Description
“That's not the beginning of the end -
That's the return to yourself
The return to innocence…
Love
Devotion
Feeling
Emotion
Don't be afraid to be weak
Don't be too proud to be strong
Just look into your heart, my friend
That will be the return to yourself -
The return to innocence…
If you want, then start to laugh
If you must, then start to cry
Be yourself, don't hide
Just believe in destiny,
Don't care what people say
Just follow your own way
Don't give up and use the chance
To return to innocence…”
Enigma, ‘Return to Innocence’
www.youtube.com/watch?v=Rk_sAH…
(What gives this song its power is the soaring native vocal chant that provides the chorus. What many listeners don’t know, however, is that these lyrics are not Native American, but are sung by an elderly Taiwanese aboriginal couple, from the native Amis peoples, who had been singing for years until this song sampled one of their chants… without giving them credit. Fortunately, the record company were forced to settle out of court and gave them due credit in the end, and the couple worked with similar groups like Deep Forest before they died in 2002.)
Is it me, or is actually getting better? This lovely lady is Cheyenne Sweetwood, the female Indian Scout from Shadows of Brimstone. The furry creature behind her is the shaman, Leah Bright Waters, in one of her many skin-changed forms.
The Native American in Western lore and in Brimstone
Native Americans have, of course, not always been served well in the Western genre. Originally, they were often depicted as dangerous savages in the ‘cowboys & indians’ genre, and even later well-meaning characters like the Lone Ranger’s sidekick, Tonto, tended to miss the mark widely. Very seldom did the movies mention the inconvenient fact that white people basically stole the country they’d been living in for thousands of years. It wasn’t really until James Stewart’s ‘Broken Arrow' in 1950 that we saw a sympathetic depiction of natives, in which they were presented as people and their culture was accurately described without mockery. In recent years, of course, we have thankfully become more concerned with accurate and sensitive depictions of native people, and some films are even presented from their viewpoint.
As in the ‘Shadowrun’ games, Shadows of Brimstone depicts a world with magic, in which the native ‘Ghost Dance’ of 1890 halted the white advancement westwards, and brought an uneasy peace between the two peoples, who had to accept they needed to deal with one another. This had a profound effect on the tribal cultures also – many felt that the coming of the white settlers changed everything, and that they too may have to develop a similar civilisation, with their own laws and cities, if they were to keep what the Ghost Dance had won for them. By the end of the century, tentative efforts brought about a fragile peace – a pace that was shattered by the Night of Screams, when Brimstone blew and the Void unleashed horrific monsters into the land. Natives and settlers both realised there were more dangers in the world than warring cultures, and had to unite against the very real threat the tribes called ‘the Great Darkness’.
The Indian Scout In Shadows of Brimstone
The ’Indian Scout’ class takes its place among the core Heroes of Brimstone, being a flexible Hero who excels at scouting and exploring. The class represents a person with a foot in both worlds, being native born but having worked as a scout for the army of the white men (as frequently occurred in real life too). Some Brimstone fans believe the class to be underpowered, but I don’t share that view. While more fragile than some Heroes, with slow Health and Sanity progressions, the Scout is a very flexible class that is great at the exploration elements of the game. With stealth, outdoor skills like tracking, and just a touch of magic, the class feels very much like a D&D Ranger (another class that tends to be considered niche or underpowered).
They begin with rounded stats, good in all areas without excelling at any one area. With high Initiative and Movement, they have Tracker which lets them redraw an Encounter card or Exploration token once per game. They get solid Starting Upgrades too; Cavalry Scout, which helps their movement and lets them regain Grit twice as fast, Heightened Senses, a very potent ability that lets them reroll attack or defence every round, and Savage Attack that lets them spend Grit for more Combat dice. Finally, they start with excellent equipment – the three-shot Carbine rifle and the potent Tribal Hatchet, giving them good abilities at range or melee right from the start. Both of these have two Upgrade slots, so they can keep their signature weapons as they level up – adding a second melee weapon is a no-brainer, making them powerful hand-to-hand fighters.
Everyone agrees they are a solid starting choice, but some players find their level-up options underwhelming, mostly due to their slow Health and Sanity progression – and the fact that while they begin with high Initiative, they cannot improve it, so they may eventually lag behind other classes.
They have four talent trees like every other class, including Tracking and Stealth, which focus on the scouting aspects of the class. But let’s discuss Cheyenne’s two talent trees, Warrior and Tribal, which lean more towards the mystical elements of the class. While Cheyenne, isn’t a Shaman, as such, like many of the People, she calls upon the spirits of the land in battle.
Battle Scout gives her friends an Initiative boost once per game and lets her recover a Grit. Warrior’s Spirit adds to her Spirit stat and lets her act before enemies on her Initiative count. Warrior’s Heart gives her 5+ Spirit Armour, a rare and powerful ability that protects against Sanity loss and Corruption. The capstone ability of the ‘Warrior’ tree is the flavourful Counting Trophies, which allows her to heal San loss from the Posse depending on how many foes she’s killed so far.
Voices of the Ancestors adds to her Lore stat and lets her take San loss to recover Grit – essentially turning Whiskey tokens into Tonics for her! Guardian Spirit adds some Darkness control, allowing her to cancel Darkness or Growing Dread once per game. As these ‘debuffs’ can get quite nasty, it’s a good ability to use at a vital time. Cleansing Ritual adds to her Max Grit and allows her to spend Grit to remove Corruption from herself or others. The capstone ability of the ‘Tribal’ tree is Vengeful Spirits, allowing her to damage all her enemies by spending Grit and heal her San loss in the process! Even better, it works once per battle rather than once per adventure!
Cheyenne as a character
As an experienced Hero, Cheyenne has maxed the ‘Tribal’ tree and is one level off doing the same to ‘Warrior’. She has high Lore, Spirit and Agility, but only average Cunning, so she does well in encounters that deal with mystical elements. She has a hefty 5 Max Grit, allowing her to make frequent use of abilities like Vengeful Spirits and Cleansing Ritual. She has balanced Health and Sanity; not excessive but she’s not fragile in any way either.
She’s also learned several ‘Tribal Dances’, making good use of her Tribal keyword and good Spirit stat. Wind Dance slows her foes at the start of a battle, while Void Dance can literally open a Portal to another realm! She has also learned about her totem spirit – the Eagle – during her vision-quests at the shaman’s lodge, and by making the correct observances before an adventure, can redraw a Threat or Darkness card, which ties in nicely to her Tracker and Guardian Spirit skills.
Cheyenne has collected some nice gear in her adventures, almost all of it tribal themed. Having fully upgraded her Carbine and Tribal Hatchet, she has added the money-making Indian War Club and the powerful Black Fang Hatchet to her arsenal. The latter lets her add extra damage by burning Dark Stone, making her one of the heaviest hitters in the game. True, she has to carry a supply of the stuff around, which can lead to Corruption, but her Cleansing Ritual and Warrior’s Heart can help mitigate that. Her Tribal Knife lets her recover San loss as she fells foes, which synergises well with Voices of the Ancestors (as does her Rune of Darkness). She can only use two melee weapons each round, of course, but she has plenty of options there. Her Healing Stone allows her to heal herself or others, and her Rune of Shadows and Lucky Charm can prevent all damage from one source per adventure, which adds considerably to her ability to hold the front line. Her Vulture and Eagle Feathers are characterful Upgrades that improve her Health, Agility, and Scavenging ability.
Lastly, we should mention her ‘sidekick’, Red Cloud, the Indian Brave. The fifth tribal warrior to bear that name in her service, he stands proudly at her side in battles, honouring the four previous warriors who have since departed for the Happy Hunting Grounds… As an Ally, he’s not as sturdy as Cheyenne, but he can still provide extra attacks as he fights at her side, as long as she doesn’t expose him to serious harm.
In summary, Cheyenne is a real asset to the Fallen Angels posse, being a strong melee fighter who can also make rapid ranged attacks deal out a lot of damage. Heightened Senses makes her decent defensively in holding a line, and she has some decent once-per-battle skills like Wind Dance and Vengeful Spirits. Her ‘Dailies’ like Battle Scout and Guardian Spirit can come in handy too. While not the scout Crow Lightfoot is in the tracking and stealth departments, she can still help the Posse explore and reach its goals quicker, and can add considerable firepower to the team offence in battle.
Cheyenne Sweetwood
Indian Scout (Keywords: Scout, Tribal)
Agility 3 (4) Level: 7 Defence 4+
Cunning 2 XP: 6185 Willpower 4+
Spirit 5
Strength 3 Initiative 5
Lore 5 Health 20 (+1)
Luck 2 (3) Sanity 18 (+3)
Combat 2 Ranged ‘to hit’ 4+
Max. Grit 5 Melee ‘to hit’ 4+
Abilities
Tracker: Once per Adventure, you may discard and Re-draw an Exploration Token or Encounter card just revealed.
Fast: +1 Move
Cavalry Scout: You may roll 2 dice for Move each turn and choose which to use.
Heightened Senses: Once per turn you may Re-roll a single To Hit roll or Defence roll.
Savage Attack: Use 1 Grit to gain +2 Combat until the end of the turn (limit once per turn)
Tribal Dances
Tribal Wind Dance (Artefact, Canyon, Tribal, Dance) $300. Tribal only
Once per Fight, make a Spirit 6+ test at the start of a turn. If successful, all Enemies are -2 Initiative this turn. Limit of 1 Dance may be used per turn.
You take 1 less damage from each Hit done to you by a Void Enemy (minimum of 1 Damage per hit)
Tribal Void Dance (Artefact, Canyon, Tribal, Dance, Void) $500, Tribal only.
Once per Adventure, make a Spirit 6+ test. If successful, replace any one Doorway with a Gate and you may choose which World card the Gate leads to (may not be used in a Mission that does not use Gates).
Spirit Guide
You must pass a Spirit 5+ test to gain 25 XP and the Vision Quest Bonus for your Spirit Guide to use Once during the next Adventure
Eagle: Discard and Re-draw a Threat or Darkness card.
Upgrades
Voices of the Ancestors: You may take 4 Sanity Damage, ignoring Willpower, to recover 1 Grit. +1 Lore.
Battle Scout: Once per Adventure, give all other Heroes +2 Initiative until the end of the turn.
You may Recover 1 Grit.
Warrior’s Spirit: You may now Activate before Enemies at your Initiative level. +1 Spirit.
Guardian Spirit: Once per Adventure, you may cancel a Growing Dread or Darkness Card on the d6 roll of 3+
Cleansing Ritual: Use 2 Grit to remove a Corruption Point from yourself or an adjacent Hero. +1 Max Grit
Warrior’s Heart: Spirit Armour 5+
Vengeful Spirits: Once per Fight, use 2 Grit to do one automatic Hit to every Enemy on your Map Tile.
Heal 1 Sanity Damage for each Hit done.
Upgrade Bonuses
+1 Lore. Also, gain 2 Sanity.
+1 Spirit. Also gain +2 Health.
+1 Strength. Also, gain +2 Health.
+1 Max Grit
+1 Max Grit
+3 Health and +3 Sanity
+2 Side Bag Token Capacity
Equipment (weight 8/8)
Lucky Charm (Personal, Charm) +1 Luck. Once per Adventure, ignore all Damage from a single source.
Carbine (Gear, Gun, Rifle) Range 8, Shots 3, 2 Hands, Weight 1, Upgrades 2 (0), $400
Indian Hatchet (Gear, Hand Weapon, Tribal) Tribal, Traveller, or Frontier only
$250, Hands 1, Upgrades 2 (0), Weight 1. Your Combat Hits are +1 Damage.
Black Fang Hatchet (Artefact, Hand Weapon, Tribal) Tribal, Traveller or Frontier only. +1 Combat
$425, Weight 1, Hands 1, Upgrades 1 (0). Use 1 Dark Stone to add +3 Damage to one of your Combat Hits.
Eagle Feather (Upgrade 1, Tribal) +1 Agility, +2 Health, $250, Tribal, Traveller, or Frontier only)
Rune of Darkness (Upgrade, Rune, Darkness) Requires 1 Upgrade. Use 1 Dark Stone to Attach to any Item.
Any time the Darkness moves on the Depth Track, you may Heal 1 Sanity. $225, DS 1
Rune of Shadows (Upgrade, Rune) Requires 1 Upgrade. Use 1 Dark Stone to Attach to any Item.
Use 1 Grit to ignore the Damage from a single Enemy Hit. $200, DS 1
Rune of the Traveller (Upgrade, Rune) Requires 1 Upgrade. Use 2 Dark Stone to Attach to any Item.
You are +1 Move. You gain the Keyword: Traveller. $175, DS 1
Healing Stone (Artefact, Magik) $150, Weight 1
Once per Adventure, Heal 2d6 Wounds/Sanity (any mix) from a single Hero.
Void Hound Tooth (Artefact, Void, Charm) Weight 1, $375
You take 1 less Damage from each Hit done to you by a Void Enemy (minimum of 1 Damage per Hit)
War Paint (Gear, Tribal) $250
Discard during a Fight. Until the end of that Fight, you are +1 Combat and +1 Initiative. If Keyword: Tribal, you are also +1 Damage on all of your Attacks until the end of that Fight.
Tribal Knife (Gear, Hand Weapon, Tribal, Blade) $1200, Weight 1, Hands 1, Upgrades 1.
+1 Combat. Any time you kill an Enemy, Heal 1 Sanity. Tribal, Traveller or Frontier only.
Vulture Feather (Upgrade, Tribal) $150, Requires 1 Upgrade. Tribal, Traveller or Frontier only.
Whenever you kill an Enemy, you may roll a d6. On the roll of 4+, draw a Scavenge card.
Gar’Dhuli Swamp Salve (2) (Artefact, Jargono, Plant) Weight 1, $125
Discard to Heal d6+3 Wounds, or Heal an Injury on the roll of 4+
Old Map (Gear, Map) $25 Once per turn, you may cancel and Re-draw an Encounter or Map Card just drawn.
After each use, discard Old Map on the d6 roll of 1 or 2.
Wild Horse (Transport, Animal, Limit One Transport) $750 Scout only
Gain 10 XP each time you Travel. Once per Town Stay, cancel and re-draw a Daily Event card.
Red Cloud
Indian Brave Henchman Ally (Keywords: Ally, Frontier, Tribal) Size: Medium
XP 4 (4 Upgrades) Cost $400
Move 6 Health 16 Defence 4+ Ranged 4+
Combat 2 Sanity 18 (+2) Willpower 4+ Melee 4+
Initiative 4 Corruption Resistance: 2
Weapons
Brave’s Hatchet: Combat Hits are +1 Damage and may get Critical Hits
Abilities
Skills & Items: Henchman has a value of 1 in all Skills and may carry and use up to 2 Weight worth of Items, as well as up to 2 Side Bag Tokens.
‘Check It Out!’: Once per turn, a single Henchman may attempt to cancel a Depth Event, or a Growing Dread or Darkness card, as it is played. Roll once on the Henchman Exploration Chart to find the result.
Light Foot: Initiative 4, Move 6, may not use Guns and gains Keyword: Tribal
Warrior Guide: Basic Weapons are replaced with Brave’s Hatchet. Also may use ‘Check It Out!’ ability to cancel and re-draw Encounter cards.
Upgrades
Sidekick: This Henchman has a Revive Token that may only be used by him, once per Adventure, to fully Heal Health and Sanity and/or cancel a Gruesome Fate roll.
Hearty: The Henchman now has +4 Health.
Ignorance Is Bliss: The Henchman now has +4 Sanity.
Caution: When this Henchman rolls on the Henchman Exploration Chart, he gains +1 to the roll.