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Heart: the City Beneath

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Set in the same world as the creators' previous game Spire: The City Must Fall, Heart's setting is the chaotic undercity beneath Spire. Down there, the wilderness is made up of shifting unreality, where flesh and stone and forest and bone all mingle and the bloody angels try to slaughter you without even a be-not-afraid, just the sound of grinding teeth. The main reason for all the changes is the larger amount of checks players are likely to make in Heart. Absolutely anything can be found here: predatory libraries, assorted heavens and hells, mythic beasts, wild forests, the True Moon. Players and NPCs will sometimes also possess a Protection value (for PCs this is tied to a single track).

The question is, essentially: why would anyone want to go traipsing around in what are probably the guts of a dreaming god-thing?Reddit and its partners use cookies and similar technologies to provide you with a better experience. This means even a character overflowing with stress has even odds of only suffering a minor fallout, making Heart characters quite resilient. Drow are the same as in Spire - monochromatic elves who blister at the touch of the sun and worship a triple Goddess of the Moon. These stories help keep us safe because they help keep us sane and connected despite not being able to go outside and see our friends and family.

One of the reasons for this rule was giving meaning to delve items: grappling hooks, compasses, air-tanks, etc. Finally, Mend equipment can be used to remove stress from a character's resistances, at least Blood (bandages, surgical gear), Mind (drugs, mostly) and Supplies (scavenging, good delving supplies, spare materials). There's only nine of them, and given that characters will generally start with only a few (at least one, could be up to three or four at absolute most), you end up pretty specialised. As for the Zenith abilities, either you end up slaying the Beast; the Ur-creatue lurking deep within the heart, or maybe you die and the primeval Forest rushes in, creating a new landmark at your grave. Junk Mage is a fairly straightforward warlock, if you discount the “junkie” part of it, borrowing power from a patron or three.It used to be a slightly more sensible place, before an overambitious engineering project of the aelfir ruptured the Heart 150 years ago, causing it to spew its weirdness far and wide. Ever predatory, the Heart perceives your adventuring party and will alter itself to match their dreams and desires. Oath of Community lets you reduce the effects of Blood fallout and stress, both for yourself and your allies.

Their Minor Abilities let them grant protection to their allies, and interact with the devout of the Moon Below, as well as seeing in the dark, or discrening lies (it's a bit of a grab-bag).In fact, our campaign went for longer than it probably should have simply because I wanted to fit more landmarks into it.

A final note is that there is no armour in Heart - the most you can get is a single piece of equipment with the Block tag, which gives +1 Blood protection - it's assumed all characters have protective gear anyway, and armour is baked into the class abilities. Of course, it would be one thing if the Zenith Abilities were the only way a character could die, but it retains its predecessor game’s Fallout mechanic, whereby you accumulate a pool for each type of damage and then roll when it hits a certain, character-determined threshold, and the result of that roll determines the exact nature of the particular problem. When you eat a resource, you gain any domains associated with that resource until the end of the situation. In Heart, you clear all stress from the track you just took a hit to on a minor fallout, and all stress from all tracks on a major fallout. So, I’ve been left with an excess of prepped games, and no-where to run them – so I’ll be putting them out on here.Clearly, since they’re mentioned in the second proper sentence of the game, they are a major influence on the feel of the whole thing. If seeking this trinket is what it takes to have support for their own purposes, Sucks-Down-Teeth will take it. Each resource has a die rating measuring its potency, from d4 to d12, a domain it belongs to, and sometimes a tag. Protection replaces the extra resistance boxes in Spire - a static armour value ends up being far less confusing than having extra boxes that don't count for fallout.

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