Merry Raven
msg tools
LATEST UPDATE: 25 April, 2018

Hello!

I'm pretty new to Shadows of Brimstone but I love making up my own content for games I enjoy, so I've started dipping my toes into the water here.

My first concept is a new class: Hellfire Rebel.

Hellfire Rebels are Hellfire Succubi who are not beholden to Belial. My hope is to expand on the lore of Hellfire Succubi and give players a pretty unique character to potentially play as. The class has a melee / magical focus that plays up the obvious fantasy of being a supernaturally charismatic killing machine.

To play as a Hellfire Rebel, one may either select them at game start as normal or be transformed into one through a new Hellfire Succubus ability. This ability is detailed below:

Quote:
Brand - Any Hero KO'd by a Hellfire Succubi must roll a D6. On the roll of 1 or 2, the Hero also gains Keyword Branded


Keyword Branded foreshadows a hellish fate for our singed Hero. A supernaturally glowing brand on their body, etched in by the Succubi's razor claws, pulses with demonic energy. If they are not quick or lucky, their fate is sealed:

Quote:
Fighting the Demon Within: During the End of the Day phase of any Town Stay, following any Town Events, Keyword Branded Heroes make two Willpower saving rolls.

If either pass, their body contorts and cringes as something tries to escape. They manage to hold it back…for now.

If both fail, their body permanently reshapes into that of a supple and dangerously beautiful Hellfire Succubus. Replace their Hero with a Hellfire Rebel Hero at half their former Hero’s level. Retain their Gear, Artifacts, Personal Items, and Starting Upgrades. They are no longer Keyword Branded. They gain Keyword Demon.

The transformed Hero loses control for the night, ambushing a random towns person and consuming his soul before retreating back to bed. When they awaken in the morning, now back in control, they must struggle to convince their former posse members that they are who they say they are...and that they can still be trusted.


I would like to create some ways to remove the brand as well through some feat or rare item. Would be cool to see a Hero continue to resist the change long enough to prevent their transformation at all.

I'm also not opposed to making this first portion a transformation curse similar to Werewolves and Vampires, but I do not own either of those yet, so I'm not sure how they actually work.

The Keyword gained upon fully transforming is Keyword Demon, and it's detailed below:

Quote:
Keyword Demon: Heroes who are Keyword Demon are unable to benefit from the sources of Holy power outlined below:

1. They cannot benefit from Sermons.
2. They cannot be Resurrected at the Church.
3. They cannot visit the Church during Town Stays.
4. They cannot use any Gear or Artifacts that have Keyword Holy.

Despite these drawbacks, Keyword Demon comes with some alternatives / advantages:

1. They may be Resummoned at the Street Market
2. They do +1 Damage with each hit when using Gear or Artifacts that are Keyword Demonic.


Resummoning at the Street Market functions very similarly to Resurrection at the Church:

Quote:
Resummoning: When a Keyword Demon hero dies, they return to Belial in the Caverns of Cynder. The only way to bring a Keyword Demon back is to summon them away from his service. Once returned to the Human world, Belial's binding weakens enough to snap their minds away from servitude.

Resummoning can be done only at the Street Market, where an Occult Ritualist has set up shop in a dark corner. It is a Ritual that costs $500 x Hero Level. Resummoned Heroes are -1 Max Grit (minimum 1).


Regardless, although there are many strange looking folks wandering the area near Brimstone, a demon is still a bit more than most are used to. Because of this, Hellfire Rebels are able to use disguises to more easily move about the Human World.

Quote:
Hellfire Disguises: Hellfire Disguises grant a variety of bonuses during your Town Stays. Hellfire Rebels start with this entire deck of options as the ability to disguise themselves as any woman is innate to Hellfire Succubi. Hellfire Rebels choose 1 disguise to wear at the start of each day during their Town Stay. The different disguises are detailed below:

1. Bewitching Stranger - A new beauty in town draws out many a suitor hoping to catch her attentions. Draw 1 Loot Card as a local man tries to win your heart with a gift.

2. Secret Shopper - You've noticed a local businessman's eyes become glued to a certain woman whenever she's around. Becoming her, you find his eyes now equally glued to you. You may reduce the price of a single Item or Service by 10%

3. Replaced Wife - Hearing a well-off local man's wife is away from town, you copy her form and surprise him with her "early" return. Automatically roll a 4 for today's Night Rendezvous roll.

4. Twins - You shift into an exact physical copy of another Female Hero in your posse. Gain all of her Keywords for the day, with the exception of Keyword Holy.


Now for the more technical details. Note: Everything below is still very much WIP! I would appreciate any help on balancing them. Balancing seems tricky for SoB. Lots of factors to consider

Main Stats:
Quote:
Keywords: OtherWorld - Cynder, Demon

Health: 10

Defense: 4+

Sanity: 10

Willpower: 5+

Initiative: 7

To Hit:

Range: 4+

Melee: 3+

Combat: 2

Max Grit: 2

Skills:

Agility – 4

Cunning – 3

Spirit – 1

Lore – 2

Strength – 2

Luck – 3


Abilities:

Quote:
A. Lady Around Town: Starts with full Hellfire Disguise deck. Once per day in Town, you must attempt to Feed. Roll on the Night Rendezvous chart at each End of Day.

B. Belial's Gifts: Immune to Mutations, Hellfire Markers, and Burning Markers.

C. Fight for Your Soul: Has Corruption Resistance 20. If your total Corruption would ever reach this Corruption Resistance, roll a single Willpower check to keep possession of your soul. If failed, you join Belial in the Caverns of Cynder (Hero is considered Dead).


Starting Items:

Quote:
1. Shadow Magik - Supernatural Charm


Managing your Corruption is a major part of the design for Hellfire Rebels. For Succubi, Corruption represents Belial's constant tugging at your mind to convince you to join your sisters in the Caverns of Cynder.

His influence should be possible to resist, but there are opportunities within the class to give in a bit should you want to toy with true dark power. Be careful though, because while your Corruption may not lead to mutations, the amount of Corruption you have identifies a number of penalties you must remain aware of:

Hellfire Rebel Corruption Penalties:

Quote:
Succubi that venture into the Mines and various other worlds gamble with their continued independence. Belial’s whispers break through the void between realms there, where the barriers are weakest. Any succubus who spends too much time exploring the depths is doomed to come under his dark influence eventually, but the process is gradual.

Belial’s growing influence over a succubus is represented by the amount of Corruption she has. Every fifth point of Corruption applies an additional penalty until the succubus is completely taken over by her new Master’s will:

Penalties:

5 Corruption – Portions of your Hellfire Disguise sometimes falter without you noticing. Gain 3 Unwanted Attention at the start of any Town Stay.

10 Corruption – Anytime your posse draws a Threat card, roll 1d6. On a roll of 1-3, add two Hellfire Succubi to the enemies on the board. Also, your attacks now do -1 Damage to Hellfire Succubi, Shades of Belial, and Belial himself as a feeling of kinship and servitude grows. Part of you doesn’t want to hurt your “sisters“ or “Master”.

15 Corruption – Your mind radiates with a foggy, overwhelming lust. You find it hard to concentrate on other tasks and this slows you down. You are -1 Initiative.

20 Corruption – If you ever accumulate 20 Corruption, Belial’s summons become almost too much for you to deny. Immediately make a Willpower saving roll. If you pass, you resist and may discard 1 Corruption. If you fail, you slip away from the party, fleeing to the Caverns of Cynder to join your Master. You are considered Dead.


Hellfire Rebels have an additional, and mandatory, way to manage Corruption in the form of Night Rendezvous. Night Rendezvous is a polite term for the way that Succubi feed, i.e. seducing men and then consuming their souls. Once a Hero becomes a Hellfire Rebel, they will have to feed the same as any other Succubus. The mechanics for this are below:

Quote:
Night Rendezvous: During the End of Day phase, each Hellfire Succubus Hero selects one Town Location to attempt to feed at. Roll 1D6 to determine the outcome of their Night Rendezvous:

1 – You are interrupted just as you begin to feed. You flee into the shadows and shift back into your Hellfire Disguise just in time. The townsfolk are spooked by the encounter, closing the selected Town Location for the rest of your current Town Stay and setting up a night watch. All this attention prevents any Hellfire Succubus Heroes from having Night Rendezvous for the rest of the current Town Stay. Take 1 Corruption Hit.

2 – Walking the streets of the town during your secret hunt, you spot someone who reminds you of the person you once were. An overwhelming sense of guilt washes over you, preventing you from continuing tonight. Take 1 Corruption Hit and 2 Sanity Damage ignoring Willpower.

3 – Your charms fail you this evening. The men you meet are already firmly taken by other women or impossible to tear away from their rowdy banter. You retreat for the night, dejected. Take 1 Corruption Hit.

4 – You consume the soul of someone important to this establishment's day to day operations. The selected Town Location is closed for the rest of your Town Stay. Heal D3 Corruption.

5 – You are quick to seduce a local man. Before long his body is limp and his soul fills your breast with warm pleasure. Heal D3 Corruption.

6 – You manage to fight off the urge to fully consume your prey’s soul, stealing just enough to fulfill your needs. Your partner is clearly pleased with your night together. He whispers that he’d love it if he could see you again. Heal D3 Corruption. You have a 25% discount on any one Item or Service at this location for the rest of your Town Stay. This bonus may be combined with the Secret Shopper Hellfire Disguise discount.


Next, back to more numbersy stuffs - the Free Upgrade Bonuses:

Quote:
2 - Vendetta - Choose a specific Enemy Type (Tentacles, Stranglers, etc). From now on, any time you collect XP from that Enemy Type, collect an extra +10 XP.

3 - +1 Initiative

4 - +1 Move

5 - +1 Agility. Also, gain +D6 Health

6 - +1 Strength or +1 Spirit. Also, gain +D6 Health/Sanity (any mix)

7 - +3 Health and +3 Sanity

8 - +1 Luck or +1 Lore. Also, gain +D6 Health/Sanity (any mix)

9 - +1 Cunning or +1 Agility. Also, gain +D6 Health/Sanity (any mix)

10 - +1 Move

11 - +1 Max Grit or +1 Initiative

12 - +1 Combat


Starting Upgrade Choices:

Quote:
A. Dark Escort: Anytime a Darkness card is drawn, draw two. Keep one and re-shuffle the other back into the deck.

You are also +1 Combat

B. Demonic Charm: You may re-roll any Night Rendezvous result roll once for free.

You are also +2 Health.

C. Lithe Form: You may move through other models during your movement.

You are also +1 Movement.


As previously mentioned, Corruption Points also ties into potential power for Hellfire Rebels. This is used during my implementation of Shadow Magik. See below:

Quote:
Shadow Magik: Hellfire Rebels may tap into Belial's dark power, but it comes with risks. How far under his influence are you willing to go? How much of your own soul are you willing to toy with? Shadow Magik is very powerful but also very dangerous.

Dangerous: Each Shadow Magik spell has a Danger Level associated with it. This Danger Level means each spell has a chance of giving 1 or more Corruption Points. When casting a Shadow Magik spell, roll Xd6, where X is the Danger level of the spell.

For each die with a result of 1-3, gain 1 Corruption Point.

For each die with a result of 4-6, nothing happens.

You may only cast 1 Shadow Magik spell per turn

Spells: WIP - The goal is to translate the current spells used by enemies into ones that would be beneficial to the party. Should be a firey good time. =)

The below spells are just some quick ideas:

1. Supernatural Charm - Danger Level: 2 - Spell/Magik/Shadow/Darkness - Target one non-unique Human or Trederran enemy adjacent to the Spellcaster. The selected enemy may not Move or Attack during his next Activation.


2. Spontaneous Combustion - Danger Level: 2 - Spell/Magik/Shadow/Fire - Target one enemy within 3 spaces of the Spellcaster. That enemy gains 2 Burning Markers.


3. World on Fire - Danger Level 3 - Spell/Magik/Shadow/Fire - The Spellcaster may place a Burning Marker on X enemies, where X is equal to the current position of the Darkness Marker on the Depth Track. Each enemy may only be given 1 Burning Marker.

3. Shadow Stalk - Danger Level 3 - Spell/Magik/Shadow/Darkness - The effects of this spell depend on the Darkness Marker's current position on the Depth Track:

Depth Track 1 - Until the start of the Spellcaster's next Activation, they are +1 Movement.

Depth Track 6 - Previous movement bonus, and the Spellcaster may re-roll a single Defense Roll until the start of their next Activation.

Depth Track 11 - Both previous bonuses, and the Spellcaster is +1 Combat until the start of their next Activation.


And now the Upgrade Paths:

Quote:
1. Pleasure: Bonuses based around the Succubus' charms. More effective in groups with more Male Heroes.

A. Got Lucky: Once per Town Stay, you may add 1 to your Night Rendezvous results roll.

+1 Luck

B. “Love How Your Body Moves”: At the end of the Hero Turn, may heal 1 Sanity from every Male Hero with Line of Sight. (Gain 5 XP for each Sanity Healed this way).

C. Foreplay: When Catching Your Breath, you can cuddle up to a single Male Hero. Both of you instead Heal D6 Wounds/Sanity (any mix) and Recover 1 Grit.

D. Afterglow: Your first Night Rendezvous during each Town Stay now gives you a bonus during the next Adventure of +1 to all Skills.


2. Chaos: Melee bonuses. Use those claws to your advantage!

A. Wicked Blur: Instead of a normal Melee Attack, use 1 Grit to do a 2 Combat Melee Attack to every adjacent Enemy Model.

B. “Do You Like My Claws?”: Your Melee Attacks are +1 Damage

+1 Combat

C. Unexpected Foe: All adjacent enemies are -1 Defense to all of your Attacks.

D. “Nightmares? I’m One of Them“: Melee To Hit 2+


3. Elusion: Defense through evasion. Succubi are very lithe combatants.

A. Hypnotic Sway: Once per turn you may Re-roll a single Defense roll.

+1 Agility

B. Illusory Shift: Once per turn, if you succeed on a Defense save, roll a D6. On the roll of 5 or 6, Recover 1 Grit.

+1 Movement

C. Dark Covenant: Once per Adventure, you may cancel any Darkness Card just before it goes into effect.

D. “Look, Don‘t Touch”: Save on Defense rolls of 3+


4. Witchcraft: Shadow Magik focus and bonuses.

A. Cynder Studies: New Hellfire Rebel Shadow Magik

+1 Lore

B. Shadow: Permanently gain 1 Hell Hound Basic Ally

C. Brimstone: New Hellfire Rebel Shadow Magik

+1 Lore

D. “Your Soul Is Mine”: May discard 1 Henchman Advanced Ally to discard Corruption Points equal to his level +2. This counts as a Gruesome Fate.


The Hell Hound Basic Ally is described below:

Quote:
The Hell Hound Basic Ally is granted to Hellfire Rebels who take the Shadow Upgrade:

Hell Hound - Basic Ally - Cynder - Demon

Ability:

1. Terrorize - Hell Hound may be assigned to an Enemy Type at the start of each turn. That Enemy Type is -1 Initiative. Any enemy of that type which has a Burning Marker also takes 1 Wound.

Limit 1 per Posse - No Cost


Phew! That's it for now. There's still a lot of work to do on this one, but I wanted to see what sort of feedback the community might have on it at this point.

I hope some of you like this class so far! Any and all feedback is much, much appreciated on it! No ideas are set in stone, and I'd love for this to be something we can build together.

Thanks for taking some time to look through my work! Stay awesome!

- The Merry Raven
8 
 Thumb up
5.00
 tip
 Hide
  • [+] Dice rolls
Andrea Florio
Japan
Tokyo
flag msg tools
Avatar
mbmbmbmb
Beatifully implemented
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
andvice wrote:
Beatifully implemented


Thank you!

Still a long way to go, especially with Shadow Magik spells, but I appreciate the positive feedback! =D
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
Updated with the first drafts of a few spells. Not sure I'm totally happy with them yet. I think the key to making them feel unique is to focus on fiery thematics and using Darkness / the Depth Track in interesting ways. Succubi are dark creatures, so it makes sense there'd be a lot of interplay there.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Brendan Thomas
msg tools
mbmbmb
There's some really cool ideas in here. A couple of thoughts:

Keyword should be 'Demon,' rather than 'Unholy': 'Demon' is explicitly called out as the antithesis of 'Holy,' and other things key off it. Making up a new keyword hangs stuff out into the Void, as nothing in the game is effected by it.

I might make their Spirit 1 and their Luck 3, to bring the skills in line with most other Heroes: most classes either have a 4 and a 1, or neither a 4 nor a 1.

Why not make 'Branded' a Transformation Curse, like how you become a Vampire or Werewolf? Making it a keyword seems mechanically strange: nothing keys off of it. That also gives you ways to get rid of it: the Indian Trading Post and Church can both remove curses, if you're lucky or persistent. If you want it to be harder than the other transformation curses, you could give it an additional penalty to the healing roll (beyond the -1 from it being a curse).

I'd make the 'Mark of Belial' starting gear into an ability, not gear. Gear can be lost, discarded, stolen by Hellbats, thrown down a Dark Abyss, etc. If it's a Curse (like the Cursed Coin) it can be cured. The only permanent thing in the game is abilities on the character card. You could roll it into 'Hellfire Lineage,' and call the whole thing whichever you choose.

While the Whispers of Belial concept is cool, you could streamline this a bunch by just using corruption instead. Give them a corruption resistance of 10 (and immunity to mutations) but if they would ever reach their corruption resistance, instead made a willpower roll vs. perma-death. Make Night Rendezvous heal d3 (or even d6) corruption if successful. This gives the player other ways to manage their corruption, ties in with other things in the game, and doesn't require new tokens or cards. With Shadow Magik, whispers, Hellfire Disguises, Nighttime Rendezvous, etc., this class has really a lot going on and to keep track of. Simplifying might be useful.

Keeping them from being resurrected at the Church means any death is permanent. With a 5+ willpower, the average track for a Hellfire Rebel Hero is going to be rolling a bad result on the Madness chart and perma-dying, or rolling a bad result on the 'Mark of Belial' roll and perma-dying. In other words, perma-death is a much, much higher possibility for this class than any other.

Quote:
A. Carnal Creature: May have Night Rendezvous during Town Stay.

B. Hellfire Lineage: Immune to Hellfire and Burning Markers. Cannot benefit from Judgments or Blessings. Cannot be resurrected at Church. +2 Lore while in the Caverns of Cynder OtherWorld.

C. Harlot: Once per Town Stay, you may flirt the price of a single Item/Service down by 25%.


Might be streamlined as:

Quote:

A. Wanton: 1/day in Town, you may attempt to Feed. Roll on the Night Rendezvous chart. Also, 1/town stay, you may reduce the price of a single Item/Service by 25% (round down)

B. Marked by Belial: Immune to Hellfire and Burning Markers. Cannot benefit from Sermons. Cannot be resurrected at the Church. At the end of every adventure, make a single willpower roll to resist the call of your Dark Master. If failed, gain 2 corruption.

C. Fight for Your Soul: Immune to mutations and corruption resistance 10. If you would ever reach this corruption resistance, roll a single willpower check to keep possession of your soul. If failed, you join Belial for all eternity. (Hero is considered Dead)


For Starting Gear, I'd give them a Shadow Magik spell (Succubi Charm, perhaps, though I'd change the wording on that to 'one non-legendary enemy with keyword Soldier or Outlaw,' and give it a secondary effect: 'OR, choose an adjacent Hero to take a corruption hit. You recover d3 Health/Sanity) and then a draw 2, pick one like the other caster classes.

Okay, lots of thoughts, apparently. It's a cool idea!
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
I really appreciate the awesome advice, Garen LiLorian! I've made some adjustments based upon it:

1. Keyword Unholy no longer exists. I went with Keyword Demon as you suggested and added some additional rules for how it specifically relates to Keyword Demon Heroes.

2. Spirit is now at 1 and Luck is at 3. I wasn't aware of that stat quirk. Thanks!

3. I'd like to make it a Transformation Curse, but I don't own either the packs for Vampires or Werewolves yet, so I'm not sure how those work mechanically. I do think I want it to be a bit harder to get rid of, and I want the transformation into a Hellfire Rebel to be largely permanent once you fail the willpower tests and change (Maybe some large feat to change you back?).

4. Mark of Belial is now backed into one of the abilities, though the abilities themselves are way different now too.

I like the idea of just using Corruption instead to track Belial's influence, and I think no mutations is a fun lore-friendly bonus because you don't see enemy succubi with weird tentacles and stuff. My only concern was just how quickly Corruption can stack up in some scenarios. I set it to a limit of 20. Do you think this would make corruption a bit too easy to manage?

I did also adjust the penalties that come with each level so that they only happen with every two Corruption points. I hope this also makes it a little easier to track which penalties you have because not every single point of Corruption will come with additional rules. Might still be a little too much though.

They also now start with the Full Hellfire Disguise Deck and Supernatural Charm + 1 other random Shadow Magik spell.

5. Much as I personally like the idea of perma-death, I do think it would be better for the class overall if Heroes could be brought back. I still don't think the Church is the right place for it though, so I made an alternative in the Street Market for Keyword Demon Heroes.

6. Hellfire Disguises are starting to be detailed. Trying out the idea of them giving a unique bonus for each day you spend in Town. You pick a disguise for each day and then receive some sort of additional option or bonus that other Heroes don't typically get. Should make being in town a little more fun for Hellfire Rebels over other Heroes. In town, surrounded by lots of gullible humans, is where a Succubi's non-combat bonuses should really shine.

And there might be some other things I'm forgetting...Lots of updates! Let me know what you think! Thanks!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
Update: I felt that having penalties every 2 Corruption points would lead to too much confusion and need for tracking. As such, a new penalty is now applied only every 5 Corruption points. This should hopefully help with simplifying the class a little bit more.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
Have the Werewolf Feral Kin preview on order, just waiting on it before continuing to develop this. Want to see how exactly Transformation Curses work and how they handle the Werewolf Hero stuff. Now just have to wait for Flying Frog to actually send it to me. Soon...soon! I hope!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
So, I got my Werewolf Feral Kin expansion and I'm debating just making this into a more regular Transformation Curse. That way, a player doesn't really have to switch classes, they can just supplement their character with the new Transformation Curse abilities.

Below is what I have so far for the Transformation Curse version:

Hellfire Succubus Heroes are Hellfire Succubi who are not beholden to Belial. My hope is to expand on the lore of Hellfire Succubi and give players a pretty unique character to potentially play as. The Transformation Curse focuses on bonuses (with potential consequences) during Town Stays more than combat during adventures. It also plays up the gender mechanics introduced with the Hellfire Succubus expansion.

To become a Hellfire Succubus Hero, one must become cursed through a new Hellfire Succubus ability. This ability is detailed below:

Quote:
Brand - Any Hero KO'd by a Hellfire Succubi must roll a D6. On the roll of 1 or 2, the Hero also gains a Branded Card


Gaining the Branded card foreshadows a hellish fate for our singed Hero. A supernaturally glowing brand on their body, etched in by the Succubi's razor claws, pulses with demonic energy. If they are not quick or lucky, their fate could be sealed.

The front of the Branded card is below:

Quote:
Branded - Transformation Curse - Hellfire Succubus

While you have Branded and have not yet transformed, during the End of the Day phase of each day during your Town Stay, and immediately following the resolution of all Town Events, make two Willpower saving rolls to hold back the darkness within!

If both fail, you Transform into a Hellfire Succubus Hero (see back side).

Once you have Transformed, your new form lasts until the Transformation Curse is removed. You do not have to roll during the End of Day phase any longer.

While Transformed, you are immune to Mutations, Hellfire Markers, and Burning Markers. You also have Corruption Resistance 15. If your total Corruption would ever reach this Corruption Resistance, roll a single Willpower check to keep possession of your soul. If failed, you join Belial in the Caverns of Cynder (Hero is considered Dead).

Limit 1 Transformation Curse (If you would gain another Transformation Curse, instead take 3 Corruption Hits)


The back of the Branded Card is next:

Quote:
Hellfire Succubus Hero – Transformation Curse – Demon - Succubus

While a Hellfire Succubus Hero, you gain:

Femme Fatale: You are +1 Initiative, +1 Combat, +1 Damage with Combat Hits, and you gain Keyword Demon. Male Heroes adjacent to you are +1 Initiative while Female Heroes adjacent are +1 Combat (These bonuses do not stack when adjacent to additional Hellfire Succubus Heroes). Your own Hero is always considered Female.

Night Rendezvous: During the End of the Day phase, each Hellfire Succubus Hero must select one Town Location to attempt to feed at. Roll 1D6 to determine the outcome on the Night Rendezvous Chart. If unable, take 3 Corruption Hits.

Lady Around Town: Gain the Hellfire Disguise Deck. Hellfire Succubus Heroes must choose 1 disguise to wear at the start of each day during their Town Stay.

Hunted By Belial: Anytime your posse draws a Threat card, roll 1D6. On a roll of 1, add two Hellfire Succubi to the enemies on the board.


Night Rendezvous are slightly altered to make them more of a game of chance. It's a required action that can turn out either good or bad, potentially even greatly affecting the party. They are described below:

Quote:
Night Rendezvous: During the End of Day phase, each Hellfire Succubus Hero selects one Town Location to attempt to feed at. Roll 1D6 to determine the outcome of their Night Rendezvous:

1 – You are interrupted just as you begin to feed. You flee into the shadows and shift back into your Hellfire Disguise just in time. The townsfolk are spooked by the encounter, closing the selected Town Location for the rest of your current Town Stay and setting up a night watch. All this attention prevents any Hellfire Succubus Heroes from having Night Rendezvous for the rest of the current Town Stay. Take 1 Corruption Hit.

2 – Walking the streets of the town during your secret hunt, you spot someone who reminds you of the person you once were. An overwhelming sense of guilt washes over you, preventing you from continuing tonight. Take 1 Corruption Hit and 2 Sanity Damage ignoring Willpower.

3 – Your charms fail you this evening. The men you meet are already firmly taken by other women or impossible to tear away from their rowdy banter. You retreat for the night, dejected. Take 1 Corruption Hit.

4 – You consume the soul of someone important to this establishment's day to day operations. The selected Town Location is closed for the rest of your Town Stay. Heal D3 Corruption.

5 – You are quick to seduce a local man. Before long his body is limp and his soul fills your breast with warm pleasure. Heal D3 Corruption and draw 1 Loot Card from pilfering his corpse.

6 – You manage to fight off the urge to fully consume your prey’s soul, stealing just enough to fulfill your needs. Your partner is clearly pleased with your night together. He whispers that he’d love it if he could see you again. Heal D3 Corruption. You have a 25% discount on any one Item or Service at this location for the rest of your Town Stay. This bonus may be combined with the Secret Shopper Hellfire Disguise discount.


Next, Hellfire Disguises are below:

Quote:
Hellfire Disguises: Hellfire Disguises grant a variety of bonuses during your Town Stays. Hellfire Succubus Heroes have access to the entire deck of options as the ability to disguise themselves as any woman is innate to Hellfire Succubi. Hellfire Succubus Heroes choose 1 disguise to wear at the start of each day during their Town Stay. The different disguises are detailed below:

1. Beautiful Stranger - WIP

2. Secret Shopper - You've noticed a local businessman's eyes become glued to a certain woman whenever she's around. Becoming her, you find his eyes now equally glued to you. You may reduce the price of a single Item or Service by 10%

3. Replaced Wife - Hearing a well-off local man's wife is away from town, you copy her form and surprise him with her "early" return. Draw 2 Loot Cards from pilfering the family's home.

4. Twins - You shift into an exact physical copy of another Female Hero in your posse. Gain all of her Keywords for the day, with the exception of Keyword Holy.

5. Lady of the Night - WIP


I'll describe Keyword Demon Next:

Quote:
Keyword Demon: Heroes who are Keyword Demon are unable to benefit from the sources of Holy power outlined below:

1. They cannot benefit from Sermons.
2. They cannot be Resurrected at the Church.
3. They cannot visit the Church during Town Stays.
4. They cannot use any Gear or Artifacts that have Keyword Holy.

Despite these drawbacks, Keyword Demon comes with some alternatives / advantages:

1. They may be Resummoned at the Street Market
2. They do +1 Damage with each hit when using Gear or Artifacts that are Keyword Demonic.


Resummoning is as below (Still almost exactly like resurrection at the Church, just thematically different):

Quote:
Resummoning: When a Keyword Demon hero dies, they return to Belial in the Caverns of Cynder. The only way to bring a Keyword Demon back is to summon them away from his service. Once returned to the Human world, Belial's binding weakens enough to snap their minds away from servitude.

Resummoning can be done only at the Street Market, where an Occult Ritualist has set up shop in a dark corner. It is a Ritual that costs $500 x Hero Level. Resummoned Heroes are -1 Max Grit (minimum 1).


And...that's pretty much it! Unfortunately, this shift would mean abandoning some of the cool abilities and Shadow Magik options. However, it might still be possible to fit some of them in using rare Artifacts that can only be used by Hellfire Succubus Heroes.

My only concern is making the Transformation Curse too powerful, to the point where the whole posse is trying to get Transformed. That would be counter-intuitive. Not sure I've done enough yet to combat it.

Anyway, what are the community's thoughts? Better as a straight Transformation Curse? Or should I stick with it as a new class option?

1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Dan
Canada
Edmonton
Alberta
flag msg tools
badge
Yeah... I see what you did there.
Avatar
mbmbmbmbmb
I would vote, new class option.




I knew there was a reason why I painted this fig.

Keep up the good work. thumbsupthumbsup
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
Thanks!

I think you're right - I like it more as a new class as well. I'll update the first post here soon to combine in a few of the ideas I liked from when I was looking at it for a possible Transformation Curse. I like the idea of it being a class you can either start out with or potentially switch to, willingly or not, so some transformation aspect will remain. But once transformed it'll be as if you've fully changed classes until you find a way to change back.

Edit: Awesome model, by the way! I've been using mine for exactly this purpose as well! It stands out just enough, and you can make due with the regular Succubi for Witches anyway.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Merry Raven
msg tools
Alright! The main post has been updated to be mostly complete except for the Shadow Magik spells.

I also put in the rules for the Hell Hound Basic Ally.

Once the Shadow Magik spells are done, the class overall should be in a solid state.

Let me now what you think!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.