[@PrinceAlexus] [b]Pastor Jimmy[/b] has [b]1 movement[/b] left this turn. He [b]hits once[/b] and [b]crits once[/b]. [b]Monsters in Range:[/b] [indent]Tentacle at B3 Tentacle at B9 Tentacle at B16[/indent] [center][img]https://i.gyazo.com/36cfbe0262aa8c16c2c8e26cfd3b9741.png[/img][/center] [center]1. FEAR the BANDIDO. [color=cccccc][i]created by Duskshine749.[/i][/color] [hider=Fear][center][img]https://i.imgur.com/iDQFAdH.png[/img] 15 / 16 HP || 5 / 8 Sanity || 0 / 2 Determination || 70 / 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] 7 / 12 HP || 12 / 12 Sanity || 2 / 2 Determination || 30 / 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] 8 / 10 HP || 11 / 12 Sanity || 0 / 2 Determination || 440 / 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 || 10 / 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 || 2 / 3 [color=darkgray][Mines][/color] Determination || 401 / 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] 5/5 Slots filled [indent]3x [b]Bandages[/b] 1x [b]Whiskey[/b] 1x [b]Dynamite[/b][/indent] [b]Compass:[/b] [indent][s]Once per Adventure, cancel and redraw an exploration token.[/s] USED - LOST IDOL[/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]Axe:[/b] [indent][color=e50000] TRAVELER, TRIBAL OR FRONTIER HEROES ONLY[/color][i]One-Handed[/i] +1 Damage on Melee Hits. [i]Upgrade Slots: 0/2 Used Weight: 1 Worth: 250gp[/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] 11 / 13 [12 + 1] HP || 9 / 10 Sanity || 1 / 2 Determination || 276 / 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]Old Map:[/b] [indent][color=darkgray]Gear • Map[/color] Once per turn, you may cancel and re-draw an [b]Encounter or Map Tile[/b] just drawn. After each use, roll a 1d6 - on a roll of 1 or 2, discard this item. [i]Worth: 25gp [/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=557449]██████████████████████████████████████████████████████████████████████████████████████████████[/color][h2][b][color=151617]P O S S E L E V E L 1[/color][/b][/h2] [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. [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=Flavour][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][/hider] [center][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][/center][/hider][/center]