[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.


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deck handler desired upgrades Spell 2, Ally 2

spell 2: 1d1000 ⇒ 871
item : 1d1 ⇒ 1

boon?: 1d20 ⇒ 14


Aric/Red Raven deck handler | Looking for: not sure

Aric passes on the upgrades.


Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

Upgrade Priority
Spell 2: 1d1000 ⇒ 469
Ally 1: 1d1000 ⇒ 664

Replacing Ally 0 Fox with Ally 1 Stone Weasel


deck handler desired upgrades Spell 2, Ally 2

I think Seoni was good on spells so upgrading Frigid Blast to Holy Javelin.


Hey everyone!

I'm letting everyone know that I'll be travelling to the States on my Friday, October the 18th, a journey which - between the series of long flights and the absolute necessity to pass out asleep as soon as I reach my destination, and the associated settling in - will likely take me out of action for about 36-48.

For the timezones of most of you, this effectively means I likely won't be posting around Thursday or Friday (and possibly Saturday). Once I'm settled in, standard posting frequency should resume, albeit at different time slots.

I should be back in time for the final wrapup of the Special (as I technically arrive in the US almost two days before the Special finishes), but if we're mid-scenario there won't be any updates from me whilst I'm travelling.


Aric/Red Raven deck handler | Looking for: not sure

Happy travels!


deck handler desired upgrades Spell 2, Ally 2

5th xp. May as well tier up since this was the last scenario of the special.

Free card feat Spell. Just adding Fire Snake to my deck.

Only upgrade left for me is Binder's Tome so if we didn't get an item 1 I'll pick that ad give my other pick to Zova.


deck handler desired upgrades Spell 2, Ally 2

boon?: 1d20 ⇒ 4


I actually think I am going to take an upgrade this adventure, after all: Ally 2 (Toad). Seoni’s 2nd upgrade is available for someone else.

10-00E reward: 1d20 ⇒ 12
Nope


Aric/Red Raven deck handler | Looking for: not sure

10-00E reward: 1d20 ⇒ 8

Aric saves his Hero Point.

Card Feat (#4): Blessing.

Upgrade: use one of the Scenario Rewards to add a Blessing 2 to the upgrade pool; then fill the new open Blessing slot with Blessing of Maat.

Will skip the Bonus deck upgrade, leaving one of the scenario rewards available for the other PCs if they have a use for it.

Will tier up to tier 4.0. (I realize that this makes him ineligible to keep playing in the Special, but life is feeling pretty busy right now so I think I will pass on the replay options).

Thanks for running, Yewstance! And thanks to all for playing - I'd be happy to keep playing with this group if the others are interested and we can figure out something that we can play!


Deck Handler // Searching For: Spell 2 > Armor 2 > Ally 2

Adventure Reward and Hero Point
2 Card Feats!
Spell 2 ☑3 ☑4 ☑5

Scenario Reward
Adding Spell 2 Aspect of the Monkey and Spell 2 Aspect of the Bat

Adding Spell 0 Cure to take an empty Spell slot.


Thank you all for playing! I'll be marking this campaign as inactive in the next couple of days; chronicle sheets will come in a future week. If you need a chronicle sheet in a more timely manner, please let me know!


Aric/Red Raven deck handler | Looking for: not sure

Thanks for running!

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