The Dark Side
Your turn begins on The Dark Side.
Roll two dice for what you encounter while exploring the dark side of the moon:
2 = A black-robed man has mastered the psionic power of the evil part of the mind known as the dark psyche. Fight a Magical Combat with a darkpsyche master. The darkpsyche master's attributes are Arms: 5, Magic: 5, Craft: 5, Vitae: 2. At the start of any Combat with the darkpsyche master, roll a die. If the die roll is equal to or less than the darkpsyche master's Craft, roll another die. If your Alignment is Neutral or Good, receive a number of Wounds equal to that die roll; If your Alignment is Evil, receive a number of Wounds equal to that die roll divided by two (round up). If the darkpsyche master has fallen due to Combat with you, gain darkpsyche. Darkpsyche is a Spell. Darkpsyche may be used at the start of any Combat. When used, roll a die. If the die roll is less than your Craft, or if your Alignment is Evil and the die roll is equal to or less than your Craft, roll another die. If your Alignment is Evil, the monster in the Combat that darkpsyche was used at the start of receives a number of Wounds equal to that die roll; If your Alignment is Neutral or Good, the monster in the Combat that darkpsyche was used at the start of receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 darkpsyche per Combat.
3 = The masters and lords of the dark psyche are all served by students learning their evil ways. Fight a Magical Combat with a darkpsyche student. The darkpsyche student's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the darkpsyche student has fallen due to a Magical Combat with you, and your Alignment is Evil, you may choose to roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain a psyling. A psyling is an Ally. If you have the psyling at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the psyling first. The psyling's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. If the monster has fallen due to Combat with the psyling, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the psyling has fallen due to Combat with the monster, lose the psyling, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the psyling. If neither the psyling nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the psyling.
4 = The toxic atmosphere of the dark side of the moon may damage those who are not evil. Roll a die, unless your Alignment is Evil. If the die roll is greater than your Vitae and your Alignment is Neutral, or if the die roll is equal to or greater than your Vitae and your Alignment is Good, receive 1 Wound.
5 = The elite warriors among the moon beasts wield specially crafted spears. Fight a Melee Combat with a spear moonbeast. The spear moonbeast's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If the spear moonbeast receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 6, 7, or 8, the spear moonbeast does not receive the Wound. If you receive a Wound due to a Melee Combat with the spear moonbeast, roll a die. If that die roll is equal to or less than the spear moonbeast's Craft, receive 1 additional Wound. If the spear moonbeast has fallen due to Combat with you, roll a die. If the die roll is 6, gain a moonbeast spear. A moonbeast spear is an Item and a weapon. If you have the moonbeast spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the moonbeast spear and a monster receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is equal to or less than your Craft, the monster receives 1 additional Wound.
6 = The dark side of the moon is home to the blubberous moon beasts, who are an advanced culture despite their name. Fight a Melee Combat with a moon beast. The moon beast's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the moon beast receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 6, 7, or 8, the moon beast does not receive the Wound.
7 = The light side of the moon is never too far away, so it is quite easy to find from this side. If you choose, your turn ends and the next turn will begin on The Moon; Proceed to that page if so.
8 = The leaders of the moon beast society are known as lunar beasts, and can utilize magic. Fight a Magical Combat with a lunar beast. The lunar beast's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the lunar beast receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 6, 7, or 8, the lunar beast does not receive the Wound.
9 = The elite warlocks among the lunar beasts wield specially crafted lances. Fight a Magical Combat with a lance lunarbeast. The lance lunarbeast's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If the lance lunarbeast receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 6, 7, or 8, the lance lunarbeast does not receive the Wound. If you receive a Wound due to a Magical Combat with the lance lunarbeast, roll a die. If that die roll is equal to or less than the lance lunarbeast's Craft, receive 1 additional Wound. If the lance lunarbeast has fallen due to Combat with you, roll a die. If the die roll is 6, gain a lunarbeast lance. A lunarbeast lance is an Item and a weapon. If you have the lunarbeast lance at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the lunarbeast lance and a monster receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is equal to or less than your Craft, the monster receives 1 additional Wound.
10 = The malevolent radiation of the dark side of the moon may corrupt those who are not evil. Roll a die, unless your Alignment is Evil. If the die roll greater than your Craft and your Alignment is Neutral, or if the die roll is equal to or greater than your Craft and your Alignment is Good, your Alignment becomes Evil.
11 = The race of evil beings that rules this side of the moon have used psionic powers to create synthetic soldiers. Fight a Melee Combat with a darkpsyche synthsoldier. The darkpsyche synthsoldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the darkpsyche synthsoldier has fallen due to a Melee Combat with you, and your Alignment is Evil, you may choose to roll two dice. If the die roll is less than the total of your Arms plus your Craft, gain a synth soldier. A synth soldier is an Ally. If you have the synth soldier at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the synth soldier first. The synth soldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1. If the monster has fallen due to Combat with the synth soldier, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the synth soldier has fallen due to Combat with the monster, lose the synth soldier, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the synth soldier. If neither the synth soldier nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the synth soldier.
12 = The evil lords of the dark psyche are deadly warriors wielding shining sabers made of black psionic energy. Fight a Melee Combat with a darkpsyche lord. The darkpsyche lord's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. At the start of any Melee Combat with the darkpsyche lord, roll a die. If the die roll is 1 or 6, fight a Magical Combat with the darkpsyche lord instead of that Melee Combat. If you receive a Wound due to a Combat with the darkpsyche lord, receive 1 additional Wound. Wounds received due to a Combat with the darkpsyche lord must be received; Ignore any instructions denoting not receiving a Wound due to a Combat with the darkpsyche lord. If the darkpsyche lord has fallen due to Combat with you, and your Alignment is Evil, gain a blackpsyche saber. A blackpsyche saber is an Item and a weapon. If you have the blackpsyche saber at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the blackpsyche saber and a monster receives a Wound due to a Combat with you, the monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which the blackpsyche saber was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which the blackpsyche saber was used.
Unless you rolled a 7 and went to The Moon, after your dark side encounter, your turn ends and the next turn will begin on The Dark Side; Stay on this page.
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