Clue Point Spending
Posted: Fri May 27, 2022 7:37 pm
So people have time to debate and discuss.
The final event will be combat against the individual creating the variant ghuls taking over the sewers and driving out the others (leading to the swarming of the city above).
This combat, in its base form, is stacked against the characters - but clue points can be used to balance it out.
This combat begins restricted to those who participated in The Hungry City 2 (Night). Characters who did not participate can be invited to join the combat as listed below.
Having eyes and ears throughout the sewers the target initially is aware the characters are coming and will have three rounds of prep-time before combat starts unless impacted otherwise.
1 Clue Point per character impacted - Smuggle weapons and armor (start with armor and/or weapons other than knives)
2 Clue Points per round removed - Remove a round of prep-time (minimum 0)
3 Clue Points per invite - Invite a character to join the combat
3 Clue Points per removal - Remove Fire spells, Remove Air spells, Remove Water spells, or Remove Void spells
7 Clue Points per removal, may only be purchased twice - Remove Crocoghul, Remove Ghulrilla, or Remove Jackghul
(For transparency I will say all three forms of variant ghul work from similar stats but have different special abilities)
The final event will be combat against the individual creating the variant ghuls taking over the sewers and driving out the others (leading to the swarming of the city above).
This combat, in its base form, is stacked against the characters - but clue points can be used to balance it out.
This combat begins restricted to those who participated in The Hungry City 2 (Night). Characters who did not participate can be invited to join the combat as listed below.
Having eyes and ears throughout the sewers the target initially is aware the characters are coming and will have three rounds of prep-time before combat starts unless impacted otherwise.
1 Clue Point per character impacted - Smuggle weapons and armor (start with armor and/or weapons other than knives)
2 Clue Points per round removed - Remove a round of prep-time (minimum 0)
3 Clue Points per invite - Invite a character to join the combat
3 Clue Points per removal - Remove Fire spells, Remove Air spells, Remove Water spells, or Remove Void spells
7 Clue Points per removal, may only be purchased twice - Remove Crocoghul, Remove Ghulrilla, or Remove Jackghul
(For transparency I will say all three forms of variant ghul work from similar stats but have different special abilities)