A Warlock of
Remember the laws you could break in 2nd edition? They could be a good way of making the City more of a headache, to offset the perceived imbalance between the high rewards and low risks of the City. The idea is that a player will get one clear run through the City, after which they are increasingly likely to have to miss turns in Jail. Opinions?
A Character immediately earns 1 Crime token for each crime they commit while in the City:
Doing anything to another Character against their will.
Engaging in battle or psychic combat.
Ending movement in a Street space at Night.
Successfully escaping from Jail.
Choosing not to spend Gold when able to.
Spell casting, no matter the effect.
A Character with one or more Crime tokens may not evade any enemy of the 'Law' type.
Law enemies gain +1 in battle or psychic combat for each Crime token held.
When discarded, enemies of the 'Law' type are instead shuffled into the draw deck.
If a Character defeats a Character with Crime tokens in battle or psychic combat while in the City, they can choose to have them thrown in Jail instead of claiming the usual reward.
While in Jail, Crime tokens can be discarded by paying 1 Gold per token, or by missing a turn per token without attempting to escape.
When trying to escape Jail, deduct 1 from the dice roll for each Crime token.
- Last edited Tue Oct 1, 2013 9:19 am (Total Number of Edits: 4)
- Posted Fri Sep 27, 2013 3:01 pm
I like it. I was thinking of making a card for the City Watch (similar to a Dragon King card or the Reaper's card) that would say:
Roll for a result on the following chart whenever you end a turn in the city and you had participated in combat, cast a spell, or you have no gold or City Pass.
1-4 = no encounter
5 = thrown out. Move to City space and end turn.
6 = go directly to jail.
A city pass is a trinket that you can buy for 3 gold when you pass or land on the city gates space.