesting work in the local watering holes, and today was no different. When the local Prospector hobbles in on his splint, crying and raving about how he was cursed, you are one of the few to sit up and take heed. He says he found a portal deep in a mine, found a gate to another world. Found one or two interesting trinkets over there - oh yes, very interesting - while out on an expedition there. Found a little statue that he was sure was worth a fortune, and brought it back home with him. Well, that was when the trouble started. He recounts how his horse keeled over and died on the journey home, how he's been attacked by demons and beget by monsters, how his wife has fallen sick and three void twisters have spun through his town this passed fortnight alone. He begs you to take his find back to the swamp where he found it, and lay it to rest in the grave he stole it from.[/color][/indent] [b]Reward:[/b] [i]Each player[/i] may choose to draw some new [b]Gear[/b] [i]or[/i] gain [b]D50gp - 300gp.[/b]. [b]Failure:[/b] The Town is destroyed while the Heroes are away. They may not make a Town Visit and instead move directly onto the next Adventure. [hider=Conditions] [b]Conditions[/b] [indent]Heroes start in the Mine and the Posse must find a Portal to the legendary Swamps of Jargano. Once there, they must discover the Ancient Burial Ground, and work out which grave the Cursed Idol belongs to. Holding Back the Darkness is harder on this mission. The Lanternbearer must roll 1 higher to defend against it. Once in the swamps, the Heroes must discover the Burial Ground, where they must work out which grave to return the idol to.[/indent][/hider][/hider] 1. FEAR the BANDIDO. [color=cccccc][i]created by Duskshine749.[/i][/color] [hider=Fear][center][img]https://i.imgur.com/iDQFAdH.png[/img] 16 / 16 HP || 8 / 8 Sanity || 2 / 2 Determination || 0 / 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=Skills][b]Wild Card:[/b][indent] You may recover a Determination on a movemnt roll of 1 or 2. [/indent] [b]Twin Guns:[/b][indent] You may fire 2 one handed Guns per turn with no penalty for the off-hand Gun (both guns can crit). [/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]OUTLAW[/b] •[/sub][/color] [b]Combat:[/b] Initiative 3 • Melee Combat 2 [color=gray]To Hit Melee 4+[/color] • [color=gray]To Hit Ranged 5+[/color] Defense 4+ • Willpower 5+ [b]Challenges:[/b] Agility 2 • [color=gray]Cunning 1[/color] • Spirit 3 [color=gray]Strength 4[/color] • Lore 3[color=limegreen] +1[/color] • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b] [/indent] [b]Ancient Coin:[/b] [indent]Increased Lore. Once per Adventure, Fully heal your health[/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: $100[/i][/indent] [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: $100[/i] [/indent][/hider][/hider] 2. LUCIEL the LAWMAN. [color=cccccc][i]created by Majoras End.[/i][/color] [hider=Luciel][center][img]https://i.imgur.com/F0YKMts.png[/img] 12 / 12 HP || 12 / 12 Sanity || 2 / 2 Determination || 0 / 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=Skills][b]Laying Down the Law:[/b][indent] [b]Once per Attack[/b], you may [b]reroll[/b] a [b]To Hit[/b] roll.[/indent] [b]Strong Leadership:[/b][indent] Use [b]1 Determination[/b] to [b]Heal 1 Health and 1 Sanity[/b] from [b]yourself[/b] and [b]every other Hero on your Map Tile[/b] - [b]Gain 5XP[/b] for every [b]Wound[/b] or [b]Sanity[/b] healed from another Hero this way.[/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]LAW[/b] • [b]FRONTIER[/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 4+ • Willpower 4+ [b]Challenges:[/b] Agility 2 • [color=gray]Cunning 4[/color] • Spirit 1 [color=gray]Strength 3[/color] • Lore 2 • [color=gray]Luck 3[/color][color=limegreen] +1[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Whiskey[/b][/indent] [b]Ace of Spades:[/b] [indent]Luckier. You may roll one extra die for [b]Scavenge[/b] checks.[/indent] [center][b]1/4 Carryweight used[/b][/center] [b]Peacekeeper Pistol:[/b] [indent][i]1 Handed[/i] Range: 6 Squares Shots: 3 Shot per round [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $250[/i] [/indent] [b]Sheriff Badge:[/b] [indent][color=e50000]LAW ONLY[/color][color=darkgray] Gear • Law • Icon [/color] [b]Once per Adventure[/b], give [b]all[/b] Heroes [b]+2 Shots[/b] with a Gun or +[b]2 Combat[/b] (they choose) during their next turn. [/indent][/hider][/hider] 3. SCARE the LAW HOLDER, U.S. MARSHAL. [color=cccccc][i]created by Scarescrow.[/i][/color] [hider=Scare the Law Holder][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=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] 4. DICK GRANT the PIANO PLAYER. [color=cccccc][i]created by Leaves.[/i][/color] [hider=Dick Grant][center][img]https://i.imgur.com/gl3JrSS.png[/img] 8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 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=Skills][b]Comforting Presence:[/b][indent] At the end of the your turn, you may Heal 1 HP or 1 Sanity from [b]every[/b] other adjacent Hero. Gain [b]5 XP[/b] for each damage Healed this way.[/indent] [b]Lightweight:[/b][indent] May only use Gear cards with the [b]Keyword: Light[/b].[/indent] [b]Knockout Punch:[/b][indent] Use 1 Determination to double the amount of Damage you just rolled (Limit once per Hit)[/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]PERFORMER[/b] •[/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 3+ • Willpower 4+ [b]Challenges:[/b] Agility 4 • [color=gray]Cunning 3[/color] • Spirit 3 [color=gray]Strength 1[/color] • Lore 2 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Bandages[/b][/indent] [b]Bear Claw:[/b] [indent]Once per Turn, you may Re-Roll a single Willpower roll.[/indent] [center][b]1/4 Carryweight used[/b][/center] [b]Hold-Iout Pistol:[/b] [indent][i]1 Handed[/i] [b]Gain: Free Attack, Once per Fight[/b] Range: 3 Squares Shots: 1 Shot per round [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $200[/i] [/indent][/hider][/hider] 5. AARON GOLDFELD the SCOUT. [color=cccccc][i]created by CollectorofMyst.[/i][/color][hider=Aaron Goldfeld][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=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] 6. PASTOR JIMMY the PREACHER. [color=cccccc][i]created by Asura, played by PrinceAlexus.[/i][/color][hider=Pastor Jimmy][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=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] [sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]T E A M B R I D G E[/color][/b][/h2][/sub] [sub][color=c14953]██████████████████████████████████████████████████████████████████████████████████████████████[/color][/sub] [hider=Defend the Bridge][hr][hr][h3][b][color=c14953]Defend the Bridge[/color][/b][/h3] [hr][hr][b]Objective:[/b] Prevent the monsters escaping the Mine and survive their onslaught. [color=darkgray]It's worse than you thought. The local rumours don't even begin to cover the horrors that awaited you, down in this mine. A screach in the darkness and a wave of creatures rise up from the deep, intent on freeing themselves from the mine and wreacking havoc on the local countryside. Only one thing stands in their way - you, atop this rickety bridge, the only way across a dark chasm towards the Mine exit. You are the last hope. You must defend the bridge... or die trying.[/color] [b]Reward:[/b] 200gp and 4 Loot Cards per player. [b]Failure:[/b] When travelling to town, add 1-6 extra Travelling Hazards to the journey. While in town, roll for daily events twice and take the lower result. [hider=Conditions] [b]Conditions[/b] [indent]This mission has a Fixed Map. There is no lantern on this map, instead, certain locations are well lit. Heroes have unlimited Scavenging on all Tiles. Scavenging is never exhausted. Unlimited Enemies - Enemies keep spawning at certain locations on the Map until the Posse has defeated enough enemies to stop their advance. Every time enough Enemies escape the mine, the Darkness becomes stronger. If the Darkness fully escapes the mine, the heroes lose. Heroes are experiencing Desperation. Whenever there are no monsters on their Map Tile, they may choose to either: Scavenge, Catch Their Breath, Prepare a Once Per Fight item or Recover a Determination.[/indent] [/hider][/hider] 1. DAN the RANCHER. [color=cccccc][i]created by Duthguy.[/i][/color] [hider=Dan][center][img]https://i.imgur.com/8JO0R5C.png[/img] 16 / 16 [14 + 2] HP || 10 / 10 Sanity || 2 / 2 Determination || 350 / 500 XP || 505 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=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] 1/5 Slots filled [indent] 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]Bounty:[/b] [indent] Night Terrors and Void Sorcerors are worth [b]10gp[/b]each to the [b]Posse[/b] per kill.[/indent][/hider][/hider] 2. JAMIE HART the SALOON GIRL. [color=cccccc][i]created by CollectorofMyst.[/i][/color] [hider=Jamie Hart][center][img]https://i.imgur.com/YyKFyyU.png[/img] 8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 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=Skills][b]Comforting Presence:[/b][indent] At the end of the your turn, you may Heal 1 HP or 1 Sanity from [b]every[/b] other adjacent Hero. Gain [b]5 XP[/b] for each Damage Healed this way.[/indent] [b]Lightweight:[/b][indent] May only use Gear cards with the [b]Keyword: Light[/b].[/indent] [b]Acrobatic Dodge:[/b][indent]You may move through other models during your combat movement. Once per turn, you may re-roll one failed Defense roll.[/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]PERFORMER[/b] •[/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 3+ • Willpower 4+ [b]Challenges:[/b] Agility 4 • [color=gray]Cunning 3[/color] • Spirit 3 [color=gray]Strength 1[/color] [color=limegreen]+1[/color] • Lore 2 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Bandages[/b][/indent] [b]Roughskin Gloves:[/b] [indent][b]+1 Strength[/b]. Once per Turn, you may reroll one Melee to Hit roll.[/indent] [center][b]1/5 Carryweight used[/b][/center] [b]Hold-Iout Pistol:[/b] [indent][i]1 Handed[/i] [b]Gain: Free Attack, Once per Fight[/b] Range: 3 Squares Shots: 1 Shot per round [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $200[/i] [/indent][/hider][/hider] 3. HAWKEYE HAROLD the GUNSLINGER. [color=cccccc][i]created by DeadBeatWalking.[/i][/color][hider=Deputy Hawkeye][center][img]http://i.imgur.com/dTO1Dib.png[/img] 10 / 10 HP || 12 / 12 Sanity || 3 / 3 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=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. [b]Catchphrase[/b]: Once per Adventure, you may say your catchphrase to immediately heal [b]2-12 Wounds[/b] or add [b]1d6 Damage[/b] to one of your [b]Hits[/b].[color=darkgray][i]Taken at Level 2, 1/4 Showman Tree[/i][/color] [/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] 4. FATHER C the PASTOR. [color=cccccc][i]created by rocketrobie2.[/i][/color][hider=Father C][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=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] [b]In Town[/b][/center] [hider=In Town][center]Characters who were in play previously are currently resting [b]in Town[/b]. These characters still have their previous inventories and stats and may be brought on missions as well. [b]Anyone[/b] may choose a character in reserve to send on the mission, however the creator of said character does receive initiative on choosing actions for them. The creator of a character may [b]retire[/b] them to move them out of rotation, so long as that character is in town. They may re-enter them into rotation later if they wish. FLABNOSE the TURTLENECK, the NUN. [color=cccccc][i]created by ArenaSnow.[/i][/color] [hider=Flabnose the Turtleneck][center][img]https://i.imgur.com/YXzqazB.png[/img] [b]Flabnose the Turtleneck, the Nun[/b] 12 / 12 HP || 10 / 10 Sanity || 2 / 2 Determination || 0 / 500 XP || 0 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=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 - Revitalise:[/b][indent] [i] requires 6+ on two dice to successfully cast.[/i] [b]Flabnose the Turtleneck takes 1 corruption hit when rolling doubles.[/b] You may heal [b]HP[/b] equal to the number you surprass the casting requisitive by, to any [b]Heroes[/b] in range, including yourself. (e.g. if you rolled 8 you would heal 3, 10 would be 5, ect) [b]Faith Cost: 2[/b] [b]XP Gained:[/b] 10 XP[/indent] [b]Judgement - Cleansing Fire:[/b] [indent] [i]Requires 10+ on 2 dice to successfully cast.[/i] [b]Flabnose the Turtleneck takes 1 corruption hit on successful cast.[/b] You may place a number of Hellfire markers up to your Hero Level + 1 in any spaces within range, limit once per space. They must form a single continuous chan (all adjacent to at least one other Hellfire marker) [b]Hellfire Markers[/b] do 1 Hit with 2-12 Damage to anything in their space. [b]May only be used if you did not move this turn.[/b] [b]Range:[/b] 8 [b]Faith Cost:[/b] 2 [b]XP Gained:[/b] 30 XP[/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][color=limegreen]+1[/color] • Spirit 4 [color=gray]Strength 3[/color] • Lore 3 • [color=gray]Luck 2[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Dynamite[/b] [/indent] [b]Worn Eye Patch:[/b][indent] +1 Cunning. Once per Adventure, recover your Determination up to your maximum Determination.[/indent] [center][b]1/7 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][/hider][/hider] TRAP the SALOON GIRL [i][color=cccccc]created by Gutshot[/color][/i][/center] [hider=Trap][center][img]http://i.imgur.com/v6zvuyU.png[/img] 8 / 8 HP || 14 / 14 Sanity || 2 / 2 Determination || 0 / 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=Skills][b]Knockout Punch:[/b][indent] Spend [b]1 Determination[/b] to double the damage of an attack, once per hit. [/indent] [b]Comforting Presence:[/b][indent] At the end of the Hero Turn, you may heal 1 Wound OR 1 Sanity from every other adjacent hero. Gain 5 XP for each Wound / Sanity healed this way. [/indent] [b]Lightweight:[/b][indent] May only use [b]light[/b] guns. [/indent] [b]Fast on your Feet:[/b][indent] +1 Movement.[/indent] [/hider][hider=Stats][center][color=darkgray][sub]• [b]PERFORMER[/b] •[/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 3+ • Willpower 4+ [b]Challenges:[/b] Agility 4 • [color=gray]Cunning 3[/color] • Spirit 3 [color=gray]Strength 1[/color] • Lore 2 • [color=gray]Luck 3[/color][/center][/hider][hider=Inventory] [b]Sidebag:[/b] 1/5 Slots filled [indent]1x [b]Bandages[/b] [/indent] [b]Lantern:[/b] Lightsource [b]Boot Knife:[/b][indent]Once per fight, you can make a free attack with the boot knife. [b]Range: 4[/b] [b]Shots: 1[/b] [b]Damage:[/b] +2 Damage[/indent] [center][b]1/7 Carryweight used[/b][/center] [b]Holdout Pistol:[/b] [indent]PERFORMER ONLY [i]1 Handed[/i] [b]You may make a free attack with this gun once per fight.[/b] Range: 3 Squares Shots: 1 Shot per round [b]Crits on a 5 or 6.[/b] [i]Upgrade Slots: 0/1 used Weight: 1 Worth: $200[/i] [/indent][/hider][/hider][/hider][/center] [center][h3][b]Character Sheet[/b][/h3][color=cccccc]Just whack this little thing down if some slots are open, or a character has recently died. You can change it as you like so long as this information is there and readable.[/color][/center] >They call me....[NAME] >I'm [MALE/FEMALE] >I look like...[APPEARANCE: Hair color/length, eye color, skin color, clothing, noticable features] >I am a [CLASS: see below] [hider=Classes][indent][b]Lawman:[/b] [color=cccccc]I'm the law in these parts. I know my way around a pistol and a knife. I'm sound in body and in mind, you have to be to keep the peace out here.[/color] [b]U.S Marshal:[/b][color=cccccc] I uphold the law. My chosen firearm is the shotgun, and it packs a punch. I can go toe to toe with any outlaw if needbe, though I'm a little bit more delicate then my Lawman colleague.[/color] [b]Rancher:[/b][color=cccccc] My hunting rifle is my life. I'm used to livin' out here in the wastes, though I'm a little delicate to the troubles that have come to these lands. I shoot: you die, I shoot somemore. It's a good life. [/color] [b]Gunslinger:[/b][color=cccccc] I'm the fastest draw in the west. My bullets can cleave a beastie in two before it gets a chance to blink, but I don't take kindly to them returning the favor. I'm far better at range then going toe-to-toe.[/color] [b]Bandito:[/b][color=cccccc] It's a wild world and I'm the wild card. My mind aint too sound but I got more gumption then you can shake a stick at. Cross me and you better close your eyes and pray.[/color] [b]Scout:[/b][color=cccccc] I can detect danger a mile away. I move quickly and my presence can avert danger. I am skilled in all forms of combat, though my body and mind are somewhat weak. [/color] [b]Piano Player / Saloon Girl:[/b][color=cccccc] My milkshake brings all the boys to the yard. My charm eases them war wounds and mental scars right offa you. I'm light on my feet but I need light weapons to boot. My body might be weak but I got a strong head on my shoulders. I'm good in all combat situations.[/color] [b]Priest / Nun:[/b][color=cccccc] My faith leads me onwards. I can heal or bring retribution to my foes, particularly the undead. I am sound of both body and mind, though I abhore guns... mostly.[/color][/indent][/hider] [b]Completed Missions[/b] [hr][hr][hider=Babbies First Mission - A Fistful of Darkstone][h3][b][center][i]Babbie's First Mission[/i]: A Fistful of Darkstone[/center][/b][/h3][center][sup][color=cccccc]Completed by: Hawkeye Harold, Dan, Father C, Scare the Law Holder, Pastor Jimmy and Aaron Goldfeld.[/color][/sup][/center] [indent]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... [b]Reward:[/b] 25 XP and 1-3 Darkstone (determined randomly) per player. [/indent] [hider=Objective, Failure Condition] [b]The Objective[/b] [indent]To find the deposit you must uncover two clues: the first points you on the right track, and the second is the actual deposit itself! But be warned: dangerous creatures lurk in the darkness, and the dark itself seems alive...[/indent] [b]IF YOU FAIL:[/b] [indent]Nothing bad happens, apart from a wounded pride. [/indent] [/hider][/hider][hr][hr]