[PACS] [Gameday VIII] The Hao Jin Cataclysm by Yewstance (Inactive)

Game Master Yewstance

PLAYER HANDS || SUMMONABLE BANES || SHIPS

TURN ORDER:
1 - Seoni/EmpTyger
2 - Aric/Abraham Z.
3 - Maznar/Bigguyinblack/
4 - Zova/Nathan Davis

Ship & Plunder Rules:
Commanding and Moving Ships
Whenever it is your turn, if your ship is not anchored at a location, you are commanding your party’s ship. All characters at your location are on the ship; characters at other locations are not on the ship. If you move or are moved while commanding the ship, other characters on the ship may choose to move with you. Effects that restrict movement still apply—if something prevents you from moving, you can’t move; if something is preventing another character at your location from moving, that character cannot move with you. Any character who does not move with you is no longer on the ship.

Whenever it is your turn, if your ship is anchored and you are at the ship’s location, you are commanding your party’s ship; all characters at your location are on the ship. You may not choose to move an anchored ship. If your character moves or is moved from the ship’s location, you are no longer on the ship or commanding it, and other characters may not choose to move with you.

Encountering Ships
While you are commanding a ship, you may encounter other ships. If you are not commanding a ship, banish any ship you would encounter. Even though a ship is neither a bane nor a boon, encountering a ship is much like encountering a bane: if you don’t evade it, you must attempt a check to defeat it. If you succeed at all of the checks required to defeat a ship, and your ship is not wrecked, stash a plunder card. If you fail a check to defeat a ship, it does not deal damage to your character; instead, it deals Structural damage to your ship. Whether you succeed or fail to defeat a ship, unless you seize it, return it to wherever it came from.

Plunder Table
Roll 1d6 to determine which card type is stashed as Plunder. Plunder cards are stashed underneath your Ship, and you begin each scenario with a random Plunder card.
1 - Weapon
2 - Spell
3 - Armor
4 - Item
5 - Ally
6 - Choose 1 of the above 5 card types

Seizing Ships
Some cards allow you to seize a ship you defeat. If you seize a ship, it replaces your current ship, which is banished. Take any plunder cards that were under your original ship and put them under your new ship.

Structural Damage
Structural damage is a special type of damage; it does not affect characters, and it is the only type of damage that affects ships. Cards that reduce damage only to characters do not affect Structural damage. If you fail a check to defeat a ship, it deals an amount of Structural damage to your ship equal to the difference between the difficulty to defeat the ship and your check result.

When your ship is dealt Structural damage, first apply any powers on the ship card or other cards in play that reduce or increase that damage. Then characters may play cards or use powers that affect Structural damage. Finally, any character may discard any number of cards from his hand to reduce Structural damage by 1 for each such discarded card. If the Structural damage is reduced to 0, the ship is unaffected.

If a ship that is not already wrecked is successfully dealt any Structural damage, it is wrecked; you do not need to discard cards equal to the amount of damage—the effect is the same regardless of the amount of damage that is dealt. If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.

Wrecked Ships
When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked. If you move while commanding a wrecked ship, other characters cannot choose to move with you. When a ship is wrecked, you can never stash more plunder cards under it. At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.

Curse of Poisoning:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.


Many centuries ago, the legendary sorceress Hao Jin crafted a museum demiplane, ripping locations from across Golarion to add to her personal collection. When she vanished without a trace, the demiplane began falling into disrepair. Ever since the Pathfinder Society gained access to this realm seven years ago, its agents have been gradually exploring the demiplane's wonders, meeting its people, and cataloging its preserved historical relics.

Former Pathfinder Master of Spells Aram Zey has just made a terrible discovery—the demiplane's deterioration has reached a critical stage. Unless the Pathfinder Society intervenes, the entire demiplane will rip apart violently, ejecting most of its contents into the Astral Plane and killing everyone inside. Yet it isn't as simple as sewing the demiplane back together with some metaphysical thread. Powerful forces from both within the tapestry and outside of it seek to hasten the destruction or profit off the chaos, and the impending apocalypse has thrown the tapestry's civilizations into turmoil.

Aboard their sturdy vessel, the Thresher, a team of brave Pathfinders prepares to sail headlong into the tapestry's perilous seas.