Heart: the City Beneath

£9.9
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Heart: the City Beneath

Heart: the City Beneath

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Absolutely anything can be found here: predatory libraries, assorted heavens and hells, mythic beasts, wild forests, the True Moon. It's also what you inflict on opponents or situations when you roll well, and it's inflicted either way by the roll of a dice; from d4 to d12, with some effects adjusting the dice type up or down (notably, rolling a critical success). I’ve got more to say about prep for loose-improv games like Heart and Spire, but that’s another blog post. In IMT threads, members of our community can promote their own work, including commercial projects and crowdfunding.

The only things most agree on: it changes reality, it doesn’t understand us, it will give you what you want. The Zenith ability 'Angelic' allows a Cleaver to become an Angel of the Heart, keeping their own free will for a short time after the transformation. Fulcrum' reverses that, with the current Hound's name and identity now absorbed by the badge, replacing the original badge-holder (and perhaps resurfacing one day via 'Everlasting Stand'). You can consume the flesh of something or someone that you have recently killed and gain a skill associated with them for the remainder of the situation.All ancestries have a choice of three questions the player can answer one of to flesh out the character a bit, as well as a d20 table to generate a couple of trinkets they start with, but no other mechanical effects. Snow-White-Page was excepted with as minimal a ceremony as her mourning had been, and quietly put aside. No matter what cool abilities you might have, how imaginative the monsters are, or how impactful the fallouts, at the end of the day you’ll be rolling Kill checks until the enemy is dispatched – and, again, the combat is quite swingy, so sometimes it takes a while. Heart: The City Beneath has no canonical geography, with players building up locations and discovering the map as they go.

Consum‐ ing resources requires your attention and leaves you exposed, so doing it successfully in stressful situations (such as combat) could require a Sneak or Evade roll.It still remains that generally, a starting Heart character will tend to have less than a starting Spire character (2 + max of 3 from Minor abilities, as opposed to 4+ from Class and Durance, plus possibly another one from the starting advance), but as the game goes on, Heart characters tend to pick them up just as quickly. Stress comes and goes frequently, it’s the fallouts that stick around, and you have to make it to the next haven to fix them. Before I start, however, I'd like to point out that if anything here immediately grabs your interest, the game itself can be bought here, or the (free) quickstart rules can be found here. By the second half of the campaign I had given up on tracking delve resistance, instead simply declaring the party had arrived at their destination as soon as I had used up the ideas I had for travel encounters.

Whatever it was she found in that world of flesh, it's taken away her connection to the Quests and the other minor magics of the Knights. The addition of more game-facing mechanics makes sense given the focus of each game - in Spire, your gear is mostly cosmetic, plus whatever weapons you're carrying, whereas in Heart a delver's equipment is of paramount importance. 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. In fact, our campaign went for longer than it probably should have simply because I wanted to fit more landmarks into it.When the GM prepares a delve, they determine the length of its resistance track, which functions much like a health pool, tracking the overall progress of the trip. If seeking this trinket is what it takes to have support for their own purposes, Sucks-Down-Teeth will take it. In addition, some places and creatures have their own custom fallouts associated with them, like a mind-controlling location seeping deeper into your brain, or a ghost possessing your body. Note that Zenith Abilities generally result in the death/retirement of the character so picking a Zenith beat is a signal to the GM to say "I think my character's arc is approaching a logical end". Instead she found herself playing personal bodyguard to the one aelfir in all of Spire that no one was even trying to kill.



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