Best Left Buried: Conditions and More Advancements

Short one this week. Feel kind of tapped creatively due to some real life stressors but I wanted to put something down regardless. 

NEW CONDITIONS

First up are some conditions that often come up in my games which I just like to have written down since I use them so often. With the addition of cowboy guns and enemies that can wield them OK Corral style fire fights are inevitable so codifying the Cover move was done here as well. 

Bleeding (Condition)

The creature loses 1 Vigour at the start of their turn. If this damage brings them to 0 Vigour they die. 

Paranoid (Condition)

Observation checks have the Upper Hand. Grip checks are Against The Odds.

Pinned (Condition)

Must succeed at a Grip check or else can't move.

NEW ACTION

Take Cover (Move)

Instead of moving to another Zone the Cryptdigger can move behind cover instead. Ranged attacks made against them while they are in cover are Against The Odds.

NEW ADVANCEMENTS

Hunker Down

Advancement

Martial / Technical

While in Cover Melee attacks are Against The Odds as well and if an Injury is rolled against the Cryptdigger in cover the Cover is destroyed instead. This does not work on voluntary injuries.

Golden Tithe

Advancement

Martial / Holy

When using Exertion the character can choose to add a negative word to a treasure they possess in lieu of paying the Grip cost.  

Hunting Trap

Advancement

Martial / Technical

By spending 1 Grip the character can make and place a trap in a Zone they occupy triggering when a Monster enters the Zone. When placed, the character chooses a Condition (Deafened, Stunned, Bleeding, etc) that will affect the Monster if they fail a Wits check to avoid the trap. If a Monster Material is used when making the trap the Wits check is made Against The Odds.

Hunter Handloading

Advancement

Martial / Technical

At the start of an Adventuring Day the character can modify one of their Reloads to better suit its capabilities against certain Monsters. Choose a Monster type (I.E. Cinderbeast, Aberrations, Humans, etc...). The character's attacks using this ammunition against the chosen monster type have the Upper Hand and if they inflict an Injury roll twice and choose the result.

Ricochet

Advancement

Martial / Devious

When the character lands an attack with their Cowboy Gun they can spend 1 Grip to have the shot Ricochet to another Monster in the same zone. This shot deals the same damage as the first but cannot inflict an injury. 

QUICK THOUGHTS

I think both Hunting Trap and Hunter Handloading can exist in the same world as actual magic item type special ammo or traps but I may go back and forth on this. In regards to Monster Materials you can find out about what this is in the Hunter's Guide to Monsters (Pg. 122). Using Monster Materials is one of my favorite bits from the system in general so finding more uses for them was fun. 

LOOKING AHEAD AND SPECIAL THANKS

Next time 'round I think I'm going to try my hand at some special equipment but we'll see. At this point I have quite a bit of extra stuff bolted on to the system and without actually having some good play of it I'm not sure what is too much / not enough. 

Before I go, I'd like to thank the person (Whoever you are) who anonymously donated to my Ko-Fi last week. It came at a time I was at a very low point and is where most of my motivation to finish this week's post comes from. So, whoever you are this ones for you. Thank you so much and thank you all for reading.

Comments

Popular posts from this blog

Nemesis Systems Do(n't) Matter

Liminal Blues: The Trouble(’s) With Fallout

Liminal Survival Horror (Or Putting Resident Evil Anywhere I Can LH Edition) Part 1