11-17-2013, 03:09 AM
This information was pieced together and compiled by various helpful and inquisitive people on both the SOBS Kickstarter comments section, and the SOBS forums on BoardGameGeek.
Keep in mind that these are not finalized rules for the game.
I'm duplicating it here so we can have a depository of basic game info here on TZG as well:
Total Number of classes with Outlaw Pledge: 10 plus 1 exclusive
Number of Classes with Minecart: 13 plus 1 exclusive
HERO LIST
City of the Ancients Core Set
1. Bandito
2. Saloon Girl
3. US Marshall
4. Gunslinger
Swamps of Death Core Set
5. Preacher
6. Lawman
7. Rancher
8. Indian Scout
Kickstarter exclusive
9. Outlaw
Stretch goals
10. Prospector
11. Orphan
Add ons
12. Gambler
13. Darkstone Shaman
14. Jargono Tribal Human
KEEPING TRACK OF YOUR CHARACTER:
There are character sheets. Character cards will be much like an RPG, where you get a paper print out so you can customize it and not have to use a pre-made character sheet. You just copy your stats from your book, personal items, and skills to make your new character your own.
CHARACTER STATS
- Six Skill Stats (Agility, Cunning, Spirit, Lore, Luck, and Strength)
-- Mostly used for Tests which involve rolling dice, though sometimes these are also prerequisites for being able to use a certain item or ability.
-- Certain alien artifacts require a Hero to have Strength 4 to be able to carry and use it. Any other Heroes wouldn’t even be able to pick it up!
Defense and Wounds as well as a Willpower and Sanity
-- Defense/Willpower are basically saving rolls that prevent taking damage from a Hit (Defense is for physical damage while Willpower is for mental damage). So you may have a Defense 4+ meaning that anytime you take a Hit, you must roll a 4, 5, or 6 on a D6 to prevent that damage.
-- Wounds and Sanity are how much damage you can take before being KO’d (Wounds are for Physical damage while Sanity is for Mental damage).
‘To Hit’ for Range and Melee
--The ‘To Hit’ stats are numbers that you would need to roll for each attack die to successfully Hit your target. So a Range ‘To Hit’ stat of 3+ means that when you fire a Pistol that has 2 shots, you would roll 2 dice and each one would Hit on the roll of 3, 4, 5, or 6 each.
Max Grit
– The maximum number of Grit Tokens your Hero can hold at once.
-- Grit Tokens are used to Re-roll any number of dice that you just rolled, to activate some special abilities, or to move extra during your turn.
Combat
– The default number of attack dice you get to roll when making a basic Melee attack against an adjacent Enemy (throwing punches basically).
Initiative
– This determines when your Hero gets to Activate in the turn order. Highest Initiative goes first and monsters win on ties for Initiative.
STARTING OUT
Typical starting wounds are anywhere from 8-16 depending on your defense stat.
All characters have health stats, wounds and sanity
Heroes start with 1 item from a deck of personal items that are non-standard character starting items to make their character unique. Examples of this are Lucky Charm which gives you +1 luck among other things, Weathered Poncho that allows you to ignore weather effects, among other things, etc.
EXPERIENCE and LEVELING
Heroes gain XP in a lot of different ways.
The main ones are killing Enemies (or for each wound done to large monsters), overcoming hazards from things like Encounter cards, and Healing other Heroes.
The Leveling up system is scaled so that Heroes go up to Level 2 generally after a mission or two, but then it starts taking more and more XP over time to get to Lvl3, then 4, etc. Currently in the system,
Jason stated that, if he had to ball park it, it would take around 50+ missions at least to get to level 10. But that could be easily +/- 20 missions. That is also at the current rate of difficulty increase and XP increase.
Heroes level up with new skills from their Upgrade Tree, better stats, etc. Health and Sanity raises sometimes and not others.
– Each Hero Skill Tree currently consists of 4 different ‘themed’ tracks. There are currently 5 different Upgrades on each track and they are all sequential (so you can’t get a skill unless you have all the ones before it on that track). That means there are currently 20 different unique Upgrades for each Hero Class. (All subject to change still.) (See Preacher and Bandido classes for examples)
Whenever you level up, you get to choose the next Upgrade bonus you get from the skill tree. You can choose one from any of the three or four disciplines, but you can only take the first one on that track that you haven't unlocked yet. So in other words, you can either totally specialize in just one track, or you can spread it out across multiple of them, but never reach the really cool abilities further down the line on any one track.
Every Hero Upgrade Tree is 100% fully unique to that Class. Some of the slots on the Upgrade Tree are stat boosts while many others are actual new abilities or boosts for previous abilities. With the current scheme, it is possible to max out two of the tracks if you take a Hero all the way to Level 10
CLASS INFORMATION
GENERAL
There are some good hand-to-hand fighter classes.
There is some sense of those traditional roles in a given party, mostly based off of the Hero Classes.
Multiple players being the same Class can make for a really fun team! They can choose the same starting Ability or mix it up! The Starting Ability cards are more reference than anything else as you do not need to draw them (unless you want to pick randomly that is) and they actually just represent starting entries on that Hero’s Upgrade Tree.
SPECIFIC
Prospector:
-- Wields a mighty two-handed Pick Axe and is a good hand to hand fighter class
Indian Scout:
--Good hand to hand fighter class-- Has ability to manipulate -- Exploration Tokens and Map Tiles as you explore. This can come in very handy in helping to avoid potential hazards and find your objectives faster.
--Has the choice (based on his initial Upgrade card) to start with a Carbine Rifle, to further specialize his Tracking abilities, or to forgo a main range attack to have two Hatchets for some savage hand to hand attacks (of course he can throw these Hatchets, but they are only one use per Fight if he does).
Saloon Girl:
-- Good hand to hand fighter class.
-- Can't carry guns that aren't considered light (no shotguns, no Trederran cannons.).
-- Good example of a Rogue type, very fast and agile with a great Defense, but not many wounds to back it up.
-- She is good at slipping through and making Combat attacks, but always wants to be on the move to avoid getting cornered
-- Has a comforting presence that can heal characters adjacent to her at the end of the turn.
Rancher class
-- Starts with a Hunting Rifle (long range, 1 shot, but does D6+3 Damage on every Hit).
-- Has the built in ability ‘Rapid Fire – Rifle’ meaning that anytime she kills an Enemy with her Rifle, she gains and extra shot with it. That means that as long as you keep hitting and killing with each shot, you can keep shooting!
-- Her 3 possible starting abilities are currently Home Remedies (use Grit for healing yourself or others), Swinging Rifle (use Grit to gain +3 Combat dice – Hand-to-hand- while armed with a double-handed Gun), and Farmstead Defender (you always get to Re-roll a To Hit roll when targeting an Enemy with a higher Initiative than yourself)
Preacher
-- Very much along the lines of a Mage class, casting Sermons like spells with Blessings being buffs for Heroes and healing, while Judgments are offensive attacks to be used in a Fight!
--Has four different specialty paths - Faith, Occult Studies, Redemption, and Sermons (which are basically like spells that he can cast).
US Marshal:
-- Great Tank type Class with a High Defense and a good amount of wounds, but he is slower on the Initiative.
-- Armed with a Shotgun which only gets 1 Shot, but uses the D8 To Hit and the D8 for damage instead of the normal D6. This is especially cool because a natural roll of 6 To Hit for a Hero is a Critical Hit which means it ignores the Enemy’s Defense. Because the Shotgun uses a D8 To Hit, that means that it gets a Crit on the roll of 6, 7, or 8!
-- The down side is the slower rate of fire and shorter range.
-- The built in Character Ability of the US Marshal is ‘Double Shot: Shotgun’ allowing him to take an extra Shot with any ‘Shotgun’ if he kills one or more Enemies with it.
-- Also has the Badge that he can flash once per adventure to give the entire Hero Party a bonus for one round.
-- Starting Abilities: "Cleaning up the west", healing others, or getting additional shots for their shotguns
Gunslinger Class:
Gunslinger tier 1 skill tree:
-Pistol Fanning (get more shots with 1 grit)
-Reload (Get more dead eye shots with 2 grit)
-Quick Draw (Free attack when monsters first appear out of the normal turn order.)
-- Actually has a Trick Six-Shooter template with six specialty bullet tokens on it.
-- Each Token is one use per game, but you can get an Ability that lets you reload using Grit.
-- Starts with six ‘Dead Eye shots’ that they can use to do extra damage, but as they level up and visit town, they can get new types of special bullets as well! Incinerator Shots anyone?
Bandido Class:
-- Can choose to be an Explosives Expert – starting with a Satchel of Dynamite and having the ability to spend Grit to build more Dynamite tokens to throw, or
-- Twin Guns – giving him a second pistol and allowing him to ignore the negatives for firing two single-handed guns per turn, or he could be a
-- Swindler – Giving him the ability to discard and re-draw Loot cards once per draw. It also gives him +1 Combat for his hand to hand fighting as he is used to getting into scrapes from all his swindling ways
-- Can rob the bank in town
Orphan Class:
-- You start as an orphan, looking for vengeance
-- You eventually become a hybrid class, taking on a second class of your choice when you grow up.
Outlaw Class
-- Can rob bank in town
Lawman Class
-- Has a Badge to give the whole party a bonus once per adventure.
-- Peacekeeper Pistol with 3 shots (instead of the normal 2) and he has the built in ability to ‘Lay Down the Law’ which lets him Re-roll a To Hit roll every time he fires his gun.
-- Three starting options are Strong Leadership (once per turn, use a Grit to heal 1 Health and 1 Sanity from yourself and every other Hero on your board section), Frontier Justice (use a Grit to gain +3 Damage for a single Ranged Hit), or Iron Will (use a Grit to cancel a Darkness card on the D6 roll of 4+).
INJURIES AND DEATH:
Death is extremely rare.
You can be knocked out during a fight from Sanity loss or health loss.
You roll on the appropriate injury chart when knocked out and can stand up after the fight is done.
You roll on the injury table after a fight in a room to stand back up so you can participate in the next fight. If you had many injuries, did not go to the Doc's Office in town to try and heal up, then yes, you could die and theoretically be eliminated mid-game.
-- Might end up with a Broken Leg or that slows your movement, a Gouged Eye that reduces your ability To Hit stuff, or you might get insanity effects like Hearing Voices in the Dark or Paranoia. You can try and Heal injuries at the Doc’s Office while visiting a Town. It is also possible to try and get gear to offset these injuries.
Original Link: Character Classes
Keep in mind that these are not finalized rules for the game.
I'm duplicating it here so we can have a depository of basic game info here on TZG as well:
Total Number of classes with Outlaw Pledge: 10 plus 1 exclusive
Number of Classes with Minecart: 13 plus 1 exclusive
HERO LIST
City of the Ancients Core Set
1. Bandito
2. Saloon Girl
3. US Marshall
4. Gunslinger
Swamps of Death Core Set
5. Preacher
6. Lawman
7. Rancher
8. Indian Scout
Kickstarter exclusive
9. Outlaw
Stretch goals
10. Prospector
11. Orphan
Add ons
12. Gambler
13. Darkstone Shaman
14. Jargono Tribal Human
KEEPING TRACK OF YOUR CHARACTER:
There are character sheets. Character cards will be much like an RPG, where you get a paper print out so you can customize it and not have to use a pre-made character sheet. You just copy your stats from your book, personal items, and skills to make your new character your own.
CHARACTER STATS
- Six Skill Stats (Agility, Cunning, Spirit, Lore, Luck, and Strength)
-- Mostly used for Tests which involve rolling dice, though sometimes these are also prerequisites for being able to use a certain item or ability.
-- Certain alien artifacts require a Hero to have Strength 4 to be able to carry and use it. Any other Heroes wouldn’t even be able to pick it up!
Defense and Wounds as well as a Willpower and Sanity
-- Defense/Willpower are basically saving rolls that prevent taking damage from a Hit (Defense is for physical damage while Willpower is for mental damage). So you may have a Defense 4+ meaning that anytime you take a Hit, you must roll a 4, 5, or 6 on a D6 to prevent that damage.
-- Wounds and Sanity are how much damage you can take before being KO’d (Wounds are for Physical damage while Sanity is for Mental damage).
‘To Hit’ for Range and Melee
--The ‘To Hit’ stats are numbers that you would need to roll for each attack die to successfully Hit your target. So a Range ‘To Hit’ stat of 3+ means that when you fire a Pistol that has 2 shots, you would roll 2 dice and each one would Hit on the roll of 3, 4, 5, or 6 each.
Max Grit
– The maximum number of Grit Tokens your Hero can hold at once.
-- Grit Tokens are used to Re-roll any number of dice that you just rolled, to activate some special abilities, or to move extra during your turn.
Combat
– The default number of attack dice you get to roll when making a basic Melee attack against an adjacent Enemy (throwing punches basically).
Initiative
– This determines when your Hero gets to Activate in the turn order. Highest Initiative goes first and monsters win on ties for Initiative.
STARTING OUT
Typical starting wounds are anywhere from 8-16 depending on your defense stat.
All characters have health stats, wounds and sanity
Heroes start with 1 item from a deck of personal items that are non-standard character starting items to make their character unique. Examples of this are Lucky Charm which gives you +1 luck among other things, Weathered Poncho that allows you to ignore weather effects, among other things, etc.
EXPERIENCE and LEVELING
Heroes gain XP in a lot of different ways.
The main ones are killing Enemies (or for each wound done to large monsters), overcoming hazards from things like Encounter cards, and Healing other Heroes.
The Leveling up system is scaled so that Heroes go up to Level 2 generally after a mission or two, but then it starts taking more and more XP over time to get to Lvl3, then 4, etc. Currently in the system,
Jason stated that, if he had to ball park it, it would take around 50+ missions at least to get to level 10. But that could be easily +/- 20 missions. That is also at the current rate of difficulty increase and XP increase.
Heroes level up with new skills from their Upgrade Tree, better stats, etc. Health and Sanity raises sometimes and not others.
– Each Hero Skill Tree currently consists of 4 different ‘themed’ tracks. There are currently 5 different Upgrades on each track and they are all sequential (so you can’t get a skill unless you have all the ones before it on that track). That means there are currently 20 different unique Upgrades for each Hero Class. (All subject to change still.) (See Preacher and Bandido classes for examples)
Whenever you level up, you get to choose the next Upgrade bonus you get from the skill tree. You can choose one from any of the three or four disciplines, but you can only take the first one on that track that you haven't unlocked yet. So in other words, you can either totally specialize in just one track, or you can spread it out across multiple of them, but never reach the really cool abilities further down the line on any one track.
Every Hero Upgrade Tree is 100% fully unique to that Class. Some of the slots on the Upgrade Tree are stat boosts while many others are actual new abilities or boosts for previous abilities. With the current scheme, it is possible to max out two of the tracks if you take a Hero all the way to Level 10
CLASS INFORMATION
GENERAL
There are some good hand-to-hand fighter classes.
There is some sense of those traditional roles in a given party, mostly based off of the Hero Classes.
Multiple players being the same Class can make for a really fun team! They can choose the same starting Ability or mix it up! The Starting Ability cards are more reference than anything else as you do not need to draw them (unless you want to pick randomly that is) and they actually just represent starting entries on that Hero’s Upgrade Tree.
SPECIFIC
Prospector:
-- Wields a mighty two-handed Pick Axe and is a good hand to hand fighter class
Indian Scout:
--Good hand to hand fighter class-- Has ability to manipulate -- Exploration Tokens and Map Tiles as you explore. This can come in very handy in helping to avoid potential hazards and find your objectives faster.
--Has the choice (based on his initial Upgrade card) to start with a Carbine Rifle, to further specialize his Tracking abilities, or to forgo a main range attack to have two Hatchets for some savage hand to hand attacks (of course he can throw these Hatchets, but they are only one use per Fight if he does).
Saloon Girl:
-- Good hand to hand fighter class.
-- Can't carry guns that aren't considered light (no shotguns, no Trederran cannons.).
-- Good example of a Rogue type, very fast and agile with a great Defense, but not many wounds to back it up.
-- She is good at slipping through and making Combat attacks, but always wants to be on the move to avoid getting cornered
-- Has a comforting presence that can heal characters adjacent to her at the end of the turn.
Rancher class
-- Starts with a Hunting Rifle (long range, 1 shot, but does D6+3 Damage on every Hit).
-- Has the built in ability ‘Rapid Fire – Rifle’ meaning that anytime she kills an Enemy with her Rifle, she gains and extra shot with it. That means that as long as you keep hitting and killing with each shot, you can keep shooting!
-- Her 3 possible starting abilities are currently Home Remedies (use Grit for healing yourself or others), Swinging Rifle (use Grit to gain +3 Combat dice – Hand-to-hand- while armed with a double-handed Gun), and Farmstead Defender (you always get to Re-roll a To Hit roll when targeting an Enemy with a higher Initiative than yourself)
Preacher
-- Very much along the lines of a Mage class, casting Sermons like spells with Blessings being buffs for Heroes and healing, while Judgments are offensive attacks to be used in a Fight!
--Has four different specialty paths - Faith, Occult Studies, Redemption, and Sermons (which are basically like spells that he can cast).
US Marshal:
-- Great Tank type Class with a High Defense and a good amount of wounds, but he is slower on the Initiative.
-- Armed with a Shotgun which only gets 1 Shot, but uses the D8 To Hit and the D8 for damage instead of the normal D6. This is especially cool because a natural roll of 6 To Hit for a Hero is a Critical Hit which means it ignores the Enemy’s Defense. Because the Shotgun uses a D8 To Hit, that means that it gets a Crit on the roll of 6, 7, or 8!
-- The down side is the slower rate of fire and shorter range.
-- The built in Character Ability of the US Marshal is ‘Double Shot: Shotgun’ allowing him to take an extra Shot with any ‘Shotgun’ if he kills one or more Enemies with it.
-- Also has the Badge that he can flash once per adventure to give the entire Hero Party a bonus for one round.
-- Starting Abilities: "Cleaning up the west", healing others, or getting additional shots for their shotguns
Gunslinger Class:
Gunslinger tier 1 skill tree:
-Pistol Fanning (get more shots with 1 grit)
-Reload (Get more dead eye shots with 2 grit)
-Quick Draw (Free attack when monsters first appear out of the normal turn order.)
-- Actually has a Trick Six-Shooter template with six specialty bullet tokens on it.
-- Each Token is one use per game, but you can get an Ability that lets you reload using Grit.
-- Starts with six ‘Dead Eye shots’ that they can use to do extra damage, but as they level up and visit town, they can get new types of special bullets as well! Incinerator Shots anyone?
Bandido Class:
-- Can choose to be an Explosives Expert – starting with a Satchel of Dynamite and having the ability to spend Grit to build more Dynamite tokens to throw, or
-- Twin Guns – giving him a second pistol and allowing him to ignore the negatives for firing two single-handed guns per turn, or he could be a
-- Swindler – Giving him the ability to discard and re-draw Loot cards once per draw. It also gives him +1 Combat for his hand to hand fighting as he is used to getting into scrapes from all his swindling ways
-- Can rob the bank in town
Orphan Class:
-- You start as an orphan, looking for vengeance
-- You eventually become a hybrid class, taking on a second class of your choice when you grow up.
Outlaw Class
-- Can rob bank in town
Lawman Class
-- Has a Badge to give the whole party a bonus once per adventure.
-- Peacekeeper Pistol with 3 shots (instead of the normal 2) and he has the built in ability to ‘Lay Down the Law’ which lets him Re-roll a To Hit roll every time he fires his gun.
-- Three starting options are Strong Leadership (once per turn, use a Grit to heal 1 Health and 1 Sanity from yourself and every other Hero on your board section), Frontier Justice (use a Grit to gain +3 Damage for a single Ranged Hit), or Iron Will (use a Grit to cancel a Darkness card on the D6 roll of 4+).
INJURIES AND DEATH:
Death is extremely rare.
You can be knocked out during a fight from Sanity loss or health loss.
You roll on the appropriate injury chart when knocked out and can stand up after the fight is done.
You roll on the injury table after a fight in a room to stand back up so you can participate in the next fight. If you had many injuries, did not go to the Doc's Office in town to try and heal up, then yes, you could die and theoretically be eliminated mid-game.
-- Might end up with a Broken Leg or that slows your movement, a Gouged Eye that reduces your ability To Hit stuff, or you might get insanity effects like Hearing Voices in the Dark or Paranoia. You can try and Heal injuries at the Doc’s Office while visiting a Town. It is also possible to try and get gear to offset these injuries.
Original Link: Character Classes