Chance. Now. Victim in sight. Instinct kicking in. No hesitation, poucing forward. If successful, latching onto the creature's face at the first oppurtunity. Thoughtless, predetory instinct for the good of the young. Desire quenched, for the good of the Hive.
___________________________________________ F A S T H O R S E - 600g ___________________________________________ Gain 10 XP each time you Travel. +2 Agility while travelling.
___________________________________________ C A V A L R Y H O R S E - 600g ___________________________________________ Gain 10 XP each time you Travel. +2 Strength while travelling.
___________________________________________ I N D I A N H O R S E - 600g ___________________________________________ Gain 10 XP each time you Travel. +2 Spirit while travelling.
___________________________________________ S P I T F I R E H O R S E - 800g ___________________________________________ | > > > PERFORMER & SHOWMAN ONLY < < < | Gain 10 XP each time you Travel. Roll one extra dice on all skill tests while travelling.
___________________________________________ M U S T A N G - 1,200g ___________________________________________ Gain 10 XP each time you Travel. Gain +1 Determination for travelling and town visits.
___________________________________________ S T A G E C O A C H - 3,200g ___________________________________________ TRANSPORT ♦ ANIMAL ♦ CART ♦ LIMIT 1 Can carry up to 6 Heroes. When your Hero Posse travels, each hero in the Stage Coach gains 15 XP. Also, once per travel, you may cancel a Travel Hazard. Only 1 Stage Coach can be in use per posse.
| DARK STONE EQUIPMENT |
___________________________________________ T O M B C H E S T - 600g ___________________________________________ Gear ♦ Container ♦ Weight [1] Holds up to 8 Darkstone. Any Dark Stone inside the chest is hidden and does not incur Corruption Hits at the end of an adventure.
___________________________________________ D A R K S T O N E B U C K L E - 450g & 3 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Clothing ♦ Belt
When rolling a Mutation, you may roll twice and keep your prefered choice.
___________________________________________ D A R K S T O N E B U L L E T S - 200g & 1 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Ammo
Replaces any current Ammo. Lasts for 1 Adventure. All of your Gunshots do +1 Damage.
___________________________________________ V O I D P L A T E - 3,800g & 12 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Clothing ♦ Torso ♦ Void ♦ Weight [2] -1 Agility Gain: Armor 4+* *This is additional to your usual defense.
___________________________________________ V O I D H A M M E R - 4,800g & 24 DS ___________________________________________ Gear ♦ Darkstone [2] ♦ Hand Weapon ♦ Two-Handed ♦ Void ♦ Weight [2]
Your Melee Combat Hits are +3 Damage. Each Hit you do incurs 1 automatic Damage to any Enemies adjacent to the Target, ignoring their Defense.
| DARK STONE UPGRADES |
___________________________________________ D A R K S T O N E I N L A Y - 700g & 3 DS ___________________________________________ Upgrade [2] ♦ Darkstone [1]
Attach to any Gun or Hand Weapon.
Bonus: Once per Attack with this Weapon, you may Re-roll a single To Hit roll.
___________________________________________ D A R K S T O N E G R I P - 1,200g & 8 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1]
Attach to any Gun or Hand Weapon.
Bonus: This item is now +1 Shot [Gun] or+1 Combat [Hand Weapon].
___________________________________________ D A R K S T O N E B A R R E L S - 225g & 6 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1]
Attach to any Gun.
Bonus: This Gun is now +4 Range.
___________________________________________ V O I D A S S E M B L Y - 2,200g & 15 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Void
Attach to any Gun.
Bonus:Once per Fight, you may add a Peril Die of Damage to a single Hit from this Gun.
___________________________________________ D A R K S T O N E H O R S E S H O E S - 800g & 4 DS ___________________________________________ Upgrade ♦ Darkstone [1]
Attach to any Animal Transport.
Bonus: When you roll for Travel Hazards, you may roll twice and choose which result to keep.
___________________________________________ R U N E O F P R O T E C T I O N - 600g & 10 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Rune
Attach to any Item.
Bonus:Once per Adventure, you may automatically pass a single Defense roll, even if you have already failed to defend.
___________________________________________ R U N E O F F O R T I T U D E - 600g & 10 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Rune
Attach to any Item.
Bonus:Once per Adventure, you may automatically pass a single Willpower roll, even if your sanity has already failed.
___________________________________________ R U N E O F R E G E N E R A T I O N S - 600g & 10 DS ___________________________________________ Upgrade [1] ♦ Darkstone [1] ♦ Rune
Attach to any Item.
Bonus: At the start of each turn, you may Heal 1 HP unless KO'D. Destroy this Rune permanently, to Heal an Injury or Madness.
___________________________________________ 250g ___________________________________________ [Limit 1 Surgery attempt per Visit]
Choose 1 Injury, Mutation or Parasite you want to remove and roll on the chart below. If you choose to remove a Parasite, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed during surgery. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Health permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Injury, Mutation or Parasite is fully healed.
| CHURCH'S TENT: EXORCISM |
___________________________________________ 250g ___________________________________________ [Limit 1 Exorcism attempt per Visit]
Choose 1 Madness or 1 Curse you want to remove and roll on the chart below. If you choose to remove a Curse, subtract 1 from the roll. ___________________________________________ 0 - Dead ___________________________________________ Your hero is killed dies in the tent as a demon rips you apart from within. ___________________________________________ 1 - Butchered ___________________________________________ The ailment is not healed and you lose [1d6] Sanity permanently. ___________________________________________ 2-3 - Failed ___________________________________________ The ailment is not healed. ___________________________________________ 4-6+ - Success ___________________________________________ The Madness or Curse is fully healed.
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
___________________________________________ Exorcism of Madness D6x50g ___________________________________________ [Limit 1 Exorcism attempt per Madness]
Choose a Madness to remove and roll on the chart below. ___________________________________________ 0 - Dead ___________________________________________
Your hero is killed as a demon rips you apart from within. ___________________________________________ 1 - Too Far Gone ___________________________________________ The madness is too severe. It can never be Healed at the Church. ___________________________________________ 2-3 - Failed ___________________________________________ The Madness is not healed. The Priest refunds half the cost. ___________________________________________ 4-5 - Success ___________________________________________
The Madness is fully healed. ___________________________________________ 6+ - Mental Resolve ___________________________________________ The Madness is Healed. Gain +2 Max Sanity.
___________________________________________ R E M O V E C O R R U P T I O N - 100g ___________________________________________ RITUAL Remove [1d6-2] Corruption from your Hero. If no Corruption is removed, instead take 1d6 Sanity damage ignoring any Willpower saves.
___________________________________________ R E S S U R E C T H E R O - 500g x Hero Level ___________________________________________ RITUAL Bring back any Hero who is dead, however that hero is now -1 Max Determination.
| BLESSED AURAS |
___________________________________________ A U R A O F E N D U R A N C E - 200g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Armor 5+ [In addition to your usual Defense Checks]
___________________________________________ A U R A O F F O R T I T U D E - 150g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Spirit Armor 5+ [In addition to your usual Willpower Checks]
___________________________________________ A U R A O F W R A I T H - 100g ___________________________________________ Blessd Aura Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: +1d6 Damage to a single one of your hits.
___________________________________________ A U R A O F P R O T E C T I O N - 250g ___________________________________________ Blessd Aura ♦ Shield Limit of 1 Blessed Aura at a time
Make a Spirit 4+ test to receive this Aura. If successful, for the next Adventure, gain: Armor 6+ and Spirit Armor 6+ [In addition to your usual Defense and Willpower Checks]
| PURCHASABLE ITEMS |
___________________________________________ V I A L O F B R I M S T O N E A S H - 250g ___________________________________________ Gear ♦ Void Break the vial to release the raw Void energy contained within.
Gain:Free Attack Discard to immediately do 1 HP of damage to every adjacent Enemy ignoring their Defense.
___________________________________________ C O N V E R S I O N - 500g ___________________________________________ [Not available to Holy Heroes] "You are Reborn!"
Gain +1 Spirit and the Keyword: Holy. Anytime you visit the Saloon, you must roll 1d6. On a roll of 1 or 2, you have fallen back on your old ways, losing all bonuses from your Conversion.
| THE SACRED ORDER |
[HOLY HEROES ONLY]
___________________________________________ H O L Y R O B E S - 600g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ Holy ♦ Upgrade Slot [1] ♦ Weight [1]
The simple robes of the faithful. +3 HP
___________________________________________ H O L Y B O O K - 800g ___________________________________________ Gear ♦ Book ♦ Holy ♦ Icon ♦ Upgrade: 1 ♦ Weight [1] ♦ One-Handed ♦ Limit [1] +1 Faith +1 Combat
___________________________________________ B O O K O F A R M A G E D D O N - 5,600g ___________________________________________ Gear ♦ Book ♦ Holy ♦ Icon ♦ Upgrade: 1 ♦ Weight [2] ♦ Two-Handed
+1 Combat You are also +1 on your Faith Rolls when performing any Judgement Sermon.
[Rolling Doubles still triggers Dangerous Sermon Corruption]
___________________________________________ C U R S E O F V E N G E A N C E - 3,200g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Holy ♦ Upgrade [1] ♦ Weight [1]
While you are less than full Health, your Combat Hits are +1 Damage.
While you are less than half Health, your Combat Hits are then +2 Damage.
___________________________________________ S C R O L L O F P R O T E C T I O N - 400g ___________________________________________ Gear ♦ Holy ♦ Scroll
Discard to cancel a Darkness card on a D6 roll of 3+.
___________________________________________ I C O N O F R E S I S T A N C E - 1,400g ___________________________________________ Gear ♦ Holy ♦ Icon ♦ Weight [1] ♦ Limit 1
Once per turn, you may reroll a single failed Defense roll.
___________________________________________ C U R S E O F I L L U M I N A T I O N - 3,200g ___________________________________________ Gear ♦ Light ♦ Holy ♦ Upgrade [1] ♦ Weight [1] ♦ Limit [1]
Once per Adventure, you may automatically pass a Faith Roll for performing a Sermon. [Even if the dice have been rolled]
___________________________________________ Surgery D6x50g ___________________________________________ [Limit 1 Surgery attempt per Injury/Mutation]
Choose an Injury or Mutation to remove and roll on the chart below. ___________________________________________ 0 - Dead ___________________________________________
Your hero is killed during Surgery. ___________________________________________ 1 - Botched ___________________________________________ The Injury or Mutation is too severe. It can never be Healed at the Doc's Office. ___________________________________________ 2-3 - Failed ___________________________________________ The Injury or Mutation is not healed. The Doc refunds half the cost. ___________________________________________ 4-5 - Success ___________________________________________
The Injury or Mutation is fully healed. ___________________________________________ 6+ - Impressive Scar ___________________________________________ The Injury or Mutation is Healed. Gain +2 Max Health for the new scar.
___________________________________________ T R E A T C O R R U P T I O N - 100g E A C H ___________________________________________ You may remove any number of Corruption for 100g each. Then roll 1d6. On the roll of a 1, 2 or 3 you also take 1d6 Damage, ignoring any Defense saves.
| HEALING SUPPLIES |
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. Bandages: Takes up a Sidebag slot. Roll 1d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ H E A L I N G H E R B S - 125g ___________________________________________ Gear ♦ Plant ♦ Tokens
Gain 1 set of Herbs per purchase. Herbs: Takes up a Sidebag slot. Roll 2d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. This item is then discarded.
___________________________________________ T O N I C - 200g ___________________________________________ Gear ♦ Tonic ♦ Token
Gain 1 Tonic per purchase. Tonic: Takes up a Sidebag slot. Drink to recover 1 Determination.
___________________________________________ S P E C I M E N J A R - 150g ___________________________________________ Gear ♦ Glass ♦ Science ♦ Limit [1]
While in another World, you may give up your movement to try and find a sample of the local flora or fauna to put in the Jar.
Make a Cunning 5+ Skill Test. If successful, the jar is filled.
Anytime you vist a Doc's Office, you can sell the filled Specimen Jar to the Doc for D6x100g.
___________________________________________ B O N E S A W - 1,100g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Upgrade Slots [2] ♦ Weight [1]
Use 1 Determination when you cause 1+ Damage to an Enemy with your Melee Combat to permanent reduce that model's Defense to 0.
This may not be used on creatures that have the tough ability, however.
___________________________________________ T O O L S OF S C I E N C E - 4,800g ___________________________________________ Gear ♦ Hand Weapon ♦ One-Handed ♦ Science♦ Upgrade Slots [2] ♦ Weight [1]
Your Base Melee Combat is now equal to your Cunning Stat.
___________________________________________ F I E L D - S U R G E O N 'S A P R O N - 925g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦Weight [1]
Anytime you kill an Enemy, you may Heal 1 Sanity.
| INJECTIONS |
___________________________________________ A N T I - V E N O M I N J E C T I O N - 10g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are Immune to all Poison and Venom markers and effects.
___________________________________________ S Y C O R A T H I N J E C T I O N - 250g ___________________________________________ Boost ♦ Injection ♦ Limit [1] Injection
For the next Adventure, you are +1 Initiative and +1 Movement. You also immediately gain +1 Corruption Point without a save.
The next time you are on an Adventure without taking a Sycophant Injection, you are -1 Initiative (minimum 1), as you suffer from temporary withdrawal.
___________________________________________ V O I D - V A P O R I N J E C T I O N - 500g ___________________________________________ Boost ♦ Injection ♦ Void ♦ Limit [1] Injection
For the next Adventure, you are +1 Max Determination and you start the Adventure with Max Determination. You also immediately gain 1 Corruption point without a save.
___________________________________________ D A R K S T O N E I N J E C T I O N - 100g ___________________________________________ Boost ♦ Injection ♦ Darkstone ♦ Limit [1] Injection
For the next Adventure, once per turn, you may re-roll1 failed Willpower save to prevent a Corruption Hit.
___________________________________________ B A N D A G E S - 50g ___________________________________________ Gear ♦ Bandages ♦ Token
Gain 1 set of Bandages per purchase. Bandages: Takes up a Sidebag slot. Roll 1d6 and recover that much HP. If you use this to heal an adjacent party member, gain 5 XP. ___________________________________________ W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP. ___________________________________________ T O N I C - 200g ___________________________________________ Gear ♦ Tonic ♦ Token
Gain 1 Tonic per purchase. Tonic: Takes up a Sidebag slot. Drink to recover 1 Determination. ___________________________________________ D Y N A M I T E - 200g ___________________________________________ Gear ♦ Explosives ♦ Token
Gain 1x Dynamite per purchase. Dynamite:Use as a Ranged Attack. The Range is your Hero's Strength + 3 Squares. This does 1d6 Damage, ignoring Defense, to the character in the space the dynamite lands on and to all characters adjacent to that space.
| GUNS & AMMO |
___________________________________________ S P E C I A L I T Y A M M O - 50g ___________________________________________ Gear ♦ Ammo Lasts for one Adventure. When used, replaces any current Ammo. Your Gun Hits do extra damage against the listed Enemy Type.
Demon Shot: +1 Damage against Demon Enemies. Void Shot: +1 Damage against Void Enemies. Silver Shot: +1 Damage against Beast Enemies. Holy Shot: +1 Damage against Undead Enemies. ___________________________________________ S H O T G U N - 1,200g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ 1 Upgrade Slot ♦ Weight [1] Range: 5 Shots: 1 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
___________________________________________ D O U B L E - B A R R E L S H O T G U N - 2,800g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ 1 Upgrade Slot ♦ Weight [2] Range: 4 Shots: 2 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
___________________________________________ H U N T I N G R I F L E - 1,500g ___________________________________________ Gear ♦ Gun ♦ Rifle ♦ Two-Handed ♦ 3 Upgrade Slots ♦ Weight [1] Range: 12 Shots: 1 This does +2 Damage.
___________________________________________ L I G H T P I S T O L - 250g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ Light ♦ One-Handed ♦ 1 Upgrade Slot ♦ Weight [1] Range: 6 Shots: 2 Cannot get Critical Hits.
___________________________________________ P I S T O L - 500g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed ♦ 2 Upgrade Slots ♦ Weight [1] Range: 6 Shots: 2
G U N F I G H T E R 'S P I S T O L - 1,050g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed ♦ 1 Upgrade Slots ♦ Weight [1] Range: 7 Shots: 3
___________________________________________ Q U I C K D R A W P I S T O L - 2,450g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ One-Handed ♦ 1 Upgrade Slot ♦ Weight [1] Range: 6 Shots: 2 +1 Initiative during the first turn of a Fight.
___________________________________________ H O L D - O U T P I S T O L - 800g ___________________________________________ Gear ♦ Gun ♦ Light♦♦ One-Handed ♦ 1 Upgrade Slots ♦ Weight [1] Gain Free Attack: Once per Fight. Range: 3, Shots: 1 This weapon Crits on a 5 or 6.
| HATS |
___________________________________________ R I D E R 'S H A T - 350g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +1 HP. Gain the Keyword Traveler.
___________________________________________ W A R V E T E R A N H A T - 525g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +2 Sanity. ___________________________________________ S C O U T 'S H A T - 600g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +1 Move. Gain the Keyword Scout.
___________________________________________ F R O N T I E R H A T - 1,650g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] While in Town, roll 1 extra dice on all Skill tests. Start in Town with 1 extra Determination. ___________________________________________ C O W B O Y 'S H A T - 2,500g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] +1 Max Determination. ___________________________________________ S O M B R E R O - 3,800g ___________________________________________ [OUTLAW ONLY] Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] Unless KO'd, Heal 1 Sanity at the start of each turn. ___________________________________________ W H I T E H A T - 6,400g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] Use 1 Determination to Heal HP / Sanity [any mix] equal to your Hero Level. ___________________________________________ B L A C K H A T - 7,000g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [1] Take 1 Corruption Hit to Heal 3 HP. ___________________________________________ L E G E N D A R Y H A T - 14,500g ___________________________________________ Gear ♦ Clothing ♦ Hat♦ 1 Upgrade Slot ♦ Weight [2] At the start of each Adventure, you get a free Revive for your use only.
| CLOTHING & EQUIPMENT |
___________________________________________ H A I R G R E A S E - 50g ___________________________________________ Gear ♦ Grooming ♦ Limit 1 You may start in Town with +1 Determination. After each use, roll 1d6. This gets used up on a roll of 1 or 2.
___________________________________________ T E N T - 1,200g ___________________________________________ Gear ♦ Survival ♦ Limit 1 You gain +1 on all Camp Site Hazard rolls.
___________________________________________ H A R M O N I C A - 500g ___________________________________________ [FRONTIER OR TRAVELLER HEROS ONLY] Gear ♦ Music Use 1 Determination to Heal D3+1 Sanity.
___________________________________________ J A C K E T - 400g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ 1 Upgrade Slot ♦Weight [1] ♦ +1 HP and +1 Sanity.
___________________________________________ L O N G C O A T - 1,500g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ 1 Upgrade Slot ♦Weight [1] ♦ Gain +4 HP.
___________________________________________ D U S T E R - 1,800g ___________________________________________ Gear ♦ Clothing ♦ Coat ♦ 1 Upgrade Slot ♦Weight [1] ♦ Gain Armo 6+. This is in addition to your usual defense rolls.
___________________________________________ P O N C H O - 950g ___________________________________________ [FRONTIER OR TRAVELLER HEROS ONLY] Gear ♦ Clothing ♦ Shoulders ♦Weight [1] ♦ +2 HP. You may ignore Weather Effects.
___________________________________________ C A S U A L P O K E R - 50g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Cunning 5+ test.
If successful, gain 50g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ B R I M S T O N E C R A P S - 100g ___________________________________________ [Limit [1] per Visit] Gambling
Make a Luck 5+ test.
If successful, gain 100g for every 5+ rolled. If failed, you lose after a few rolls and leave with nothing to show for it.
___________________________________________ S A L O O N G I R L P E R F O R M A N C E - 50g ___________________________________________ [Limit [1] per Visit]
Gain 10 XP and roll 1d6. On the roll of 4, 5 or 6, recover 1 Determination*. [*for use in Town only].
| ITEMS |
W H I S K E Y - 50g ___________________________________________ Gear ♦ Whiskey ♦ Token
Gain 1 Whiskey per purchase. Whiskey: Takes up a Sidebag slot. Roll 1d6 and recover that much Sanity. If you use this to heal an adjacent party member, gain 5 XP.
C A S K - 300g ___________________________________________ Gear ♦ Container ♦ Upgrade Slots [1]♦ Weight [1] ♦
Holds up to 3 Whiskey.
G A M B L E R 'S D E C K O F CARDS - 850g ___________________________________________ Gear ♦ Charm ♦ Weight [1] ♦ Limit [1]
+1 Cunning Once per Adventure, you may cancel and Re-draw a Darkness.
L U C K Y D I C E - 1,000g ___________________________________________ Gear ♦ Charm ♦ Upgrade Slot [1]♦ Weight [1] ♦ 1 Upgrade Slot ♦ Weight [1] ♦ Limit [1]
+1 Luck
Once per Adventure, you may add +1 to any single roll.
| SALOON GIRL TROUPE |
[SALOON GIRL / PIANO PLAYER HEROS ONLY]
E N T E R T A I N - F R E E ___________________________________________ Limit [1] per Visit
You may entertain to earn money.
Choose either Performance [Agility] or Storytelling [Lore] and roll a number of dice equal to that Skill. On every roll of a 4 or 5, gain 25g. For every 6 rolled, gain 100g.
Rolls of 1, 2 or 3 earn nothing as the patron is unimpressd.
P I C K P O C K E T - 1d3 Corruption Hits ___________________________________________ Limit [1] per Visit
You may pick the pockets of patrols to find something useful.
Make an Agility 4+ Test.
On every roll of a 4 or 5, gain 10g. For every 6 rolled, draw a Gear card.
P E R F U M E - 200g ___________________________________________ Boost ♦ Appeal ♦ Limit [1]
During the next Adventure, you gain +5 XP for every Wound/Sanity you Heal with your Comforting Presence.
D A R K S T O N E S H I V - 1 DS ___________________________________________ Gear ♦ Darkstone [1] ♦ Hand Weapon
Free Attack: Discard to do 1D6 Damage to an adjacent Enemy, ignoring Defense.
B O N E D C O R S E T - 1,200g ___________________________________________ Gear ♦ Clothing ♦ Torso ♦ Upgrade Slot [1] ♦ Weight [1]
Gain Armor 6+. This is in addition to your usual Defense roll.
D A R K S T O N E C O R S E T - 3,200g & 8 DS ___________________________________________ Gear ♦ Clothing ♦Torso ♦ Darkstone [1] ♦ Weight [1] ♦
+1 Max Determination
Gain Armor 5+. This is in addition to your usual Defense roll.
T I N Y H A T - 2,450g ___________________________________________ Gear ♦ Clothing ♦HatUpgrade Slots [1] ♦
S H E R I F F 'S B O U N T Y - F R E E ___________________________________________ [Limit [1] per Town Stay per posse]
Draw a Low Threat to see what the current Sheriff's Bounty is on.
Until the end of the next Adventure, any Enemy listed on that card is worth Gold when killed. Enemies with a fixed XP value are worth Gold equal to their XP value to the Hero that kills it. Enemies with a variable XP are instead worth Gold equal to their Base XP listed, and all Posse members get the Bounty when one of that Enemy type is killed.
[Note: The Bounty does not change, regardless of an Enemie's Elite abilities.]
P A Y O F F Y O U R W A R R A N T S - * ___________________________________________ A hero that has the Keyword: Wanted! may visit the Sheriff Office long enough to pay off the warrant for their arrest. To do this, they must pay 500g x Hero Level and discard their Wanted! status.
If you are currently Keyword: Most Wanted! You must pay an additional 250g x Hero Level, which will remove your Wanted! status completely.
[Note: If your Wanted! Satus is based on an ability of your Hero Class, it cannot be removed]
W A N T E D P O S T E R - 100g ___________________________________________ Gear ♦ Poster ♦ Limit [1]
Discard when you kill an Outlaw Enemy to gain 1d6 x 50g.
If you kill an Infamous Outlaw, gain 1d6 x 100g.
If you kill a Legendary Outlaw, gain 1d6 x 250g.
| CLOTHING & EQUIPMENT |
___________________________________________ C A P E D O V E R C O A T - 800g ___________________________________________ Gear ♦ Clothing ♦ Coat♦ Weight [1]
Whenever you find a Clue on an Exploration Token, Heal 1d6 Health / Sanity [any mix]
___________________________________________ B L A C K D U S T E R - 1,650g ___________________________________________ [TRAVELLER HEROS ONLY] Gear ♦ Clothing ♦ Coat♦ Weight [1]
+2 HP
Gain Armor 6+. This is in addition to your usual Defense rolls.
___________________________________________ H A N G M A N 'S N O O S E - 2,250g ___________________________________________ [FRONTIER / LAW HEROS ONLY] Gear ♦ Weight [1]
Gain: Free Attack, Once per Adventure
Take D3 Corruption Hits to do a Peril Dice of Damage to an adjacent enemy, ignoring their defense.
___________________________________________ D U E L I S T 'S G U N B E L T - 5,800g ___________________________________________ Gear ♦ Clothing ♦ Belt♦ Weight [1]
When Dual Wielding, get +1 Shot.
| PURCHASES |
E X E C U T I O N E R S H O T G U N - 2,400g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Two-Handed ♦ Darkstone [1] ♦ Weight [1] Range: 3 Shots: 3 Use 1D8 for To Hit and 1d6 for Damage. 6, 7 and 8 counts as a Critical Hit.
Gain +1 Damage if the target is with 1 square of distance.
I N T E R R O G A T E P R I S O N E R - 50g ___________________________________________ [Limit [1] per Town Stay per Posse]
You question one of the jailed prisoners for information, while the Sheriff looks the other way.
Roll dice equal to your Strength or Cunning skill.
For each roll of 6, you may cancel and re-draw one Exploration Token or Encounter during the next Adventure.
For each roll of 1, at the start of the next Adventure, the Darkness moves 1 space closer to escaping the mine, as the prisoner is lying to you.
B E C O M E D E P U T I Z E D - 50 XP ___________________________________________ [EXCLUDES LAW / HOLY HEROES]
Gain Keyword: Law.
Gain +1 Cunning.
At the start of each Adventure, roll 1d6. On the roll of 1, 2 or 3, lose this bonus.
| LAW & ORDER |
[LAW HEROES ONLY]
___________________________________________ M A R S H A L / S H E R I F F B A D G E - F R E E ___________________________________________ [U.S MARSHAL / LAW MEN ONLY] Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Once per Adventure, give all Heros +2 Shots with a Gun or +2 Combat (they choose) during their nxt Turn.
___________________________________________ B O U N T Y H U N T E R 'S B A D G E - 850g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Gain Keyword: Traveller.
Once per Adventure, all Heroes may recover 1 Determination.
___________________________________________ D E P U T Y B A D G E - 1,200g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
At the end of each successful Adventure, gain 50 XP.
Once per Adventure, Heal 1d6 Wounds / Sanity [any mix] from each Hero.
___________________________________________ E X E C U T I O N E R 'S B A D G E - 2,400g ___________________________________________ Gear ♦ Law ♦ Icon ♦ Limit [1] Badge
Once per Adventure, add +3 Damage to each of your Hits until the end of your turn.
___________________________________________ P E A C E K E E P E R P I S T O L - 1,000g ___________________________________________ Gear ♦ Gun ♦ Pistol ♦ Law ♦ One-Handed ♦ Upgrade Slots [1] ♦ Weight [1] Range: 6 Shots: 3
T H E P U N I S H E R - 3,000g ___________________________________________ Gear ♦ Gun ♦ Shotgun ♦ Law ♦ Two-Handed ♦ Upgrade Slot [1] ♦ Weight [1] Range: 6 Shots: 2 Use 1D8 for To Hit and Damage. 6, 7 and 8 counts as a Critical Hit.
Once per Turn, you may Re-Roll one Damage roll with this Gun.
___________________________________________ J O I N A M A N H U N T - F R E E ___________________________________________ [Limit [1] per Town Stay] [This ends your Location Visit]
You ride out with a posse of local Law Men to hunt down a wanted criminal.
Make a Cunning 5+ test to track the Outlaw down. For each 5+ rolled, you find one of his crew, gain 25XP.
If at least one 6 is rolled, you are able to track him down and have a shootout.
Roll 2d6 and substract your Initiative to find out how many Hits you have taken in the fight. Each Hit does 4 possible Damage, or 8 Damage if you are Lvl 5 or higher.
Unless KO'd, you capture the Outlaw. Gain 25XP and 1d6 x 100g.
___________________________________________ E S C O R T P R I S O N E R T R A N S F E R - F R E E ___________________________________________ [Limit [1] per Town Stay] [This ends your Location Visit]
You sign on to ride shotgun as a prisoner coach bound for a meeting with a group of marshals on the county line.
Make a Lore 5+ test to follow the best roads. If successful, gain D8 x 25g for a job well done.
If failed, you are ambushed by the prisoner's gang! Surrounded, you have no choice but to let him Escape and return to town. Lose all your current Determination.
Furthermore, for every 1 rolled during your Lore test, roll for Travel Hazards. These results do not effect the rest of your Hero Posse, though any result that destroys your Transport will trigger the fail condition, as your prisoner escapes.
Forever towing the line between 'is this better in RP or forum game format'
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<div style="white-space:pre-wrap;">Forever towing the line between 'is this better in RP or forum game format'<br><br><div class="bb-center"><a target="_blank" rel="nofollow noopener" href="https://youtu.be/bVxHRkIsE9U">°</a><br><a target="_blank" rel="nofollow noopener" href="http://www.nodiatis.com/personality.htm"><img src="http://www.nodiatis.com/pub/21.jpg" /></a></div><br><br>GMT | On Mobile</div>