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Heart: the City Beneath

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But while a combat taking an extra roll or three to finish is not a big deal, a delve requiring more obstacles than you have prepared means you need to rapidly improvise. You can overcome even a dangerous foe with only a couple of good rolls, or you might flail at them ineffectually for a while, suffering multiple fallouts.

Once per session, roll Compel + Cursed to summon the personification of an ongoing minor Blood, Mind, or Echo fallout and remove it. From their location, they need to venture deeper into the Heart, to Hang Station and the underground lake.

But sometimes they too fall, and by the point they've ended up in the City Below, they've adjusted to no longer being on top of the heap. This isn’t an issue with the rules, there are many once-and-done fallouts I could have given them instead, just something to keep in mind. Heretics start with Mend and Religion as you might expect, and tend to take more of a healing/supportive role in a party of delvers (although they can power up for combat very effectively if they need to); they're literal clerics, just a little strange. Protection replaces the extra resistance boxes in Spire - a static armour value ends up being far less confusing than having extra boxes that don't count for fallout. The second is an indentured agent of the aelfir lord (Forced) who makes the mistake of picking up a badge of the 33rd and is now slowly being taken over by the idea that it's good to protect other people.

It's been brought to my attention that I am in fact completely wrong regarding the distribution of Skills and Domains in Spire as opposed to Heart, and I must apologize for that.Keep yourself dim and you can go a long way roughing people up, swilling booze, and repeating the same jokes. In Heart, you clear all stress from the track you just took a hit to on a minor fallout, and all stress from all tracks on a major fallout. When you're in a Haven (a slightly-more-safe refuge built around a stable landmark) there might be a bit of prejudice, but that's as likely to be about where you're from as whether you have fur or pointed ears.

Your minimum protection value for all resistances is equal to the tier of the Heart you are currently on. If this is equal or less than the total amount of stress the character has, they suffer Fallout - if this roll is 6 or less, then it's Minor, 7 or more and it's Major (much more consequential). Description: A walk along high, ruined walkways alongside the tracks which have collapsed in places; crystals line the path eventually; the smell of incense and sulphur. Down there, the wilderness is made up of shifting unreality, where flesh and stone and forest and bone all mingle and the bloody angels try to slaughter you without even a be-not-afraid, just the sound of grinding teeth.

Likewise, if the player accepts it, two Major Fallouts can combine to result Critical Fallout - this means that the character will shortly die or otherwise leave the campaign. Some fallout is simple – a broken arm – some is more complicated and narrative – being mistaken for a divine being and getting kidnapped by cultists who want you to lead them to the promised land. The player characters are the ones desperate, driven, or deranged enough to take the Heart up on this promise. It is a dungeon-crawling, story-forward tabletop RPG from the designers of Spire that focuses on what characters have to lose in pursuit of their dreams in the chaotic darkness beneath the world. You can also use equipment and abilities to clear stress, but that usually involves a check, which means the risk of further stress.

Descend into a nightmare undercity with dark fantasy tabletop RPG Heart: The City Beneath, in which you play desperate dungeon delvers exploring a surreal world of horrors. Heart: The City Beneath is an award-winning complete tabletop roleplaying game about delving into a nightmare undercity that will give you everything you’ve ever dreamed of – or kill you in the process. Just like combat, this is very swingy: normally you inflict 1d4 stress, with a typical delve having 8-12 resistance. Zenith beats, like the final secret one I mentioned, are very hard to achieve, and not everyone will manage to do so before their untimely but likely deserved death. In IMT threads, members of our community can promote their own work, including commercial projects and crowdfunding.Scary Stinging Swarm: Deep Apiarists are always accompanied by (and, to some extent, inhabited by) bees. Humans in Heart/Spire have a reputation for digging up the past, often working as retro-engineers and tomb-robbers. And when Arold's teeth had been adequately scattered across the street's gutterkin, Ysalda walked into her bar and dealt with her problems the way she always had. Should you be interested in it, you’ll probably want to pick up Sanctum, a small supplement written just for this.

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