Latest Posts | Gloomhaven: Various Systems
Elements
There are 6 elements in this world: Fire, Ice, Wind, Earth, Light, and Dark. Any time a player rolls a moon, it creates an abundance of a elemental energy. Any energies will stick around until the end of the round after it was created. Players with classes that have mastery over a certain element can consume that elemental energy to use a strong ability without using a PP. You cannot, however, use up an element that you yourself created. Only your allies can. Teamwork is important.
Negative Status Effects
Poison: All attacks targeting a poisoned character deal 1 additional damage. The next time a poisoned character is healed, the status effect is removed, but they recover no health. Wound: A wounded character takes 1 damage at the start of each activation. Can be removed with heal. Immobilize: Cannot take a move action, but can still attack. Remove at end of activation. Disarm: Cannot take attack action, but can still move. Remove at end of activation. Stun: Cannot do anything except rest. Remove at end of activation. Muddle: Roll twice for all attacks, take the lower result. Remove at end of activation. Curse: The next skull rolled with have disastrous effects. Cannot be removed or healed. Positive Status Effects Invisible: Cannot be targeted, and will be ignored, by all enemies. Strengthen: Roll twice on all attacks, taking the higher result. Remove at end of next activation. Bless: Next moon will have miraculous effect. Cannot be removed. Attack Status Effects Push: Target will be moved 2 squares away from the attacker Pull: Target will be moved 2 squares closer to the attacker Pierce: Attack will ignore any shields a target may have Target: Attack will hit multiple targets in range
Exhaustion
Characters do not die in this game. If a character falls to or below 0 HP or PP, they have become exhausted. An exhausted character still claims all gold and exp gained thus far in the encounter, and will also gain bonus XP if the party completes the encounter. However, they are removed from the game until the end of the session. An exhausted character can still continue to talk and RP. If the entire party gets exhausted before finishing an encounter, that quest is failed. However, any failed quest can simply be attempted again. However, any quest not completed on the very first attempt will lose its special completion bonus.
Enchantment
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Visit the Market
Any player can visit the market and purchase or sell available goods. A full list of what is available in the market is listed here: fabletop.com/forum/topic/10282/gloomhaven-party.
Trade items or gold
Only while in town can players trade items between each other. There are no rules for this aside from the following: all parties must agree to the trade.
Donate to the Great Oak
Within the city of Gloomhaven resides a tree known as The Great Oak. Greedy, yet benevolent, spirits inhabit this tree. If you pay 10 gold to the Tree, you will be blessed. The first moon rolled in the next encounter will have miraculous results.
City Event
If all players agree, the party may have a city event encounter. This is always a small story bit, and can have both positive and negative consequences, both short term and long reaching. Only one city event can be done each session.
Once everyone is done in the city, the party will decide which quest to go on. After leaving the city, but before getting to the encounter, there will be a road event. Like city events, road events will have a wide range of consequences depending on how the party reacts to it. In general, these are less volatile than city events. Once the road event is done, play will proceed onto the encounter itself.
Encounter
Each encounter consists of multiple rooms, each of which can be seen from the beginning. However, you will only be able to see enemies and obstacles within your current room. Enemies in unrevealed rooms will not move until a door linking them to the players has been opened.
Each round, everyone will roll Wisdom, plus traits, for initiative. This will determine turn order. You can decide to go later in the turn order if you choose, but cannot go faster.
Each turn consists of a movement and an attack, in any order. You must, however, complete one before the other. A move cannot be broken up with an attack in between. For movement, roll agility and move up to 2 spaces per star. Even if 0 are rolled, you will still be able to move at least one space. For an attack, describe what it is your character is doing, then roll might. Damage is equal to the number of stars rolled. A skull subtracts 1 star, while a moon will deal a status effect as well as an addition effect at GM discretion based on what you said your action was.
You may, instead of taking an action this round, elect to take a rest. Taking a rest means you do not move, attack, or do anything that round, but will recover 1hp at the end of the round.