K.I.T.E.D
Kick In The Evil Doors
This is a game about going through dungeons*.
*Dungeons
Each Dungeon is a set of encounters**.
**Encounters
Each encounter is a set of interconnected rooms*** and monsters****.
***Rooms
Four walls, some (assuredly evil) doors, probably some traps, hopefully some treasure in there somewhere.
****Monsters
Things that aren’t you or your party*****. This is not to say that you aren’t a monster at a personal level, only at a technical level.
*****Party
A social gathering of invited guests, typically involving eating, drinking, and entertainment.
See also: Soiree, social gathering, sarcasm, mixer
-----
Gameplay loop goes like this.
Party selects a dungeon, or gets thrown into one at my convenience. (Your first will be absolutely chosen at my convenience)
Party kicks in the front door and starts the first encounter.
Party clears the encounter (or gets wiped)
If not wiped in 3, Party heals a bit, then gets a choice of next door to kick down.
Repeat 3 and 4 until end of Dungeon. Once dungeon is over, collect Fat Loot.
Level up maybe, spend Fat Loot always.
Find a new Dungeon.
Repeat 1-7 Until dead or retired.
If a player dies, then they’re dead and they go to the bottom of the waitlist (if one exists), and the party has to complete the dungeon without them. If the party wipes, then the last person to die gets to crawl out alive, and everyone else is sent back into the waitlist (if one exists)
Mechanics
I’d originally wanted to a do a lightweight game of 3.5/5e, but I kept running into issues lightening magic - which for 5e everyone and their dog has. Ended up with spiritually similar classes, a completely different ability system which is actually reminiscent of 4e in some ways, and a weird equipment system. It’s completely broken and I love it.
Actual combat runs pretty close to ordinary modern D&D rules. Play is done on a grid of 5’ squares, players have a base move speed of 30’ every round, and everyone gets 3 types of actions during their turn which you can take interspersed in any order with movement. Players always get to go first (Surprise advantage for kicking in the door) in one big block, order determined among themselves, then the monsters go, then the cycle repeats. The following are the three action types you get during a round,
A Main Action
A Bonus Action
A Free Action
Main Actions: You main action is (usually) the meat of your turn. You only get one, and you can use it to do any of the following,
Basic Attack: Roll a d20 and attack a target with range. If your roll matches or beats their defense, you can roll damage against them.
Use Ability: Use any ability with a time of 1 action.
Dodge: Anyone trying to hit you this round has to roll twice to hit and take the worst roll.
Sprint: Add 30’ to your speed this round
Bonus Actions: Are used for various abilities. Using one doesn’t prevent you from taking a Main Action, BUT you can only take 1 Bonus Action in a turn unless you have something that specifically says otherwise.
Free Actions: Drawing/Sheathing a weapon, dropping prone, monologuing, kicking down an Evil Door, these are all Free Actions. A couple of abilities are also Free actions. In general, you can take as many free actions in a turn as you want, but you can’t do the same one more than once. (Drawing or sheathing one weapon, one monologue, kicking down one evil door, can still be one action) A few abilities are also Free Actions.
In addition, as an adaptation for Play-By-Post, the standard D&D Reaction is now called a Prepared Action.
Prepared Action: By default, your prepared action is always to take an attack of opportunity against anyone who leaves your threatened radius. However, there are many abilities that also require the use of a Prepared Action, and, like Main and Bonus actions, you can only take 1 of these in a round unless otherwise specified.
HP, having it, losing it, and getting it back.
Your HP represents your physical endurance, combat poise, and raw grit. Running low means you're getting progressively more off balance and open to a mortal blow. Running out indicates that an enemy had succeeded in striking you down with a serious wound. Regaining HP is mixture of getting your breath and balance back as well as physical healing.
When you're reduced to zero hp you're incapacitated - you can't do anything but try and not actively die. At the end of each of your rounds you will automatically roll and unmodified d20 to try and stabilize. If roll 11 or better you win the check and you're stable. If you fail, you gain a death mark until the end of the dungeon and have to repeat the check on your next round. If you ever accumulate three death marks, you die. If you regain any amount of HP while at 0 HP, you stop bleeding out and become prone instead of incapacitated.
HP can be regained either through abilities, either yours or those of your party (or very occasionally those of monsters), or by completing an encounter. Any time you complete an encounter you roll 1dX twice, where X is your max HP. After rolling, set your current HP to the max of your current HP and the better of the two rolls.
AP, having it, losing it, and getting it back.
Your AP is an abstraction of all your spellcasting energy, physical maneuvers, divine energy, and guile at your disposal. Most active abilities cost AP to use, and the use of your active abilities is key to your success. Aside from not being able to use abilities, there’s no downside to running out of AP.
Each class has their own regen mechanic, which is their way of regaining AP. Unless specified otherwise by its description or another mechanic, a regen can trigger as many times per turn as its conditions are met. If you’re at your max AP and regen more, any AP gained over your max is lost.
Setting Up a Character
Basically you take this, copy it into a new reply, and then go through the spoilers below and slot stuff together. Boom. Easy. Except for the crippling indecision.
When in doubt, roll dice and pick randomly.
Name: Something that lets me refer to you directly. Rolling dice can still work here as long as you’re chill with being named a number.
Level: This will be 3 when the game starts. You can put whatever you want here, character descriptions, tragic backstory, etc, but I will probably ignore it, definitely erase it, and fill in a 3.
Class: An archetype that will forever define you until the day you die. No pressure.
Attributes, Four choices, distilled from the essence of D&D.
Stronkness:
Beefness:
Fastness:
Classiness:
Starting Abilities: Picked based on your class.
Weapon Of Choice: The weapon you need.
Weapon Of Resort: The weapon you deserve.
Defense: What keeps things from poking you. Sadly, neither biting sarcasm nor applied sluttiness are valid options.
Fighty Folk
Barbarian
Tougher and better burst damage than fighter, but worse sustained performance and higher chance to be hit. Also smells funny.
Starting HP: 25
Starting AP: 6
AP Regen: Take or Deal Damage while not raging or fatigued, +2
Intrinsic Ability: Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Fighter
Stronger physical defenses than anyone and completely reliable regen, but lacks burst capability. Also boring.
Starting HP: 21
Starting AP: 4
AP Regen: Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Intrinsic Ability: Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Spellish Citizens
Warlock
Regen uncontrollable or costs HP, but casts improved spells and can do some wetwork. Also edgy as fuck.
Starting HP: 17
Starting AP: 8
AP Regen: Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
Intrinsic Ability: Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Wizard
Best AP per regen and AP capacity, but worst-in-game HP and vulnerable during regen. Also snooty.
Starting HP: 13
Starting AP: 12
AP Regen: Sacrifice all actions and set defense to 10 for a round. (+6)
Intrinsic Ability: Codex: 3AP, Bonus Action. Copy any ability, active or passive, from an ally. Lasts for four rounds, and cannot be used again until its duration has expired.
Choich Chums
Cleric
Drives the healbus and has buff/debuff abilities, but worst ability regen. Also preachy.
Starting HP: 17
Starting AP: 6
AP Regen: Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Intrinsic Ability: Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Paladin
Fights alright, heals alright, and regens alright, but has the smallest ability point pool in the game. Also really judgmental.
Starting HP: 21
Starting AP: 3
AP Regen: Companion uses any ability successfully (+1)
Intrinsic Ability: Smite: 1AP, Prepared. When you deal damage during a round, this activates and deals an additional 1d8+Classiness Magic B damage. Target must save or be stunned.
Only four attributes are used for this game. There’s no rolling for these, instead you rank the attributes 1-4.
Rank 1: Superb (+3)
Rank 2: Good (+1)
Rank 3: Average (-)
Rank 4: Bad (-2)
Stronkness: Gives bonuses to hit and damage with ALL weapon attacks unless otherwise noted.
Beefness: Increases HP directly. At game start, your HP is increased by 3*Your bonus. Used for saves if better than Classiness. If you gain Beefness temporarily, your current and Max HP are increased by Level*Increase amount. If you lose Beefness, your Max HP is reduced but your current HP is only reduced if it would be greater than your max HP.
Fastness: Directly increases your defense stat.
Classiness: Gives bonuses to class abilities. Used for saves if better than Beefness. Your Save DC is 10+Classiness
At the start of the game, you get to pick three abilities. There are universal abilities that can be picked by anyone, category abilities that can be picked by anyone in a class category, and class abilities, which you can only pick if you’re that class.
There are passive abilities, which are always on, and active abilities, which will require AP to use. You can choose any combination of passive and active.
Universal Abilities
(Passive) Intense Training: Increase one of your attribute bonuses by 1.
(Passive) Optimism: When you roll a natural 1 on a d20, Regen 2 AP.
(Passive) Hardcore: Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
(Active) Maximum Effort: All AP, Primary Action. Your choice of your defense value until your next round, your next attack roll, or your next damage roll is increased by the amount of AP spent. After this ability triggers, you cannot regen AP for a number of rounds equal to the amount of AP spent.
(Active) Mobility: 3AP, Bonus. Your speed is increased by 30ft and you don’t provoke attacks until the start of your next round.
(Active) Denial, Tears Of: 1AP, Free. Can be used while incapacitated. Restores 1hp, lets you instantly reroll any condition that allows saves, or reduces the duration of those that don’t by 1 round. AP spent on this ability is burned and cannot be regained until the dungeon is finished.
-Fighty Folk Abilities
(Passive) Flesh Wounds: When reduced to 0HP, you can make a luck save with 10+Overkill/2 as the difficulty. If you pass, you regain 1 HP.
(Passive) Power Attack: For every 3 points your attack roll exceeds the enemy’s defense, gain +1 Stronkness and +1 Classiness until the end of your round.
(Passive) Momentum: If you move before attacking so that you’re at least 15’ from where you started a round, you gain +2 Stronkness until the start of your next round.
(Active) Power Up Scream: 2AP, Full Round Action, maintained. Gain +1 Stronkness and Classiness for 5 rounds. On your next turn after you scream, you can choose to scream again without paying the AP cost, resetting the duration and increasing the bonus by 1. You can maintain the power up scream for a number of rounds equal to your level. (3 at start)
(Active) Get To the Fight: 1Ap, Free. Move 10ft towards any unit that took damage last round. Does not work if you are engaged.
(Active) Stand The Tide: 3AP, Main Action. Attacks of opportunity do not consume your prepared action, and you make attacks of opportunity when enemies enter your threatened zone in addition to when leaving it.
--Barbarian Abilities
(Passive) Annoying Arrows: Damage from ranged basic attacks is reduced by your class level (3 at start) down to 1.
(Passive) Indefatigable: If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
(Passive) Unstoppable Force: Overkill damage is preserved and added to your next attack roll.
(Active) Jump Attack: 2AP, Main Action. Travel to a target within 15’ without provoking attacks of opportunity and make a melee attack. If you hit, you deal bonus damage equal to 3+Classiness and the target must save or be knocked prone. Each enemy within 5’ of your impact site also takes damage equal to your Classiness bonus, if any.
(Active) Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
(Active) Unholy Fury: 0AP, free action. Can only be used when raging. Bonuses and Penalties for Rage are maximized, duration is extended to max possible. Basic Damage type is changed to Magic C. After Rage ends, you are fatigued for a number of rounds equal to the rage duration, taking a -3 to Stronkness and Fastness.
--Fighter Abilities
(Passive) Adaptive Footwork: Whenever an enemy attack roll beats your defense, your Fastness rises by 1 until the beginning of your next turn.
(Passive) Iado: Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
(Passive) Projected Protection: Every ally within 5’ can use the defense value of your armor, but no other bonus from your armor, in place of their own.
(Active) Devastating Parry: 3AP, Prepared Action. When the next attack hits you, you immediately roll to melee attack the aggressor. If you hit and roll damage less than the aggressor, you reduce their damage by your damage. If you roll higher, you negate their attack and deal damage to them equal to the amount rolled. Both the attack and damage rolls use your Classiness instead of your Stronkness.
(Active) Stunning Blow: 2AP, Main Action. Make an attack, adding your Classiness to your Stronkness for attack and damage. If you hit, the attacker must save or be stunned.
(Active) Arcane Knight: Special. Take any active skill from the Spellish citizen, Warlock, or Wizard categories. This selection is permanent.
-Spellish Citizen Abilities
(Passive) Battle Magic: Your weapon of resort has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic A.
(Passive) Running Shoes: Your speed is permanently increased by 10’.
(Passive) Clarity: When you fail a save, you can immediately attempt the save again.
(Active) Ward: X AP, Main Action. Creates a ward that lasts for four rounds with X points invested. Whenever you would be hit, the Ward will automatically expend invested points to raise your defense at a 1:1 ratio until the attack will no longer hit. If it cannot prevent the attack, the ward will not activate. You cannot regen AP while Ward is active. You can end the Ward at any time, but not reclaim the AP.
(Active) Detonation Wave: All AP, Main Action. Touch a target within 5’. That target takes 1d6+Classiness Magic A damage per AP expended and is pushed back by 5’ per point of AP expended. Both the target and the caster make saves. If the target succeeds, they take only half damage. If they fail, they are also knocked prone. If the caster succeeds, they suffer no additional effect. If they fail, they take half the damage they dealt..
(Active) Teleport: 1-5 AP, Movement Action. Instantly move 10’ per point of AP spent, never triggering reaction.
--Warlock Abilities
(Passive) Eldritch Weapon: Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
(Passive) Armor of Hate: When you take damage from a source other than yourself within 5’, the source of the damage must save or take reflected Magic A damage equal to half the amount dealt.
(Passive) Soul Barrier: Whenever you deal damage that downs an enemy, gain +1 Beefness until the start of your next round.
(Active) Rotting Wounds: 1-3AP, Bonus Action. Targets 1-3 enemies in sight within 30’. Each is allowed a save. If they fail they’re inflicted with the ‘Rotting’ status. While rotting, any time they take damage, they take an additional 1dX+Classiness Magic B damage, where X is the initial damage amount. Each time the targets take added damage, they can save again to end the effect.
(Active) Hexflame: 3AP, Main Action. Targets an enemy in sight within 60’. That enemy takes 3d6+Classiness Magic A damage and makes a save. If they fail, they become a host to the flame. On your next round, if there is an enemy who is a host to your flame, you can recast Hexflame at no cost with the host acting as the spell origin. Recasts cannot target the host. If not recast, the spell dissipates.
(Active) Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
--Wizard Abilities
(Passive) Will to Power: If you regen AP while at zero AP you gain 2 extra AP.
(Passive) Power Overwhelming: When you spend AP you gain a damage bonus to your next damage roll equal to the amount spent.
(Passive) Nerd Rage: When below 50% HP, gain +2 classiness and +2 Stronkness.
(Active) Magic Missile: 1-3AP, Main Action. Targets 1 unit within 30 feet per AP spent. Deals 1d4+Classiness Magic B damage. Hits automatically, can target the same unit multiple times.
(Active) Shock Lance: 5AP, Main Action. Targets a 30’ line with the caster at origin. Deals 3d8+Classiness Magic A damage and halves the speed of targets. Struck targets can save, and if successful take only half damage and are not slowed.
(Active) Chronoshift: 5AP, Full Action. Targets a single unit within 60’. The target’s last round is reversed. All damage they took, all AP they used, all damage they dealt, all movement they made, is reversed. If this causes them to occupy the same space as another creature, both take 4d6 Magic C damage and are forced apart. Enemy targets are allowed a save to negate.
-Choich Chum Abilities
(Passive) Charity: Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
(Passive) Divine Protection: When you succeed on a saving throw to halve damage, you automatically attempt to save again to halve the damage again. This continues until you fail a save or the damage is reduced to 1.
(Passive) Complain to Higher Authority: When you roll a 1 on any die, roll again. If the re-roll is the max possible value for the die, it replaces the 1.
(Active) Absolution: 3AP, prepared action. If you down an enemy during your round, it’s resurrected to fight for you. It retains its offensive stats, but its defense is set to 10+Your Classiness and its HP is set to the damage of the killing blow.
(Active) Pray Loudly: 1 AP, Bonus Action. All entities within 30ft roll a d10. On a 8 allied units gain HP equal to your classiness (min 1) and enemies lose that much HP. On a 9, allied units have their speed increase by 5’*Classiness (Min 0’) and their fastness increase by your classiness (Min 1) defense and enemy units have their speed decrease by 5’*Classiness (Min 0’) and lost fastness equal to your classiness. (Effects end at the end of your next turn). On a 10 allied units have all their stat bonuses increase by your classiness (Min 1) and enemy units have all their stat bonuses decrease by your classiness (Min 1). Nothing happens on 1-6.
(Active) Hand of God: X AP, prepared action. Alot any number of AP. If any enemy attempts to use an ability within 15’, you will automatically spend AP to match the amount of AP they spend on the ability. If you can match, then both of you lose the AP and their ability has no effect. Any AP not used is refunded to you at the start of your next round. Does not prevent passive abilities or abilities that cost 0AP to use.
--Cleric Abilities
(Passive) Aura of Sacrifice: At the end of your round, if an ally within 5’ has less health than you do, you lose 1HP and they regain 3HP.
(Passive) Last Wish: After you’re reduced to 0 HP, you get one round of normal action. After that action, if your HP is not greater than 0, you are incapacitated. You will roll to bleed out as normal during this round
(Passive) Tithe: Whenever you heal an ally, you can opt to leech up to 2AP from them..
(Active) Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
(Active) Declare Heresy: X*2 AP, Bonus Action. Marks up to X Targets in range as Heretics for 5 rounds. As long as there is at least one Heretic, you can use your Main Action to Condemn Heresy, inflicting your choice of -4 to any one Attribute until the start of your next round. Each time you use a Main Action to Condemn Heresy, each target is allowed a save to resist the effect and end the Heretic status early.
(Active) Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
--Paladin Abilities
(Passive) My Horse Is Amazing: Permanently increases your Speed by 10’*Classiness (Min 0). Does not grant horse.
(Passive) Divine Armaments: Your weapon of choice and weapon of resort both can convert at will between their base damage type and Magic C.
(Passive) High and Mighty: When under the influence of any buff, its duration is extend by a number of rounds equal to your Classiness (Min 1). When under the influence of any debuff, your Classiness is increased by 2.
(Active) Highly Trained: Special. You can use any active ability from the Fighty Folk, Barbarian, or Fighter classes, but its AP cost is increased by 1. You can select a new ability every time you use this ability.
(Active) Laying Of Hands: All AP, Bonus Action. You can touch any friendly unit with 5’ (Self included) and heal them for 1d4+Classiness per AP spent. If used while at max AP, this will allow the target to make a save against each of its debuffs to end them early.
(Active) Crusade: 3AP, Bonus Action. Declare a very tiny Crusade against a single target within 30’. Each round you can move 10’ closer to the target without expending movement. If you’re within melee range of your target at the start of your round, you will automatically make a free melee attack. You add your Classiness to your damage for all attack and damage against this enemy for the duration. Lasts for 5 rounds or until you voluntarily target any other unit with any attack or ability.
Depending on your Class pick, you’ll get a certain number of points to spend on your weapons and armor. There aren’t defined weapons or defined armors, instead you’ll spend points to improve upon a basic template weapon.
For weapons, you have two pools of points to spend for your Weapon of Choice and your Weapon of Resort. Any points not spent on your Weapon of Choice can be spent on your weapon of Resort - but you can’t spend more on your Weapon of Resort than you do on your Weapon of Choice. To have a weapon, you need 5 things, a dice size, a hit bonus, a damage bonus, a damage type, and a range. You can only select one thing in each category, so you can’t buy multiple dice sizes or hit bonuses and then add them all together.
Note: If a weapon has a range other than 10' (I.e, not Touch or Reach) it can't be used for attacks of opportunity, or abilities that specify melee.
For armor, you need to select a base defense value, resistances (if any), and special bonuses (if any). Unlike weapons, you can stack resistances and special bonuses for as long as you have points to buy more.
Points to Spend By Class
Barbarian:
WoC: 13
WoR: 2
Armor: 5
Fighter:
WoC: 10
WoR: 6
Armor: 9
Warlock:
WoC: 9
WoR: 5
Armor: 6
Wizard:
WoC: 6
WoR: 4
Armor: 3
Cleric:
WoC: 7
WoR: 5
Armor: 7
Paladin:
WoC: 9
WoR: 5
Armor: 8
Weapons
0 Points
1d4 Damage
+0 To Hit
+0 To Damage
1 Damage Type of either Stab, Cut, or Crush
Touch (5’) Range
1 Point
1d6 Damage
2 Points
1d8 Damage
Reach (10’) Range
2 Damage Types from Stab, Cut, or Crush
3 Points
2d4 Damage
1d10 Damage
Damage Type Magic A
30’ Range
+1 To Hit
+1 To Damage
4 Points
1d12 Damage
Damage Type Magic B
All Basic Damage Types
+2 To Hit
+2 To Damage
5 Points
2d6 Damage
+3 To Hit
+3 To Damage
Damage Type Magic C
60’ Range
Armor
0 Points
10 Defense
1 Point
11 Defense
Bonus: Max HP +2
2 Points
12 Defense
Bonus: Speed +5’
3 Points
13 Defense
Resist 1 Damage Type from Stab, Cut, or Crush
4 Points
14 Defense
Max AP +2
Resist Damage Type Magic A.
Take -1 Damage from all sources
5 Points
15 Defense
Resist Damage Type Magic B.
Bonus: You have 2 prepared actions instead of 1.
This party seems fine, toss us some goblins will ya?~
Be careful what you wish for.
Dungeon 1, Encounter 1, Turn 1
Y'all start in a tavern. Tale as old as time.
Taverns are dens of iniquity. Not because of the cheap booze. Not because of the gambling. Not because they're frequent stoops for women of negotiable virtue and men of negotiable loyalties. Not even because they frequently allow and encourage the most tone-deaf to imbibe great quantities of alcohol and then sing at the top of their lungs like a Tom-Cat with a bullfrog clamped none-to-gently onto its testicles - but because they normalize the very concept of doors. You enter through a door, you leave through a door, the chef serves you food that arrives through a door, and your dishes are carried back through that same door. If it's a filthy place that allows one to rent a room, then each one of those rooms likely has its own door!
Saloons at least have the decency to have those swingy-slatted things in place of doors, but Taverns? No. They are public houses of sin, which have normalized the door to the extent that the common man oft sees fit to install such fixtures into his own home.
Today, however, you take a stand. Today the world gets a little brighter.
(https://i.postimg.cc/LXWR9QsC/KITEDMap1-1.png)
Enemies
B = Bouncer
HP: 25/25
AP: 0/4
Defense: 8
Stronk: +2
Beef: +2
Fast: -2
Class: 0
Choice Weapon: Brass Knuckles, touch, +2 to hit, 1d6+2 crush
Abilities,
Pummel: 1AP, Main Action. Roll to hit with a melee attack. If you deal damage, you automatically expend 1AP and roll to hit again. This continues until you run out of AP or fail to deal damage.
Slow to Action (Passive): Acts only on even-numbered rounds.
Comeback: (Passive) Regens all AP when HP is reduced to half of max or below.
s = Server
HP: 5/5
AP: 1/1
Defense: 12
Stronk: -2
Beef: -1
Fast: 2
Class: 0
Choice Weapon: Whatever comes to hand, 30' range, 1d4-2 crush
Abilities,
Hurl Heavier Thing: 1AP, Main Action. Roll to hit with a ranged attack. Stronkness is increased by 2 and target must save or be stunned.
Fearful (Passive): Regens 1 AP when running away or at max distance. Must run when at 0AP.
b = Bard (Awful)
HP: 5/5
AP: 7/7
Defense: 12
Stronk: -4
Beef: -1
Fast: +2
Class: +2
Choice Weapon: Bad Music, 60' range, 1d4 Magic A
Abilities,
Discordant 'Melody': 1AP, Main Action. All Enemies in range must save or move 10' away immediately and have their ability costs increased by 1AP for one round.
Pansy Slap: 2AP, Bonus Action, Make a touch attack. If it connects, deal 1 damage and the target loses 4AP and cannot attack next round.
d = Drunk
HP: 8/8
AP: 2/2
Defense: 13
Stronk: +1
Beef: +1
Fast: -2
Class: -2
Choice Weapon: Broken Bottle, touch, +1 To hit, 1d6+1 cut
Abilities,
Projectile Vomit: 2AP, Main Action. Make a 15' range attack. If it hits, deal 1d4 Magic A damage. Target must save or be revolted, taking -2 to its Defense and Damage until it spends a Main action to clean itself.
Drunken Boxing: 1AP, Bonus Action, Make a touch attack. If it hits, it deals 1d6 damage.
Drunkard (passive): When this unit runs out of AP, it falls prone, loses its next round and regains 2 AP.
g = Gambler
HP: 4/4
AP: 2/2
Defense: 14
Stronk: -3
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Throwing Cards, 30', +2 To Hit, 1d4-3 Damage.
Abilities,
52 Card Pickup: Reaction, 2AP. Can immediately burn AP when hit to reduce the damage by 1d4+Classiness per die spent.
Ace of Spades: 1 AP, bonus action. Negates all damage penalties for this unit until the end of round.
Gamblers Choice: Regens all AP when anyone rolls a Natural 20.
bk = Barkeep
HP: 8/8
AP: 6/6
Defense: 14
Stronk: 0
Beef: 0
Fast: +2
Class: +1
Choice Weapon: Sawed-off Double-Barrel Crossbow,Reach, +0 To hit, 2d6 Stab
Abilities,
Singapore Sling: Main Action, 1AP. Mixes a cocktail and throws it at a friendly unit within 30'. If it hits, it heals 1d4+Classiness.
Molotov: Main Action, 2AP. Mixes a 'cocktail' and throws it an enemy unit within 30'. If it hits, it deals 1d6+Classiness damage to the target, and the target and all adjacent units must save or be set on fire for three rounds.
Customer Loyalty: Regains 1 AP whenever a Drunk Regains AP.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 10/10
Defense: Kimono, 10 (AP+2, Prepared Action x2)
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
HB = Hexio Bladio (ShadowClaw)
HP: 19/19
AP: 8/8
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrific HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
BY = Boris Ylivvien (PokeBoss)
HP: 15/15
AP: 6/6
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Splinters fly as the boots of Rokhard and Hexio smash the evil front door of its hinges. There's a crystalline moment as the doors fly into the room, the faces of the Tavern's patrons frozen in a single look of startled fear at the sight of righteous vengeance finally come. The serving girls stare with jaws dropping, platters of drinks toppling. The drunkards gurgle cries of alarm nearly lost in watery booze. The gamblers all take advantage of the hesitation to cheat widly. The bard on the raised stage cuts off abruptly mid yodel, vastly improving his performance The barkeep's eyes narrow and her hands drop low to grab a double-barreled sawed-off crossbow from beneath the counter. The Bouncer alone looks unafraid, barely blinking when a chunk of wood the size of a child's fist bounces of his clean-shaven dome.
The ruined doors slam into the straw-covered tavern floor, and the moment is broken. Sadly, this appears to be a rather tame den of sin and iniquity, with only a single other pair of double doors visible, likely leading back into the kitchens.
Name: Bar Bear
Excellent! I'll try and throw you the next encounter. You were probably late to the initially action due to a morning Tai-Bo session. Those rippling glutes don't sculpt themselves.
Dungeon 1, Encounter 1, Round 1 Results
Murumasa was better at cutting things...
Boris Ylivven
[9+3 Vs 8, Hit. 3 Damage] Boris runs straight up to the seemingly stunned bouncer and snips him at him viciously with his holy shears, cutting away the malignant darkness that resides within him - as well as a substantial chunk of finger. One wouldn't be so pagan as to call the chunk of finger a flesh offering, but it's certainly a worthwhile catalyst in to empower Rokhard with.
[Benediction cast on Darkface]
Rokhard Darkface
[1+1+4 Vs 8, Miss] [Dark Trap Cast] Rokhard attacks forward in single fluid movement, kimono shimmering like liquid as he steps, draws, and strikes with a single motion - razor sharp edge poised the bisect the beefy doorman.
The Masamune blade makes a harmless slapping noise as the back of the blade gently spanks the Bouncer's tuckus. Apparently the katana is not currently under the impression that the Bouncer is a threat. Perhaps because he hasn't attacked yet, perhaps because he's not much more intelligent than the average freshwater trout, but the blade has turned in Rockhard's hands to avoid harming the large gent.
In an attempt to salvage some of his dignity, Rokhard resheathes the Masamune blade and draws out a spiral of arcane energy from its edge.
[Iaido Defense Prepared]
[Dark Trap Prepared]
0/1 Hit Rate
0 Total Damage
3 Ap Used
Hexio Darkblade
[15+7 vs 8, hit. 3+4 damage.] Hexio, rather than bothering with the Beefmaster that the others have locked down, instead rushes forward to impale a waiter. A dirty tunic and several years experience giving drinks to random folk are little defense against the demonic steel of a Warlock's weapon, and the small man all but evaporates as the infernal weapon burns a hole clean through his torso.
As the man tumbles, drinks spilling from his upended tray, Hexio draws a sigil from the still-rising smoke that used to be the fallen man's chest.
[Dark Trap Cast]
-ENEMY ACTION-
Bouncer
The bouncer looks at his injured hand, then uses it to rub his head where the splinter bounced off of it, smearing blood everywhere. Pain and anger percolate through his features like honey through a sponge.
Drunk (Near Long Table)
The drunk sitting alone at the long table seems enraged that the server must likely to give him a drink has fallen, rounding the table to charge drunkenly at Hexio! This, however, causes him to cross into Rokhard's protected area, the swordsman's shadow seems to blur forward in burst of movement, drawing its blade and striking up from the floor without Rokhard moving a muscle.
[Drunk Save 2 Vs 11, Fail. 14+1 Damage and Restrained] The shadow blade cuts skin, muscle, bone, and soul as it slices upwards through the drunkard from grundle to scalp - but passes through the fabric of the man's clothes without parting a fiber. The result neatly contains the instantaneous explosion of blood and largely serves to hold the two halves of the man's body together as his corpse slams into the floor.
Bard
The bard strums a discordant melody on his lute, grating viciously on the ears of everyone not yet acclimated or too drunk to care.
[Hexio Save: 21 Vs 12 Pass]
[Darkface Save: 10 Vs 12 Fail]
[Boris Save: 19 Vs 12 Pass]
Both Hexio and Boris have some experience with awful music, one from church, the other from quite the opposite - but Rokhard Darkface has his inner tranquility severely damaged by the utter awfulness of the bard's music. He shies away, and barely restrains himself from actively covering his ears.
Gamblers 1-3
With Rokhard nearly fleeing from the bard, the most immediate threat his Hexio, and the gamblers at the table lunch a flurry of razor edged playing cards. Why they're razor edged is anyone's guess.
[Ace of Spades, Gamblers 1-3]
[1+2, 3+2, 15+2 Vs 16. Miss, Miss, Hit. 2 Damage] A single card slices across Hexio's cheek, drawing a thin, all but invisible, line of blood.
Drunk (In Corner)
The Drunkard, heedless of what happened to his compatriot, rushes forward waving a broken winebottle at the asshole attacking the servers. The instant he steps within twenty feet of Hexio, however, the remaining smoke from the fallen server coils around him like ethereal black-scaled vipers...
[Drunk Save 15 vs 14, Pass. (10+4)/2 = 7 Damage] The smoke ignites around him, becoming blackfire, but in his stupor the man barrels through heedless. He's scorched and clearly badly injured, but alive. He leads off his assault on Hexio with a left-handed haymaker before slashing with his broken bottle. [Drunken Boxing, 4, 5+1 Vs 16, miss, Miss] Hexio barely has to take a step backward, letting the burned drunkard's moment carry him harmlessly out of his way.
Server
The remaining server takes a pewter mug off her platter and beans it at Hexio, covering the Drunkard's miss. [Hurl Heavier Thing, 7 Vs 16, Miss] Hexio merely bats the mug out of the air with his halberd, causing the barmaid's eyes to go wide with fear.
Barkeep
Seeing a prize patron in trouble, the Barkeep whips up a quick tonic, stuffs it into a glass, and hucks it at the burned Drunkard. [Singapore Sling, 15 Vs 10, 1+1 Healing] Throwing an alcoholic beverage directly at an individual suffering from severe wounds doesn't appear to help much. Strangely, however, it does still seem to help some.
--End of Round 1--
(https://i.postimg.cc/1zm92pbX/KITEDMap1-2.png)
Enemies
B = Bouncer
HP: 22/25
AP: 0/4
Defense: 8
Stronk: +2
Beef: +2
Fast: -2
Class: 0
Choice Weapon: Brass Knuckles, touch, +2 to hit, 1d6+2 crush
Abilities,
Pummel: 1AP, Main Action. Roll to hit with a melee attack. If you deal damage, you automatically expend 1AP and roll to hit again. This continues until you run out of AP or fail to deal damage.
Slow to Action (Passive): Acts only on even-numbered rounds.
Comeback: (Passive) Regens all AP when HP is reduced to half of max or below.
s = Server
HP: 5/5
AP: 0/1
Defense: 12
Stronk: -2
Beef: -1
Fast: 2
Class: 0
Choice Weapon: Whatever comes to hand, 30' range, 1d4-2 crush
Abilities,
Hurl Heavier Thing: 1AP, Main Action. Roll to hit with a ranged attack. Stronkness is increased by 2 and target must save or be stunned.
Fearful (Passive): Regens 1 AP when running away or at max distance. Must run when at 0AP.
b = Bard (Awful)
HP: 5/5
AP: 6/7
Defense: 12
Stronk: -4
Beef: -1
Fast: +2
Class: +2
Choice Weapon: Bad Music, 60' range, 1d4 Magic A
Abilities,
Discordant 'Melody': 1AP, Main Action. All Enemies in range must save or move 10' away immediately and have their ability costs increased by 1AP for one round.
Pansy Slap: 2AP, Bonus Action, Make a touch attack. If it connects, deal 1 damage and the target loses 4AP and cannot attack next round.
d = Drunk
HP: 3/8
AP: 1/2
Defense: 13
Stronk: +1
Beef: +1
Fast: -2
Class: -2
Choice Weapon: Broken Bottle, touch, +1 To hit, 1d6+1 cut
Abilities,
Projectile Vomit: 2AP, Main Action. Make a 15' range attack. If it hits, deal 1d4 Magic A damage. Target must save or be revolted, taking -2 to its Defense and Damage until it spends a Main action to clean itself.
Drunken Boxing: 1AP, Bonus Action, Make a touch attack. If it hits, it deals 1d6 damage.
Drunkard (passive): When this unit runs out of AP, it falls prone, loses its next round and regains 2 AP.
g = Gambler
HP: 4/4
AP: 1/2
Defense: 14
Stronk: -3
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Throwing Cards, 30', +2 To Hit, 1d4-3 Damage.
Abilities,
52 Card Pickup: Reaction, 2AP. Can immediately burn AP when hit to reduce the damage by 1d4+Classiness per die spent.
Ace of Spades: 1 AP, bonus action. Negates all damage penalties for this unit until the end of round.
Gamblers Choice: Regens all AP when anyone rolls a Natural 20.
bk = Barkeep
HP: 8/8
AP: 5/6
Defense: 14
Stronk: 0
Beef: 0
Fast: +2
Class: +1
Choice Weapon: Sawed-off Double-Barrel Crossbow,Reach, +0 To hit, 2d6 Stab
Abilities,
Singapore Sling: Main Action, 1AP. Mixes a cocktail and throws it at a friendly unit within 30'. If it hits, it heals 1d4+Classiness.
Molotov: Main Action, 2AP. Mixes a 'cocktail' and throws it an enemy unit within 30'. If it hits, it deals 1d6+Classiness damage to the target, and the target and all adjacent units must save or be set on fire for three rounds.
Customer Loyalty: Regains 1 AP whenever a Drunk Regains AP.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 7/10
Defense: Kimono, 10 (AP+2, Prepared Action x2) | Benediction 3, Until Boris' Next Move
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
0/1 Hit Rate
15 Total Damage
3 Ap Used
HB = Hexio Bladio (ShadowClaw)
HP: 17/19
AP: 5/8
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
1/1 Hit Rate
14 Total Damage
3 Ap Used
2 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 15/15
AP: 3/6
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
1/1 Hit Rate
3 Total Damage
3 Ap Used
1 Boon Cast
(I think I only used 2AP for Benediction)
Entirely correct, refunded 1.
Dungeon 1, Encounter 1, Round 2 Results
Don't mess with a man who keeps a sawed-off crossbow behind the counter.
Rokhard Darkface
Rokhard continues moving away from the musician, drawing his bow and training an arrow on the ukulele strumming bard. [11+4 Vs , Hit. 9+4 Damage] An owlfeather error whips throw the air, its near-silent hiss cutting the Bard's 'music' to a sharp and abrupt end. Ironically, the dead beat played as the perforated bard falls forward onto their instrument is probably the most harmonious note they ever played.
[Faith in Steel active]
Hexio Darkblade
Hexio steps back from the Drunkard, leaving him behind without finishing the job. More than a little offended by the completely disinterested treatment, the Drunkard takes a swing at Hexio as he leaves. [Attack of Opporunity: 10+1 Vs 16, Miss] The bottle shatters harmlessly against the Warlock's armor, and the drunk is forced to cast about for another tool.
Unfazed by the shattered glass tinkling down his back, Hexio stalks toward the bar and lunges over the counter with his halberd, aiming for the barkeeper. [6+7 Vs 14, Miss] The barkeeper, however, has seen his share of brawls. He catches the demoniac edge of the halberd with the cold iron of a cocktail mixer, coming dangerously close to trapping the blade of the weapon against the counter before Hexio can pull it back.
Despite not having anything of the Barkeeper to work from, there's still more than enough residual smoke leftover from the server to trace another dark sigil in the air.
[Dark Trap Active]
Boris Ylivvien
Boris sidles around the bouncer, stepping deftly around the bigger, slower man and snips at him once more. [14+3 Vs 8, 3 Damage] Once more the bouncer is forced to recoil, blood blossoming from another pinprick injury in his side. Pain seems to percolate through the big man quite slowly, but even he begins to eye the holy scissors warily.
All the while, Boris prays to the God of War for assistance in the fight and for protection for Rokhard. [Pray, 4] The God of War seems busy right now, which does make sense. Lot of shit to do in that job.
[Preventative Measures Active for Rokhard]
-ENEMY ACTION-
Bouncer
The draws back one knuckle-clad ham-hand and throws a fist at Boris. [6+2 Vs 18, miss] The smaller man jumps back deftly, then snips forward threateningly with the scissors once more, putting the bouncer once again on the back foot.
Gamblers 1-3
The gamblers at their table continue their razor-edged card barrage on Hexio. [7+2, 12+2, 10+2, Vs 16. Miss, Miss, Miss] Player cards clatter around him, slapping off his armor, catching in his hair, and generally being a completely ineffective nuisance.
Drunk
The drunkard who attacked Hexio lurches into motion again, and once more activates the warlock's dark sigil. Smoke coils about the main as he moves, exploding into blackfire. [Drunk Save 12 Vs 14, Fail. 22 Damage] This time he lacks the momentum to push through the enwreathing flames. When the momentary blaze clears, there's naught left of the man but pallid ash.
Server
The remaining serving woman screams, running into the corner of the room and cowering. (+1 AP)
Barkeep
The Barkeep bares his teeth in response to Hexio's remarks about the bar.
"It's a slow day," he responds, stabilizing his sawed-off crossbow on the bartop before pulling the trigger and sending a spray of bolts at Hexio. [16 Vs 16, Hit. 9 Damage] A half dozen projectiles slam into the Warlock's armor, driving him backward and penetrating the material several places. A peculiar haze seems to steam from the injuries, invigorating Hexio in almost as much measure as the bolts physically wound him. (+4 AP)
--End of Round 2--
(https://i.postimg.cc/4drhfC4d/KITEDMap1-3.png)
Enemies
B = Bouncer
HP: 19/25
AP: 0/4
Defense: 8
Stronk: +2
Beef: +2
Fast: -2
Class: 0
Choice Weapon: Brass Knuckles, touch, +2 to hit, 1d6+2 crush
Abilities,
Pummel: 1AP, Main Action. Roll to hit with a melee attack. If you deal damage, you automatically expend 1AP and roll to hit again. This continues until you run out of AP or fail to deal damage.
Slow to Action (Passive): Acts only on even-numbered rounds.
Comeback: (Passive) Regens all AP when HP is reduced to half of max or below.
s = Server
HP: 5/5
AP: 1/1
Defense: 12
Stronk: -2
Beef: -1
Fast: 2
Class: 0
Choice Weapon: Whatever comes to hand, 30' range, 1d4-2 crush
Abilities,
Hurl Heavier Thing: 1AP, Main Action. Roll to hit with a ranged attack. Stronkness is increased by 2 and target must save or be stunned.
Fearful (Passive): Regens 1 AP when running away or at max distance. Must run when at 0AP.
g = Gambler
HP: 4/4
AP: 1/2
Defense: 14
Stronk: -3
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Throwing Cards, 30', +2 To Hit, 1d4-3 Damage.
Abilities,
52 Card Pickup: Reaction, 2AP. Can immediately burn AP when hit to reduce the damage by 1d4+Classiness per die spent.
Ace of Spades: 1 AP, bonus action. Negates all damage penalties for this unit until the end of round.
Gamblers Choice: Regens all AP when anyone rolls a Natural 20.
bk = Barkeep
HP: 8/8
AP: 5/6
Defense: 14
Stronk: 0
Beef: 0
Fast: +2
Class: +1
Choice Weapon: Sawed-off Double-Barrel Crossbow,Reach, +0 To hit, 2d6 Stab
Abilities,
Singapore Sling: Main Action, 1AP. Mixes a cocktail and throws it at a friendly unit within 30'. If it hits, it heals 1d4+Classiness.
Molotov: Main Action, 2AP. Mixes a 'cocktail' and throws it an enemy unit within 30'. If it hits, it deals 1d6+Classiness damage to the target, and the target and all adjacent units must save or be set on fire for three rounds.
Customer Loyalty: Regains 1 AP whenever a Drunk Regains AP.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 5/10
Defense: Kimono, 10 (AP+2, Prepared Action x2)
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
1/2 Hit Rate
28 Total Damage
5 Ap Used
HB = Hexio Bladio (ShadowClaw)
HP: 8/19
AP: 6/8
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
1/2 Hit Rate
36 Total Damage
6 Ap Used
11 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 15/15
AP: 4/6
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
2/2 Hit Rate
6 Total Damage
2 Ap Used
1 Boon Cast
0/1 Prayers Answered
A note for this turn, moving through terrain objects that are fully occupied by something else (like a table) counts as being difficult terrain and will double movement costs going through them. Things that can easily be moved aside or around in a 5' space (like chairs), don't. Also, I haven't been regenerating the Warlock's AP when people die. Oops. Also, the fighter's AP too. Herp my derp.
---
Dungeon 1, Encounter 1, Round 3 Results
Close only counts with horshoes and molotovs.
Hexio Darkblade
Momentarily disengaging from the barkeep and his mean-ass crossbow, Hexio takes a step closer to the gamblers and swings his polearm in a wide arc. [8+7 Vs 14, hit. 6+4 damage] The nearest is neatly decapitated by the attack, his head leaving behind a trail of smoke as it sails off in an arc. Another quick gesture from Hexio raises up another, now familiar, smoky sigil from the ruins of the dead man.
Boris Ylivvien
Leaving behind the rather egregiously slow bouncer, Boris mutters a quick prayer to empower Rokhard and heads over to the table with the gamblers. Not with any intent to join their game, naturally, only to close the gap before healing Hexio of his injuries. [Projected Heal, 3+3-2 Healing] It's not the best healing incantation Boris ever got off, but that's probably because he was distracted by the last card the nearest gambler and played to the table - the 13 of Doors. A most unholy and unlucksome card indeed.
Rokhard Darkface
Rokhard slides over the table, slinging his bow over his back, scattering dishes, and slashing with the Masamune blade with the same action that draws it from its saya. [10+4+4 Vs 8, hit. 6+4+3+2 Damage] The bouncer's skin crackles, seeming to dry and part just ahead of the blade's edge. The long, though shallow, wound left behind reaches from the point of the bouncer's left hip to the top of his left shoulder. The injury's bloodless appearance is much more akin to what one might expect to fight on sun-parched earth, or imperfect clay left to bake too long, than what any mortal blade would leave behind. It's not immediately fatal, which says something for the man's constitution, but the wound reaches deeper than flesh alone would show.
--Enemy Action--
Bouncer
The Bouncer pokes the peculiar wound decorating his chest, frowning in consternation as the edge crumbles away to dust.
Gamblers 1-2
The Gamblers, alarmed by the loss of their companion but also rather unwilling to move while the smoky sigil hangs over them, unleash another barrage of cards on Hexio.
[9+2,10+2 vs 16]
There's a very good reason that playing cards aren't typically used for combat encounters. The wave of cards thwacks off of Hexio or misses him entirely, leaving him unscathed amidst a shower of cards emblazoned with diamonds, skulls, topless women, and doors.
Server
Seeing the bouncer grievously injured, the serving woman finds her courage and picks up a discard horshoe from a pin in the corner of the room, running forwards to huck it Rokhard's head while cursing the bladesman for attacking such a simpleton so viciously.
[3-2 Vs 10]
The horeshoe speeds through the air a good dozen yards right of Rokhard's head, smashing throw a window and making a dull, fleshy, *clang-thud* followed closely by a cry of pain as it comes to an abrupt stop in the street outside.
Barkeep
The barkeep reflexively winces as the server breaks one of his good windows, but wastes little time in grabbing a particularly potent bottle of alcohol from behind the bar, stuffing a rag in it, lighting it on a nearby candle, and throwing it at Hexio. [17+1 Vs 16, Hit. 5+1 Damage] [Hexio Save: 11+4 vs 11, pass] The Warlock is briefly engulfed in blazing flame as the molotov shatters and thoroughly covers him, but, through hellish agency or simple good reflexes, he's able to shed the flames quickly.
--End of Round 3--
(https://i.postimg.cc/pTJYh5zn/KITEDMap1-4.png)
Enemies
B = Bouncer
HP: 4/25
AP: 0/4
Defense: 8
Stronk: +2
Beef: +2
Fast: -2
Class: 0
Choice Weapon: Brass Knuckles, touch, +2 to hit, 1d6+2 crush
Abilities,
Pummel: 1AP, Main Action. Roll to hit with a melee attack. If you deal damage, you automatically expend 1AP and roll to hit again. This continues until you run out of AP or fail to deal damage.
Slow to Action (Passive): Acts only on even-numbered rounds.
Comeback: (Passive) Regens all AP when HP is reduced to half of max or below.
s = Server
HP: 5/5
AP: 1/1
Defense: 12
Stronk: -2
Beef: -1
Fast: 2
Class: 0
Choice Weapon: Whatever comes to hand, 30' range, 1d4-2 crush
Abilities,
Hurl Heavier Thing: 1AP, Main Action. Roll to hit with a ranged attack. Stronkness is increased by 2 and target must save or be stunned.
Fearful (Passive): Regens 1 AP when running away or at max distance. Must run when at 0AP.
g = Gambler
HP: 4/4
AP: 1/2
Defense: 14
Stronk: -3
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Throwing Cards, 30', +2 To Hit, 1d4-3 Damage.
Abilities,
52 Card Pickup: Reaction, 2AP. Can immediately burn AP when hit to reduce the damage by 1d4+Classiness per die spent.
Ace of Spades: 1 AP, bonus action. Negates all damage penalties for this unit until the end of round.
Gamblers Choice: Regens all AP when anyone rolls a Natural 20.
bk = Barkeep
HP: 8/8
AP: 3/6
Defense: 14
Stronk: 0
Beef: 0
Fast: +2
Class: +1
Choice Weapon: Sawed-off Double-Barrel Crossbow,Reach, +0 To hit, 2d6 Stab
Abilities,
Singapore Sling: Main Action, 1AP. Mixes a cocktail and throws it at a friendly unit within 30'. If it hits, it heals 1d4+Classiness.
Molotov: Main Action, 2AP. Mixes a 'cocktail' and throws it an enemy unit within 30'. If it hits, it deals 1d6+Classiness damage to the target, and the target and all adjacent units must save or be set on fire for three rounds.
Customer Loyalty: Regains 1 AP whenever a Drunk Regains AP.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 8/10
Defense: Kimono, 10 (AP+2, Prepared Action x2) | Benediction 5 until end of Boris' round.
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
2/3 Hit Rate
43 Total Damage
5 Ap Used
HB = Hexio Bladio (ShadowClaw)
HP: 6/19
AP: 8/8
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
2/3 Hit Rate
46 Total Damage
6 Ap Used
17 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 15/15
AP: 2/6
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
2/2 Hit Rate
6 Total Damage
4 HP Healed
2 Ap Used
2 Boons Cast
0/1 Prayers Answered
Can I still join?
Name: Joe
Level: 3
Class: Cleric (You never know when you need a backup cleric)
Attributes, Four choices, distilled from the essence of D&D.
Stronkness: average
Beefness: bad
Fastness: surperb
Classiness: good + 1
Starting Abilities: Intense training
Projected heal
Charity
Weapon Of Choice: 1d8 0 hit 0 damage reach 10, and stab and cut
Weapon Of Resort: 2d4 0 hit 0 damage 10 range crush
Defense: 15 defence +2 max hp +2 max ap
Yar. However, clerics only have 7 points to spend on armor, and you appear to have spent 10.
Dungeon 1, Encounter 1, Round 4 Results
Well, this is going to end brutally.
Rokhard Darkface
[8+4+5 Vs 8, hit. 8+4+4 Damage] Rokhard steps forward in a blur of moment, lunging forward and performing a tsuki before the Bouncer even registers the movement. There's a brief moment where Rokhard almost appears to hold the bouncer upright, his long blade disappearing into the front of the bouncer's throat, and another inch or two of glittering steel emerging from the back of the bouncer's spine. The edges of the wound crackle, the skin pulling away from the holy blade, and then the entirety of the bouncer disintegrates back into the dust from which he came.
Rokhard wipes the dust from his blade and scabbards it before the first mote touches the floor.
Boris Ylivvien
Boris leaps up onto the table, scattering cups and standing atop the profane card to assert his dominance and awe the gamblers. [Projected Heal, 7+3-2 healing] This time, with the height advantage provided by the table and the dominated foes fear fueling his magic, the healing is considerably more effect, and Boris wends more than a little blessing into the healing miracle.
Hexio Bladio
Hexio continues the monumental sweep that beheaded the first gambler, carrying the arc toward the barkeep with killing momentum. [16+7+1 vs 14, hit. 1+4+3 Damage] Were it not for the war priest's blessing, the Halberd would have forced the barkeep into an off-balance dodge - but with it the half-moon blade of the weapon takes the man between the third and fourth rib. There's a bright, brief explosion of flame as the blade feeds on living blood, then a steady stream of black smoke as the barkeep topples backward.
--Enemy Action--
Gamblers 1-2
The gamblers, now keenly aware that basically everyone is dead, chip in their last ace in the hole in attempting to hurt the cleric. [Ace of Spades: 18+2,8+2 vs 18. Hit, miss] This focus is not entirely in vain, and a sharpened card does manage to 'stick' in the cleric.
Server
The server grabs a particularly heavy plate from the table behind her and throws it at Rokhard like a discus. [Hurl Heavier Thing 3 Vs 10] Bizarrely, serving maids are not champion discus throwers. After breaking another window, the serving made dashes back into the safety corner.
-End of Round 4-
(https://i.postimg.cc/BtWjTDkC/KITEDMap1-5.png)
Enemies
s = Server
HP: 5/5
AP: 1/1
Defense: 12
Stronk: -2
Beef: -1
Fast: 2
Class: 0
Choice Weapon: Whatever comes to hand, 30' range, 1d4-2 crush
Abilities,
Hurl Heavier Thing: 1AP, Main Action. Roll to hit with a ranged attack. Stronkness is increased by 2 and target must save or be stunned.
Fearful (Passive): Regens 1 AP when running away or at max distance. Must run when at 0AP.
g = Gambler
HP: 4/4
AP: 1/2
Defense: 14
Stronk: -3
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Throwing Cards, 30', +2 To Hit, 1d4-3 Damage.
Abilities,
52 Card Pickup: Reaction, 2AP. Can immediately burn AP when hit to reduce the damage by 1d4+Classiness per die spent.
Ace of Spades: 1 AP, bonus action. Negates all damage penalties for this unit until the end of round.
Gamblers Choice: Regens all AP when anyone rolls a Natural 20.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 8/10
Defense: Kimono, 10 (AP+2, Prepared Action x2) | Benediction 5 until end of Boris' round.
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
3/4 Hit Rate
59 Total Damage
5 Ap Used
HB = Hexio Bladio (ShadowClaw)
HP: 14/19
AP: 8/8
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
3/4 Hit Rate
54 Total Damage
6 Ap Used
17 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 13/15
AP: 2/6
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
2/2 Hit Rate
6 Total Damage
12 HP Healed
10 Ap Used
3 Boons Cast
2 Lifetime Damage Taken
0/1 Prayers Answered
~Intermission Finis~
[1-4, raid bar. 5 Drink and strategize: 4, Raid Bar]
Rokhard HP: -
Hexio HP: 14, 5, 14 = 14
Boris HP: 13, 13, 5 = 13
Bar Bear and Joe, despite being late to the fight and not doing anything, take the initiative on raiding the barkeep's liquor stash. Despite Rokhard's continued attempts to drink the booze they find and elucidate the tragic events of his past, he too eventually gets caught up in the spirit of comparing bottles and raiding secret stashes within hidden compartments in false-walled bar cabinets.
In the end, the party comes away with several prize bottles of wine, dusty from their long stay in hiding. They're the kind of thing people buy so that they can talk about the depth of their wine collection, but are far too precious to ever actually consider drinking.
Loot found and the voices from the next room becoming more agitated, Bar Bear kicks in the next door.
The kitchens on the other side are... not what you expected. The kitchens seem bigger than the tavern's main room, lit by a mixture of burning braziers and an enormous hearthfire that burns in the back left corner of the room. The left wall of the room is lined with hot-prep surfaces, the center is given over to support pillars surrounded by a variety of cold-prep tables separated for vegetables, meats, and gluten-free surfaces. The near-wall is covered in finishing counters for the final meals, where they can be stylishly plated and evaluated before being sent out. The back right corner appears to be filled with supply boxes, their slight disorganization speaking to frequent use while their careful labeling says much about the kitchen's efficiency. Three massive soup pots, bubbling with stew, sit over coals in the near left, back left, and middle right of the room respectively. A staircase in the back wall likely leads down to a storage cellar.
More horrifying than anything else, every available counter and shelf is positively covered in cabinet doors, the degenerate and primitive precursor to the full-size door, with nary a noble drawer in sight.
You have to do a double-take between the tavern you left behind, with its handful of patrons and generally POS demeanor, and the scale and efficiency of the kitchen. Either those drunks were bigger gourmands than you expected, or this tavern also runs a delivery/catering business of professional scale on the side. There's four cooks assistants busy at work at prep tables, a duo of fire imps hanging around braziers waiting to manage the heat of various cook surfaces, and an ominous growl comes from within the massive hearth - indicating a spit dog that's anything but normal.
All of this is forgetting the chef herself. Easily overtopping six feet and, grey haired, and extremely heavy set, she gives you a look that says 'I am not amused by your shenanigans'. She then raises a massive cleaver (https://i.imgur.com/7FEelLs.jpg) that says 'I am going to turn you into sides of long-pig for said shenanigans'.
(https://i.postimg.cc/Rqr3LxLN/KITED-Enc2-Ready.png)
Map items
Soup Pot = Soup Pot
HP: 20/20 (Resist cut and stab)
AP: - |
Defense: 13
Stronk: -
Beef: +4
Fast: -
Class: -
Abilities,
Delicious: (Passive) Any unit within 5' of Soup Pot's center can spend a main action to sample the stew and regain 1d6 HP.
Unstable: (Passive) Any unit within 5' of Soup Pot's center can spend a full round action to tip the pot. If it fails to save, it is overturned and destroyed.
Small circle with flame icone = Brazier
HP: 5/5 (Resist cut and stab)
AP: - |
Defense: 10
Stronk: -
Beef: -
Fast: -
Class: -
Enemies
MA = Mama
HP: 50/50
AP: 8/8 | Spend Full round action to sample stew, set to full. Cooks assistant dies +2.
Defense: Rhinohide Apron, 11 (Resist Cut)
Stronk: +2
Beef: +4
Fast: -2
Class: 0
Choice Weapon: Mama's Love (https://i.imgur.com/7FEelLs.jpg), Touch, +2 To Hit, 2d6+5 Cut
Resort Weapon: Meat Hook on a Chain, 30' Range, +3 To Hit, 1d6+2 Stab
Abilities,
Chain Cleaver: 4 AP, full round action. Meat Hook on a Chain sets damage from Mama's love. If it hits its first target, Mama can expend 1AP to immediately attack another target in range, but not the same target twice. Can continue until Mama misses or runs out of AP.
Apron Strings: 2AP, Main Action, when making a ranged attack, Mama can sacrifice damage to drag the target 5' closer per point of damage sacrificed.
Tough Love: (Passive) When any unit enters Mama's melee threat range, she can attack immediately. If friendly, this costs 2AP and restores HP equal to the damage dealt.
One with the Stew: (Passive) When killed, a remaining upright soup pot will detonate and Mama will be revived at its location with -15 Max HP.
ca = Cooks Assistant
HP: 10/10
AP: 4/4 | Deal Melee Damage (+1), Sample Stew (+2)
Defense: 13
Stronk: -1
Beef: +1
Fast: +1
Class: +0
Weapon: Chef's Knife, Touch, +2 To Hit, 1d6-1 Cut
Abilities,
Knife Throw: 2 AP, Main action. Chef's Knife Attack out to 30'. If it hits, target muse save or begin bleeding, taking 1hp damage per tile moved until it heals or takes a full round action to stop the bleeding.
Mama's Little Helper: Reaction, 1AP, when healed, can give the healing amount to Mama.
i = Fire Imp
HP: 8/8
AP: 3/3 | Be within 5' of a brazier (+1), set someone on fire (All)
Defense: 13 (Resist Cut, Crush, Stab)
Stronk: -2
Beef: -2
Fast: +2
Class: +2
Weapon: Ember Throw, 30', +2 To Hit, 1d4+2 Magic A
Abilities,
Flamethrower: X AP, Main Action. Deals Xd4+2 damage to one target within 30' and sets the target on fire. Target can save for half damage and to not be set on fire.
Burning Spirit: (Passive) This unit recieves a penalty to its fastness equal to the difference between its current and max AP.
D = Demon Spit Dog
HP: 16/16
AP: 4/4 | Be within 5' of a brazier (+1), set someone on fire (+2)
Defense: 14 (Resist Magic A)
Stronk: +1
Beef: +0
Fast: +2
Class: +0
Weapon: Hellhound Teeth, touch, +2 To Hit, 1d8+3 Magic A
Abilities,
Demon Blood: X AP, bonus action. When within 5' of a fire source or burning unit, regenerates Xd6 HP.
Burning Bite: (Passive) When this unit deals HP damage, target must save or be set on fire.
El = Elemelentil
HP: 20/20
AP: 0/0 |
Defense: 5
Stronk: +3
Beef: +0
Fast: -5
Class: -5
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Legume is pronounced 'Le-guh-me': (Passive) On hit, Elemelentil sets target speed to 0' for its next round.
Slow: (Passive) This unit's movespeed is 10'.
bw = Bean Wizard
HP: 3/3
AP: 0/5 | Meditate as Full Round Action (+3)
Defense: 12
Stronk: -2
Beef: -3
Fast: +0
Class: +3
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Conjure Elemelentil: 5 AP, full round action. Raises an Elemelentil to a space within 20'. Can have a max of 2 Elemelentils. Each active Elemelentil reduces AP regen by 1.
Bean Barrage: X AP, deals (X*2)D3+Classiness damage to a target within 30'. Target can save for half damage.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 8/10 | Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Defense: Kimono, 10 (AP+2, Prepared Action x2) |
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
3/4 Hit Rate
59 Total Damage
5 Ap Used
HB = Hexio Bladio (ShadowClaw)
HP: 14/19
AP: 8/8 | Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
4/5 Hit Rate
63 Total Damage
8 Ap Used
17 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 13/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
3/3 Hit Rate
13 Total Damage
12 HP Healed
10 Ap Used
3 Boons Cast
2 Lifetime Damage Taken
0/2 Prayers Answered
JO = Joe (TKC)
HP: 15/15
AP: 6/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: +0
Beef: -2
Fast: +3
Class: +2
Choice Weapon: reach, +0 to hit, 1d8+0 stab/cut
Resort Weapon: reach, +0 to hit, 2d4, crush
Abilities:
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Intense Training: (Passive) +1 Classiness
Charity: (Passive) Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
Get a Cuppa Joe: (Passive) When charity activates, you also gain +10 movement and +2 Fastness until the end of the round. Can only activate once in a given round.
BB = Bar Bear (a1s)
HP: 40/40
AP: 6/6 | Take or Deal Damage while not raging or fatigued, +2
Defense: 11 (-1 all damage)
Stronk: +3
Beef: +1
Fast: +0
Class: -2
Choice Weapon: Axe of Bears, reach, +6 to hit, 2d6+3 cut
Resort Weapon: Massive Fists, touch, +3 to hit, 1d10+3, crush
Abilities:
Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
Hardcore: (Passive) Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
Indefatigable: (Passive) If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
Bear Arms: (Passive) Dealing damage with Massive fists increases the attack roll of Axe of Bears by 1d4 for one attack. Hitting with the Axe of Bears increases the damage of Massive fists by 1d4 for one attack. Both can stack up to 3 times.
((Egan, your Dark Trap was set for Mama. Since she didn't enter it, the trap didn't trigger. If you want it to trigger on the first available target if Mama is not a potential target, then it would have hit the Demon dog instead. If that was your intent, then that's fine and I'll retcon it. This is sort of a weird area where I can see people being upset either way, so I'll try to be as flexible as I can be, but bear in mind that I will almost always opt to favor in not rolling. There's less bias in allowing people to retcon doing something than there is in not doing it after seeing the results.))
Dungeon 1, Encounter 2, Round 1
That's going to leave a mark...
Hexio Bladio
Hexio is the first to dash into the room, moving to take the south-west corner and lunging into the imp with his polearm. [6+7 vs 13, Hit. 1+4 Magic B] The tip of the weapon strikes home, but the imp, hellish creature that it is, isn't completely affected by the weapon's power. It smokes, and fine-scaled skin blackens and smokes, but the creature survives the weapon's energies.
[Dark Trap set]
Boris Ylivvien
Boris follows Hexio, whispering a quick prayer to reinforce his ursine companion while weaving the Warlock's own dark energies into healing magic to patch up the infernal caster's remaining injuries. [Projected Heal 8+3-2 Healed]
[Benediction 3 Bar Bear]
Bar Bear
Bar Bear charges northward, impelled with Ylivvien's divine power, and brings his axe around in a sweeping cleave to assault the two cooks working at the hot counters. [Cleave, 2+6+1, 10+6+2 Vs 13. Miss, Hit. 5+1+3 Cut] One is able to leap out of the path of the blade, the other almost manages to do so - the blade cutting across her stomach and coming within a hairsbreadth of disemboweling her.
[+1 Stack Bear Arms]
Rokhard Darkface
Rokhard advances on Chef Mama, unleashing an arrow from his bow as he advances. [6+4 Vs 11, Miss] The arrow sticks harmlessly in Mama's apron, and tears it out with a single flick of a beefy hand. Darkface frowns in consternation, resting a hand on his Murumasa's saya and drawing forth a spiral of arcane energy.
[Dark Trap Set]
Joe
Joe, somewhat less impressively than his companions, runs toward the nearest imp and attempts to clobber it with a random lump of something he picked up in the street. [5 Vs 13, Miss] The imp cackles gleefully and flies out of reach.
--Enemy Action--
Imps
The imps in the main kitchen both have similar opportunities and identical ideas. Roasty-toast the interlopers.
[Flamethrower. Hexio Save: 9+4 Vs 12 Pass. (11+2)/2 = 7 Damage.]
[Flamethrower. Joe Save: 14+2 Vs 12 Pass. (9+2)/2 = 6 Damage.]
Both Hexio and Joe are able to avoid being actually lit on fire by the assault, but both smolder grandly. The imps, meanwhile, lose much of their inward flame and droop noticeably. Their movements become sluggish and torpid, and they visibly draw forth flecks and tongues of flame from their braziers.
Cooks Assistants, Left pair
Caught as they are by the barbarian, both assistants hurl knives at the barbarian. [7+2, 15+2 Vs 11. Miss, Hit. 3-1-1 Cut. Bar Bear save 5+1, Fail!] Bar bear dodges one blade deftly, and the other one just barely grazes the underside of his bulging thews. Despite the tiny scale of the graze, the razor-sharp edge of the chef knife leaves a wound that seeps and pulses blood with every beat of the barbarian's heart.
[Bar Bear Heals 2, Indefatigueable]
Cooks Assitant, right pair
The northernmost cooks assistant runs to the northeastern soup-pot, activating Hexio's dark sigil. [Save 2 vs 14, fail. 21+4 Damage] Over the steam and smoke of the kitchen, the cook doesn't see the dark smoke coiling about him until its too late. There's a roar of black flame, a puff of moon-pale ash, and the cook is no more.
The more southerly cook, now seeing the dark sigil discharged, also runs for the soup-pot. Without other resistance, they're able to position themselves at its edge without issue and throw one of their knives at Hexio. [6+2 Vs 16. Miss.] Probably as a result of being thrown while running, the knife goes wild.
Bean Wizard + Elemelentils
Hearing the commotion from above, the Bean Wizard directs his Elemelentils up the stairs and begins to focus on drawing in more energy.
Mama
Mama looks at the harm being rendered on her cooks and her imps, and burning fury builds behind her old eyes. "Get ye awae' from me babbies!" she yells, hooking her cleaver on to her meathook by a method you can't quite understand. She hefts her entire vast weight into the strike, the action forcing her to one knee but impelling the blade across the room at screaming velocity.
[Chain Cleaver: Bar Bear. 15+3 Vs 11+3 Hit. 4+5-1 damage]
[Chain Cleaver: Rokhard. 20+3 Vs 10 Hit. 9+5 damage]
[Chain Cleaver: Hexio Darkblade. 4+3 Vs 16. Miss]
The massive blade whizzes through the air, sending Bar Bear into a diving roll and smashing into Rokhard's guard with the force of a train - completely powering through any defense he might have made. The swordsman staggers back, resheathing his blade and only aftward seeing the flecks of blood spattered up and down his kimono from where the cleaver pressed through his guard. With the spinning blade destabilized from striking Rokhard, Hexio is able to snap his halberd around into a defensive strike. He hits the blade of the cleaver with an overhand strike, smashing it into the floor and forcing Mama to retract the chainblade.
Demon Spitdog
The hellhound leaps out from within the hearthfire, snarling and charging down Bar Bear.
[14+2 Vs 11+2, Hit. 2+3-1 Magic A] [Bar Bear Save: 17+1 Vs 10] Burning fangs snap near the Barbarian, forcing him to scramble back upright and grab the creature by its throat - getting perilously close to igniting his bearskin armor from the heat of the creature's breath - before throwing it back to the ground and away.
--End of Round 1--
(https://i.ibb.co/9TCzMd3/KITED-Enc2-Turn1.png)
Map items
Soup Pot = Soup Pot
HP: 20/20 (Resist cut and stab)
AP: - |
Defense: 13
Stronk: -
Beef: +4
Fast: -
Class: -
Abilities,
Delicious: (Passive) Any unit within 5' of Soup Pot's center can spend a main action to sample the stew and regain 1d6 HP.
Unstable: (Passive) Any unit within 5' of Soup Pot's center can spend a full round action to tip the pot. If it fails to save, it is overturned and destroyed.
Small circle with flame icone = Brazier
HP: 5/5 (Resist cut and stab)
AP: - |
Defense: 10
Stronk: -
Beef: -
Fast: -
Class: -
Enemies
MA = Mama
HP: 50/50
AP: 3/8 | Spend Full round action to sample stew, set to full. Cooks assistant dies +2.
Defense: Rhinohide Apron, 11 (Resist Cut)
Stronk: +2
Beef: +4
Fast: -2
Class: 0
Choice Weapon: Mama's Love (https://i.imgur.com/7FEelLs.jpg), Touch, +2 To Hit, 2d6+5 Cut
Resort Weapon: Meat Hook on a Chain, 30' Range, +3 To Hit, 1d6+2 Stab
Abilities,
Chain Cleaver: 4 AP, full round action. Meat Hook on a Chain sets damage from Mama's love. If it hits its first target, Mama can expend 1AP to immediately attack another target in range, but not the same target twice. Can continue until Mama misses or runs out of AP.
Apron Strings: 2AP, Main Action, when making a ranged attack, Mama can sacrifice damage to drag the target 5' closer per point of damage sacrificed.
Tough Love: (Passive) When any unit enters Mama's melee threat range, she can attack immediately. If friendly, this costs 2AP and restores HP equal to the damage dealt.
One with the Stew: (Passive) When killed, a remaining upright soup pot will detonate and Mama will be revived at its location with -15 Max HP.
ca = Cooks Assistant
HP: 10/10 | (3,11: 1/10)
AP: 2/4 | Deal Melee Damage (+1), Sample Stew (+2)
Defense: 13
Stronk: -1
Beef: +1
Fast: +1
Class: +0
Weapon: Chef's Knife, Touch, +2 To Hit, 1d6-1 Cut
Abilities,
Knife Throw: 2 AP, Main action. Chef's Knife Attack out to 30'. If it hits, target muse save or begin bleeding, taking 1hp damage per tile moved until it heals or takes a full round action to stop the bleeding.
Mama's Little Helper: Reaction, 1AP, when healed, can give the healing amount to Mama.
i = Fire Imp
HP: 8/8 | (14,7: 3/8)
AP: 3/3 | (3,7: 1/3), (14,7: 1/3) | Be within 5' of a brazier (+1), set someone on fire (All)
Defense: 13 (Resist Cut, Crush, Stab)
Stronk: -2
Beef: -2
Fast: +2 (3,7: +0), (14,7: +0)
Class: +2
Weapon: Ember Throw, 30', +2 To Hit, 1d4+2 Magic A
Abilities,
Flamethrower: X AP, Main Action. Deals Xd4+2 damage to one target within 30' and sets the target on fire. Target can save for half damage and to not be set on fire.
Burning Spirit: (Passive) This unit recieves a penalty to its fastness equal to the difference between its current and max AP.
D = Demon Spit Dog
HP: 16/16
AP: 4/4 | Be within 5' of a brazier (+1), set someone on fire (+2)
Defense: 14 (Resist Magic A)
Stronk: +1
Beef: +0
Fast: +2
Class: +0
Weapon: Hellhound Teeth, touch, +2 To Hit, 1d8+3 Magic A
Abilities,
Demon Blood: X AP, bonus action. When within 5' of a fire source or burning unit, regenerates Xd6 HP.
Burning Bite: (Passive) When this unit deals HP damage, target must save or be set on fire.
El = Elemelentil
HP: 20/20
AP: 0/0 |
Defense: 5
Stronk: +3
Beef: +0
Fast: -5
Class: -5
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Legume is pronounced 'Le-guh-me': (Passive) On hit, Elemelentil sets target speed to 0' for its next round.
Slow: (Passive) This unit's movespeed is 10'.
bw = Bean Wizard
HP: 3/3
AP: 1/5 | Meditate as Full Round Action (+3)
Defense: 12
Stronk: -2
Beef: -3
Fast: +0
Class: +3
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Conjure Elemelentil: 5 AP, full round action. Raises an Elemelentil to a space within 20'. Can have a max of 2 Elemelentils. Each active Elemelentil reduces AP regen by 1.
Bean Barrage: X AP, deals (X*2)D3+Classiness damage to a target within 30'. Target can save for half damage.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 1/15
AP: 9/10 | Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Defense: Kimono, 10 (AP+2, Prepared Action x2) |
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
3/5 Hit Rate
59 Total Damage
8 Ap Used
14 Lifetime damage taken
HB = Hexio Bladio (ShadowClaw)
HP: 12/19
AP: 8/8 | Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
5/6 Hit Rate
93 Total Damage
11 Ap Used
24 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 13/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
3/3 Hit Rate
13 Total Damage
21 HP Healed
12 Ap Used
4 Boons Cast
2 Lifetime Damage Taken
0/2 Prayers Answered
JO = Joe (TKC)
HP: 9/15
AP: 6/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: +0
Beef: -2
Fast: +3
Class: +2
Choice Weapon: reach, +0 to hit, 1d8+0 stab/cut
Resort Weapon: reach, +0 to hit, 2d4, crush
Abilities:
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Intense Training: (Passive) +1 Classiness
Charity: (Passive) Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
Get a Cuppa Joe: (Passive) When charity activates, you also gain +10 movement and +2 Fastness until the end of the round. Can only activate once in a given round.
Vanity Stats
0/1 Hit Rate
6 Lifetime Damage Taken
BB = Bar Bear (a1s)
HP: 28/40
AP: 6/6 | Take or Deal Damage while not raging or fatigued, +2
Defense: 11 (-1 all damage) | Benediction 3 | Bear Arms I
Stronk: +3
Beef: +1
Fast: +0
Class: -2
Choice Weapon: Axe of Bears, reach, +6 to hit, 2d6+3 cut
Resort Weapon: Massive Fists, touch, +3 to hit, 1d10+3, crush
Abilities:
Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
Hardcore: (Passive) Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
Indefatigable: (Passive) If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
Bear Arms: (Passive) Dealing damage with Massive fists increases the attack roll of Axe of Bears by 1d4 for one attack. Hitting with the Axe of Bears increases the damage of Massive fists by 1d4 for one attack. Both can stack up to 3 times.
Vanity Stats
1/2 Hit Rate
9 Total Damage
12 Lifetime Damage Taken
Basically you take this, copy it into a new reply, and then go through the spoilers below and slot stuff together. Boom. Easy. Except for the crippling indecision.
When in doubt, roll dice and pick randomly.
Name: (Rolling d100 for character number:34, rolling 34d26 for letters:6-2-13-9-12-4-20-20-6-5-18-22-23-25-7-18-24-20-15-23-13-4-17-25-13-12-5-12-11-10-25-2-21-11) Name=fbmildttfervwygrxtowmdqymlelkjybuk Makes no sense: Rolling d34 to figure out which letter to subtract: 23, Result: fbmildttfervwygrxtowmdymlelkjybuk
Still no sense, counting letters, f, b, m, i, l, d, t, e, r, v, w, y, g, x, o, k, j, u 18 letters, rolling d18 for which letters to remove: 9. Removing all rs. Result=fbmildttfevwygxtowmdymlelkjybuk
Still no sense, rolling d17 for letter removal:4. Removing all is. Result:fbmldttfevwygxtowmdymlelkjybuk
Rolling d31 for letter removal: 26. Result: fbmldttfevwygxtowmdylelkjybuk
Counting most frequent letter to change to vowel: ff, bb, mm, lll, dd, ttt, ee, v, ww, yyy, g, x, o, kk, j, u: L, T and Y shall be changed to (rolld5:3: i)
Result: fbmidiifevwigxiowmdiieikjibuk
Changing b to (rolld5:3, i) fimidiifevwigxiowmdiieikjiiuk Deleting double characters: fimidifevwigxiowmdieikjiuk
Because a space at the first and last letter would mean nothing, Roll d24 to determine where a space is put: 4
fimi ifevwigxiowmdieikjiuk
Capitalizing First Letters of Names: Fimi Ifevwigxiowmdieikjiuk
Rolling d21 to determine which letter of Fimi's last name is deleted, 18
Resulting Full name: Fimi Ifevwigxiowmdieikiuk Changing current last name character to space, since last name has 20 characters, a d18 will be rolled: 5
Result: Fimi Ifevw gxiowmdieikiuk
Capitalization: Fimi Ifevw Gxiowmdieikiuk
d14 to shorten last name: 3
Fimi Ifevw Gxowmdieikiuk
Rolling d11 to change a character from the last name to a space, 10. Will capitalize future last name: Fimi Ifevw Gxowmdieik Uk
Pronouncing the second and third names out loud is currently impossible. Rolling a d5 for Ifevw and a d10 for Gxowmdieik to see what letters to remove from each. d5=1, d10=9
New Full Name: Fimi Fevw Gxowmdiek Uk
few is a word, removing v
Fimi Few Gxowmdiek Uk
Grow is a word, converting x to r
Fimi Few Growmdiek Uk
Fimi Few Grow rolling d7 to determine which letter after w gets deleted: 1 m
Fimi Few Growdiek Uk
Pronouncing the name out loud gave me an idea of how to say it
Fimi Grow Die Cook. Ignoring the space between k and u. The name has been found.
Name: Fimi Grow Die Cook
Level: 3
Class: Rolling d6 to determine class: 2, Fighter: Starting HP: 21
Starting AP: 4
AP Regen: Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Intrinsic Ability: Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Attributes, Four choices, distilled from the essence of D&D.
Stronkness:2
Beefness:3
Fastness:1
Classiness:4
Starting Abilities: Intrinsic Ability: Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
(Passive) Optimism: When you roll a natural 1 on a d20, Regen 2 AP.
(Passive) Adaptive Footwork: Whenever an enemy attack roll beats your defense, your Fastness rises by 1 until the beginning of your next turn.
(Active) Arcane Knight: Special. Take any active skill from the Spellish citizen, Warlock, or Wizard categories. This selection is permanent.
(Active) Rotting Wounds: 1-3AP, Bonus Action. Targets 1-3 enemies in sight within 30’. Each is allowed a save. If they fail they’re inflicted with the ‘Rotting’ status. While rotting, any time they take damage, they take an additional 1dX+Classiness Magic B damage, where X is the initial damage amount. Each time the targets take added damage, they can save again to end the effect.
Weapon Of Choice: 2d6 Damage, +3 To Hit
Weapon Of Resort: 1d6 Damage, Damage Type Magic C
Defense: Resist Damage Type Magic B, 14 Defense
(Is it correct now? Thank you for the correcting)
Dungeon 1, Encounter 2, Round 2
Mama's hugs fix everything.
Bar Bear
Bar Bear continues swinging his axe, this time aiming to strike one of the cooks and the hellhound currently chomping into him.
[Cleave: 11+6+2 Vs 13 Hit. 7+3+2 Cut]
[Cleave: 4+6+2 Vs 14 Miss]
The cook is hit dead-on, the Axe of Bears mauling their torso and sending them to the floor in a bloody mess. The dog, however, is quick on its paws and jukes the massive weapon as it passes.
[+1 Stack Bear Arms]
Rokhard Darkface
Rokhard Advances despite his injuries, striking at the demon dog with a blistering quickslash. [20+4 Vs 14, Hit. 12 Magic C] The Masamune blade reacts violently with the demonic animal, shedding motes of sparks as it cleaves into the beast's hide and drawing forth burning blood that wisps into tongues of flame almost as soon as it touches the air.
[Iaido defense set]
Hexio Bladio
Hexio strikes to finish off the problematic imp, focusing on speed over strength to end the weakened creature. [5+7 Vs 11, Hit. 10 Magic B] A quick blow with the flat of the halberd's blade bats the imp out of air, setting it up for the windup overhand that cuts the creature in twain as it attempts to rise. From the acrid smoke that rises from its demonic remains, Hexio prepares a special protective sigil.
[Dark Trap Set]
Joe
Joe takes the advice of the senior cleric and moves up closer to the action, casting a healing miracle to aid the injured swordsman.[Projected Heal: 3+2-2] It isn't the most practiced of miracles, and Joe prays for some assistance. [Pray: 5] There's a muffled mental reply, like one might give a waiter that just interrupted a particularly juicy mouthful of food to ask how your meal was tasting. It's not useful, but it's a comforting reminder that the Gods are watching.
Boris Ylivvien
Boris leaves Hexio to handle the comparatively tame East side of the room, dashing back to the other side to heal the barbarian. [Projected Heal: 12+3] Using the beefy man's own vitality to heal his injuries is a positive coup, and the spell takes more effect than Boris had dared hope, completely healing the powerfully built man and imbuing him with additional energy.
[Benediction Set on Bar Bear]
--Enemy Action--
Cook's Assistant (West)
The remaining cook's assistant throws another knife, this time aiming for the Bladesman that just nearly struck down the spit dog. [Knife Throw: 16+2 Vs 10 Hit. 3-1 Stab] There's a flash of steel, quick and practiced enough that Rokhard doesn't even have time to draw before the knife slams into his shoulder. [Rokhard Save 7+1 Vs 10, Fail] The blade nicks something inside, immediately beginning to seep blood around the enchanted Kimono.
Cook's Assistant (East)
The cook's assistant ready at the pot looses a knife at Hexio. [13+2 Vs 16] The blade glances narrowly off is armor, coming within a hair of taking the warlock in the neck.
Imp (Main Room)
The imp jabbers angrily at Joe for turning his back on it, and it reaches into the brazer and hurls a globule of embers at the cleric's back. [18+2 Vs 18, Hit. 4+2 Damage] It lands squarely at the back of Joe's collar, immediately working its way down the back of his vestments as the cleric begins doing an excruciatingly painful haka as the embers trapped within his armor repeatedly scorch his flesh.
Bean Wizard, Elemelentils, Imp (Lower)
The Bean Wizard continues steadily focusing magical energy, the Elemelentils continue slowly trudging up the stairs, and the imp continues voraciously picking its nose.
Big Mama
Her eyes alight with fury, Big Mama surveys her wounded dogs and her dead cooks. "Mama's good doggo not for stabbing!" She strides forward, rounding the edge of the tables and getting close enough to engulf her dog in a hug. She crushes the dog tight to her bosom, causing its eyes to bulge more than slightly. Still, after she releases it, the dog seems far more steady on its feet than it did a moment ago.
Demon spitdog
Released from Mama's bosom, the demon dog runs back towards the swordsman and his burning blade, all teeth and fury as it leaps for his throat. [11+2 Vs 10+3, Miss] Rokhard's blade leaps from its saya at the last moment, forcing the dog to flinch out of the way midair. It lands roughly on the ground as the swordsman steps to the side, blade drawn and ready to fight.
-End of Round 2-
(https://i.postimg.cc/FK47BRj2/KITED-Enc2-Round2.png)
Map items
Soup Pot = Soup Pot
HP: 20/20 (Resist cut and stab)
AP: - |
Defense: 13
Stronk: -
Beef: +4
Fast: -
Class: -
Abilities,
Delicious: (Passive) Any unit within 5' of Soup Pot's center can spend a main action to sample the stew and regain 1d6 HP.
Unstable: (Passive) Any unit within 5' of Soup Pot's center can spend a full round action to tip the pot. If it fails to save, it is overturned and destroyed.
Small circle with flame icone = Brazier
HP: 5/5 (Resist cut and stab)
AP: - |
Defense: 10
Stronk: -
Beef: -
Fast: -
Class: -
Enemies
MA = Mama
HP: 50/50
AP: 3/8 | Spend Full round action to sample stew, set to full. Cooks assistant dies +2.
Defense: Rhinohide Apron, 11 (Resist Cut)
Stronk: +2
Beef: +4
Fast: -2
Class: 0
Choice Weapon: Mama's Love (https://i.imgur.com/7FEelLs.jpg), Touch, +2 To Hit, 2d6+5 Cut
Resort Weapon: Meat Hook on a Chain, 30' Range, +3 To Hit, 1d6+2 Stab
Abilities,
Chain Cleaver: 4 AP, full round action. Meat Hook on a Chain sets damage from Mama's love. If it hits its first target, Mama can expend 1AP to immediately attack another target in range, but not the same target twice. Can continue until Mama misses or runs out of AP.
Apron Strings: 2AP, Main Action, when making a ranged attack, Mama can sacrifice damage to drag the target 5' closer per point of damage sacrificed.
Tough Love: (Passive) When any unit enters Mama's melee threat range, she can attack immediately. If friendly, this costs 2AP and restores HP equal to the damage dealt.
One with the Stew: (Passive) When killed, a remaining upright soup pot will detonate and Mama will be revived at its location with -15 Max HP.
ca = Cooks Assistant
HP: 10/10 |
AP: 0/4 | Deal Melee Damage (+1), Sample Stew (+2)
Defense: 13
Stronk: -1
Beef: +1
Fast: +1
Class: +0
Weapon: Chef's Knife, Touch, +2 To Hit, 1d6-1 Cut
Abilities,
Knife Throw: 2 AP, Main action. Chef's Knife Attack out to 30'. If it hits, target muse save or begin bleeding, taking 1hp damage per tile moved until it heals or takes a full round action to stop the bleeding.
Mama's Little Helper: Reaction, 1AP, when healed, can give the healing amount to Mama.
i = Fire Imp
HP: 8/8 |
AP: 3/3 | (3,7: 2/3), | Be within 5' of a brazier (+1), set someone on fire (All)
Defense: 13 (Resist Cut, Crush, Stab)
Stronk: -2
Beef: -2
Fast: +2 (3,7: +1)
Class: +2
Weapon: Ember Throw, 30', +2 To Hit, 1d4+2 Magic A
Abilities,
Flamethrower: X AP, Main Action. Deals Xd4+2 damage to one target within 30' and sets the target on fire. Target can save for half damage and to not be set on fire.
Burning Spirit: (Passive) This unit recieves a penalty to its fastness equal to the difference between its current and max AP.
D = Demon Spit Dog
HP: 15/16
AP: 4/4 | Be within 5' of a brazier (+1), set someone on fire (+2)
Defense: 14 (Resist Magic A)
Stronk: +1
Beef: +0
Fast: +2
Class: +0
Weapon: Hellhound Teeth, touch, +2 To Hit, 1d8+3 Magic A
Abilities,
Demon Blood: X AP, bonus action. When within 5' of a fire source or burning unit, regenerates Xd6 HP.
Burning Bite: (Passive) When this unit deals HP damage, target must save or be set on fire.
El = Elemelentil
HP: 20/20
AP: 0/0 |
Defense: 5
Stronk: +3
Beef: +0
Fast: -5
Class: -5
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Legume is pronounced 'Le-guh-me': (Passive) On hit, Elemelentil sets target speed to 0' for its next round.
Slow: (Passive) This unit's movespeed is 10'.
bw = Bean Wizard
HP: 3/3
AP: 2/5 | Meditate as Full Round Action (+3)
Defense: 12
Stronk: -2
Beef: -3
Fast: +0
Class: +3
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Conjure Elemelentil: 5 AP, full round action. Raises an Elemelentil to a space within 20'. Can have a max of 2 Elemelentils. Each active Elemelentil reduces AP regen by 1.
Bean Barrage: X AP, deals (X*2)D3+Classiness damage to a target within 30'. Target can save for half damage.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 1/15
AP: 9/10 | Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Defense: Kimono, 10 (AP+2, Prepared Action x2) | Bleeding. Take 1 damage per 5' moved. Can fix by using a full round action to staunch the bleeding. Does not trigger on-damage effects.
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
3/5 Hit Rate
59 Total Damage
8 Ap Used
14 Lifetime damage taken
HB = Hexio Bladio (ShadowClaw)
HP: 12/19
AP: 8/8 | Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
5/6 Hit Rate
93 Total Damage
11 Ap Used
24 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 13/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
3/3 Hit Rate
13 Total Damage
34 HP Healed
12 Ap Used
5 Boons Cast
2 Lifetime Damage Taken
0/2 Prayers Answered
JO = Joe (TKC)
HP: 3/15
AP: 4/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: +0
Beef: -2
Fast: +3
Class: +2
Choice Weapon: reach, +0 to hit, 1d8+0 stab/cut
Resort Weapon: reach, +0 to hit, 2d4, crush
Abilities:
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Intense Training: (Passive) +1 Classiness
Charity: (Passive) Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
Get a Cuppa Joe: (Passive) When charity activates, you also gain +10 movement and +2 Fastness until the end of the round. Can only activate once in a given round.
Vanity Stats
0/1 Hit Rate
12 Lifetime Damage Taken
3 HP Healed
BB = Bar Bear (a1s)
HP: 40/40
AP: 4/6 | Take or Deal Damage while not raging or fatigued, +2
Defense: 11 (-1 all damage) | Benediction 3 | Bear Arms II
Stronk: +3
Beef: +1
Fast: +0
Class: -2
Choice Weapon: Axe of Bears, reach, +6 to hit, 2d6+3 cut
Resort Weapon: Massive Fists, touch, +3 to hit, 1d10+3, crush
Abilities:
Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
Hardcore: (Passive) Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
Indefatigable: (Passive) If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
Bear Arms: (Passive) Dealing damage with Massive fists increases the attack roll of Axe of Bears by 1d4 for one attack. Hitting with the Axe of Bears increases the damage of Massive fists by 1d4 for one attack. Both can stack up to 3 times.
Vanity Stats
1/2 Hit Rate
9 Total Damage
12 Lifetime Damage Taken
Dungeon 1, Encounter 2, Round 3
Mama's hugs don't fix that.
Bar Bear
Bear Bear slings his axe momentarily, laying int Mama and her Demon Dog with his massive fists. [Cleave, Mama: 3+3+2 Vs 11, Miss] Mama appears to have been in her fair share of scraps, batting his strikes away with her own beefy hands or simply letting him punch her to absolutely no effect - Like hitting a cinderblock wrapped in bacon.[Cleave, Dog: 10+3+1 Vs 14, Hit. 5+3+4+3 Damage] The dog, however, isn't as martially gifted. It dodges the first few swings well enough, but it's simply not prepared for the sustained brawl- particularly not when a trace of divine energy floats off Bar Bear and momentarily glues the animal's feet to the floor. It has time for a startled help before a powerful downward punch smashes the dog's skull into the floor with an audible crunch.
[-2 Stacks Bear Arms]
[+1 Stack Armed Bear]
Boris Ylivvien
After shouting helpful advice, probably relayed to him by one deity or another informing him of Mama's connection to the stew, Boris renews the blessing on Bar Bear and 'borrows' some of Joe's divine power to heal the other cleric's impressive burns. [Projected Heal: 8+3+2] He then makes good on his words and moves to stand against the south-west soup pot.
[Benediction III on Bar Bear]
[Cuppa Joe set on Joe]
Hexio Bladio
Hexio moves up to guard the stairs, using the momentum to hack into the remaining cooks assistant as he goes. [9+7 Vs 13, Hit. 2+4] The cook throws himself to the ground in the nick of time, barely getting under the blade as it skims as it skims over his head. He stands, looking somewhat dazed, but his knife is ready in hand. Hexio floats the smoky sigil of his empowered dark trap between the two of them as both a taunt and a warning.
Rokhard Darkface
Rokhard Sneers at Mama, then gives her dead dog a perfunctory kick for good measure.
An inhuman growl rises from the Chef's throat in response, her face reddening to a shade rarely seen on humans.
[Faith in Steel Set]
[Iado Defense Set]
Joe
Joe moves to back up Rokhard, incurring an opportunistic slash from the nearby cook. [12+2 Vs 20] Joe is blur of movement, and is already halfway to his destination when the knife passes through where he used to be. [Projected Heal: 3+2] Once again, the miracle seems to fizzle a little as it leaves his hands. It takes effect, healing Rokhard's injuries, but not to the degree hoped. Joe prays for an answer [Pray: 2] but none comes.
--Enemy Action--
Cooks Assistant (West)
The assistant by the hot prep tables dashes after Boris, slashing with their knife as soon as they're close enough. [18+2 Vs 18, hit. 4-1 Cut] Momentum and accuracy combine, and while the fairymail stops the blade from biting into Boris' side, the strike staggers the priest and briefly knocks the wind from him.
Imp (Main Room)
The imp by Boris, while not back to its full flame, projects a sizeable gout at the cleric. [Flamethrower save, Boris. 18+1 Vs 10, Pass (6+2)/2 = 4 Magic A damage] It's quite the painful singe, but thankfully the holy raiment is fire-retardant enough to avoid being ignited.
Cooks Assistant (East)
Without a better uption, the Eastern assistant lunges forward, knives out, activating the dark trap. [Save: 18 Vs 14, Pass. (10+4)/2] Despite his alacrity in dodging through the sigil, the only part of him that reaches Hexio is a faint dusting of ash.
Elemelentils
The first of the Elemelentils crests to the top of the stairs. It regards Hexio with a level glance, the coarse fiber of its burlap head seeming unsurprised by the demonic figure. [18+3 Vs 16, hit. 1+3 Damage] It beans the warlock in the head, its fist crunching home with considerable force. Thousands of lentils swarm from tears in its burlap on impact, wrapping around the warlock like the tendrils of an enormous creeper.
[Hexio Speed set to 0']
Bean Wizard + Lower Imp
The bean wizard continues to draw in energy, while the Imp Begins make little ash castles in the smoldering brazier.
Mama
Mama, enraged at Bar Bear killing her dog and perhaps more so at Rokhard disrespecting her and kicking her dead dog, hooks her chain to her cleaver once more. [Chain Cleaver, Bar Bear: 14+3 Vs 11, Hit. 12+5-1 Damage] The barbarian doesn't have time to get his axe out again before the blade hits, and he's forced to deflect with his forearms - earning a nasty pair of gashes as the blade whizzes by. [Chain Cleaver, Rokhard: 10+3 Vs 14, Miss] Rokhard, however, is prepared this time when the blade comes his way. He half draws his Masamune and angles the hilt, striking a spray of sparks from the massive cleaver as it hits, but deflecting it harmlessly upward. The swordsman resheathes his blade as Mama growls again and retracts her chain blade.
-End of Round 3-
(https://i.postimg.cc/jdt8tHWS/KITED-Enc2-Round3.png)
Map items
Soup Pot = Soup Pot
HP: 20/20 (Resist cut and stab)
AP: - |
Defense: 13
Stronk: -
Beef: +4
Fast: -
Class: -
Abilities,
Delicious: (Passive) Any unit within 5' of Soup Pot's center can spend a main action to sample the stew and regain 1d6 HP.
Unstable: (Passive) Any unit within 5' of Soup Pot's center can spend a full round action to tip the pot. If it fails to save, it is overturned and destroyed.
Small circle with flame icone = Brazier
HP: 5/5 (Resist cut and stab)
AP: - |
Defense: 10
Stronk: -
Beef: -
Fast: -
Class: -
Enemies
MA = Mama
HP: 50/50
AP: 0/8 | Spend Full round action to sample stew, set to full. Cooks assistant dies +2.
Defense: Rhinohide Apron, 11 (Resist Cut)
Stronk: +2
Beef: +4
Fast: -2
Class: 0
Choice Weapon: Mama's Love (https://i.imgur.com/7FEelLs.jpg), Touch, +2 To Hit, 2d6+5 Cut
Resort Weapon: Meat Hook on a Chain, 30' Range, +3 To Hit, 1d6+2 Stab
Abilities,
Chain Cleaver: 4 AP, full round action. Meat Hook on a Chain sets damage from Mama's love. If it hits its first target, Mama can expend 1AP to immediately attack another target in range, but not the same target twice. Can continue until Mama misses or runs out of AP.
Apron Strings: 2AP, Main Action, when making a ranged attack, Mama can sacrifice damage to drag the target 5' closer per point of damage sacrificed.
Tough Love: (Passive) When any unit enters Mama's melee threat range, she can attack immediately. If friendly, this costs 2AP and restores HP equal to the damage dealt.
One with the Stew: (Passive) When killed, a remaining upright soup pot will detonate and Mama will be revived at its location with -15 Max HP.
ca = Cooks Assistant
HP: 10/10 |
AP: 1/4 | Deal Melee Damage (+1), Sample Stew (+2)
Defense: 13
Stronk: -1
Beef: +1
Fast: +1
Class: +0
Weapon: Chef's Knife, Touch, +2 To Hit, 1d6-1 Cut
Abilities,
Knife Throw: 2 AP, Main action. Chef's Knife Attack out to 30'. If it hits, target muse save or begin bleeding, taking 1hp damage per tile moved until it heals or takes a full round action to stop the bleeding.
Mama's Little Helper: Reaction, 1AP, when healed, can give the healing amount to Mama.
i = Fire Imp
HP: 8/8 |
AP: 3/3 | (3,7: 1/3), | Be within 5' of a brazier (+1), set someone on fire (All)
Defense: 13 (Resist Cut, Crush, Stab)
Stronk: -2
Beef: -2
Fast: +2 (3,7: +0)
Class: +2
Weapon: Ember Throw, 30', +2 To Hit, 1d4+2 Magic A
Abilities,
Flamethrower: X AP, Main Action. Deals Xd4+2 damage to one target within 30' and sets the target on fire. Target can save for half damage and to not be set on fire.
Burning Spirit: (Passive) This unit recieves a penalty to its fastness equal to the difference between its current and max AP.
El = Elemelentil
HP: 20/20
AP: 0/0 |
Defense: 5
Stronk: +3
Beef: +0
Fast: -5
Class: -5
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Legume is pronounced 'Le-guh-me': (Passive) On hit, Elemelentil sets target speed to 0' for its next round.
Slow: (Passive) This unit's movespeed is 10'.
bw = Bean Wizard
HP: 3/3
AP: 3/5 | Meditate as Full Round Action (+3)
Defense: 12
Stronk: -2
Beef: -3
Fast: +0
Class: +3
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Conjure Elemelentil: 5 AP, full round action. Raises an Elemelentil to a space within 20'. Can have a max of 2 Elemelentils. Each active Elemelentil reduces AP regen by 1.
Bean Barrage: X AP, deals (X*2)D3+Classiness damage to a target within 30'. Target can save for half damage.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 6/15
AP: 8/10 | Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Defense: Kimono, 10 (AP+2, Prepared Action x2) | Bleeding. Take 1 damage per 5' moved. Can fix by using a full round action to staunch the bleeding. Does not trigger on-damage effects.
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
3/5 Hit Rate
59 Total Damage
8 Ap Used
14 Lifetime damage taken
HB = Hexio Bladio (ShadowClaw)
HP: 8/19
AP: 7/8 | Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Demon Halberd, Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: Infernal Blowgun, 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
6/7 Hit Rate
106 Total Damage
16 Ap Used
28 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 6/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
3/3 Hit Rate
13 Total Damage
47 HP Healed
14 Ap Used
6 Boons Cast
9 Lifetime Damage Taken
0/2 Prayers Answered
JO = Joe (TKC)
HP: 15/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: +0
Beef: -2
Fast: +3
Class: +2
Choice Weapon: reach, +0 to hit, 1d8+0 stab/cut
Resort Weapon: reach, +0 to hit, 2d4, crush
Abilities:
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Intense Training: (Passive) +1 Classiness
Charity: (Passive) Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
Get a Cuppa Joe: (Passive) When charity activates, you also gain +10 movement and +2 Fastness until the end of the round. Can only activate once in a given round.
Vanity Stats
0/1 Hit Rate
12 Lifetime Damage Taken
8 HP Healed
0/2 Prayers Answered
4 AP Spent
BB = Bar Bear (a1s)
HP: 24/40
AP: 6/6 | Take or Deal Damage while not raging or fatigued, +2
Defense: 11 (-1 all damage) | Benediction 3 | Armed Bear I
Stronk: +3
Beef: +1
Fast: +0
Class: -2
Choice Weapon: Axe of Bears, reach, +6 to hit, 2d6+3 cut
Resort Weapon: Massive Fists, touch, +3 to hit, 1d10+3, crush
Abilities:
Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
Hardcore: (Passive) Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
Indefatigable: (Passive) If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
Bear Arms: (Passive) Dealing damage with Massive fists increases the attack roll of Axe of Bears by 1d4 for one attack. Hitting with the Axe of Bears increases the damage of Massive fists by 1d4 for one attack. Both can stack up to 3 times.
Vanity Stats
3/4 Hit Rate
36 Total Damage
28 Lifetime Damage Taken
6 Ap Spent
Um, don't do that, it'll get Barbear Attack-of-Oppertunity-ed. By the boss. And he's still on mostly full HP. And someone's already standing in that spot, so he'll just bump into them. And you can't move and sample the stew.
BB: Move up two and hit Mama.
You can move and sample the stew, sampling is just a main action. Mama is the only one who has to take a full round action to do it. Tipping is a full round action.
Dungeon 1, Encounter 2, Turn 4
Overconfidence is a slow and insidious killer. As are beans, apparently.
Rokhard Darkface
Rokhard draws and slashes [5+4 Vs 11, Miss] but Mama is already well prepared, and fury lends her speed. She parries the holy sword with her meat hook and punchess with the pommel of her cleaver to send Rokhard back into a defensive position.
[Iaido defense Set]
Boris Ylivvien
Boris prays for Bar Bear engages the assistant that slashed him, snipping furiously with his holy scissors. [7+3 Vs 13] The remaining cook sees to be the most combative of the bunch, striking sparks as he fences his kitchen knife against Boris' sacred scissors.
[Benediction III set on Bar Bear]
Joe
Joe unleashes healing energy once more. [Projected Heal: 9+2] This time, however, it finally has a significant effect, reknitting the last of Rokhard's wounds and repairing the organic fibers of his shirt. [Pray: 2] Perhaps the gods are busy with helping him heal, because they don't reply in any other significant way.
Hexio Bladio
[Automatic Hit, 1+4 Magic B] The Elemelentil stands mutely as Hexio smashes the haft his halberd into its chest to get a little distance, then strikes viciously with the blade. The elemelentil seems briefly confused by the smoking hole in its chest, but not overly pained or damaged. In preparation for the next one coming up the stairs, Hexio readies another darkflame sigil.
Bar Bear
Bar Bear circles Mama, working on a flanking angle and slashing Mama with his great axe. [9+6+4+1 Vs 11, Hit. (5+3+3)/2 =6] Mama's thick apron stops the blade cold, transforming its cleaving momentum into a merely bruising impact.
[-1 Stack Armed Bear]
[+1 Stack Bear Arms]
[+2 HP Indefatigueable]
--Enemy Action--
Cooks Assistant
[2+2 Vs 16, Miss] The cook's assistant locked in mortal battle with Boris remains locked in mortal battle with Boris - neither making in headway in striking or even unbalancing the other.
Upstairs Imp
The surviving imp upstairs channels yet another gout of flame into Boris. [15+3 Vs 10, (2+2)/2 Damage] More flames singe the priest, and it threatens to be the imp's fire rather than the cook's blade that finally undoes the holy man.
Bean Wizard + Downstairs Imp
The been wizard focuses andthe imp's braziatic ash sculptures take on an obscene twist.
Elemelentils
The elemelentil closest to Hexio takes another swing at Hexio [19+3, 4+3 Damage] and thoroughly clobbers the immobilized warlock. More streamers of lentils wrap around the badly injured man, continuing to lock him to the floor. After smashing, the Elemelentil slowly begins circling the Warlock in order to make room for its compatriot, an action that triggers the dark trap. [Save: 3-5 Vs 14, Fail. 10+4 Damage] Dark flames reduce the Elemelentil's burlap frame to almost nothing, and the scent of burned beans fills the room, but it continues to lumber around.
The second elemelentil slogs up the stairs, gets in close with Hexio, and then unleashes a beany assault of its own. [20+3 Vs 16, 2+3 Damage] Two overhand bean-fists smash down on Hexio from above, driving him to his knees. A roundhouse bean punch to the head sends him sprawling to the ground, and a continuous pummeling of stomping and kicking from both Elemelentils sends Hexio into broken unconsciousness.
Mama
Mama brings her cleaver in two-handed, striking against Rokhard with as much brutality as skill. [20+2 Vs 10, 5+5 Damage] The swordsman dodges furiously, waiting for the opportunity to interrupt her attack with a direct iai counterblow against her massive blade - but that opportunity never comes. At the end of the assault, Rokhard finds himself off balance and with as many nicks as he had before Joe's healing burst.
-End of Round 4-
(https://i.postimg.cc/BnFgyCXJ/KITED-Enc2-Round3.png)
Map items
Soup Pot = Soup Pot
HP: 20/20 (Resist cut and stab)
AP: - |
Defense: 13
Stronk: -
Beef: +4
Fast: -
Class: -
Abilities,
Delicious: (Passive) Any unit within 5' of Soup Pot's center can spend a main action to sample the stew and regain 1d6 HP.
Unstable: (Passive) Any unit within 5' of Soup Pot's center can spend a full round action to tip the pot. If it fails to save, it is overturned and destroyed.
Small circle with flame icone = Brazier
HP: 5/5 (Resist cut and stab)
AP: - |
Defense: 10
Stronk: -
Beef: -
Fast: -
Class: -
Enemies
MA = Mama
HP: 44/50
AP: 0/8 | Spend Full round action to sample stew, set to full. Cooks assistant dies +2.
Defense: Rhinohide Apron, 11 (Resist Cut)
Stronk: +2
Beef: +4
Fast: -2
Class: 0
Choice Weapon: Mama's Love (https://i.imgur.com/7FEelLs.jpg), Touch, +2 To Hit, 2d6+5 Cut
Resort Weapon: Meat Hook on a Chain, 30' Range, +3 To Hit, 1d6+2 Stab
Abilities,
Chain Cleaver: 4 AP, full round action. Meat Hook on a Chain sets damage from Mama's love. If it hits its first target, Mama can expend 1AP to immediately attack another target in range, but not the same target twice. Can continue until Mama misses or runs out of AP.
Apron Strings: 2AP, Main Action, when making a ranged attack, Mama can sacrifice damage to drag the target 5' closer per point of damage sacrificed.
Tough Love: (Passive) When any unit enters Mama's melee threat range, she can attack immediately. If friendly, this costs 2AP and restores HP equal to the damage dealt.
One with the Stew: (Passive) When killed, a remaining upright soup pot will detonate and Mama will be revived at its location with -15 Max HP.
ca = Cooks Assistant
HP: 10/10 |
AP: 1/4 | Deal Melee Damage (+1), Sample Stew (+2)
Defense: 13
Stronk: -1
Beef: +1
Fast: +1
Class: +0
Weapon: Chef's Knife, Touch, +2 To Hit, 1d6-1 Cut
Abilities,
Knife Throw: 2 AP, Main action. Chef's Knife Attack out to 30'. If it hits, target muse save or begin bleeding, taking 1hp damage per tile moved until it heals or takes a full round action to stop the bleeding.
Mama's Little Helper: Reaction, 1AP, when healed, can give the healing amount to Mama.
i = Fire Imp
HP: 8/8 |
AP: 3/3 | (3,7: 1/3), | Be within 5' of a brazier (+1), set someone on fire (All)
Defense: 13 (Resist Cut, Crush, Stab)
Stronk: -2
Beef: -2
Fast: +2 (3,7: +0)
Class: +2
Weapon: Ember Throw, 30', +2 To Hit, 1d4+2 Magic A
Abilities,
Flamethrower: X AP, Main Action. Deals Xd4+2 damage to one target within 30' and sets the target on fire. Target can save for half damage and to not be set on fire.
Burning Spirit: (Passive) This unit recieves a penalty to its fastness equal to the difference between its current and max AP.
El = Elemelentil
HP: 20/20 | (11,10: 1/20)
AP: 0/0 |
Defense: 5
Stronk: +3
Beef: +0
Fast: -5
Class: -5
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Legume is pronounced 'Le-guh-me': (Passive) On hit, Elemelentil sets target speed to 0' for its next round.
Slow: (Passive) This unit's movespeed is 10'.
bw = Bean Wizard
HP: 3/3
AP: 4/5 | Meditate as Full Round Action (+3)
Defense: 12
Stronk: -2
Beef: -3
Fast: +0
Class: +3
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,
Conjure Elemelentil: 5 AP, full round action. Raises an Elemelentil to a space within 20'. Can have a max of 2 Elemelentils. Each active Elemelentil reduces AP regen by 1.
Bean Barrage: X AP, deals (X*2)D3+Classiness damage to a target within 30'. Target can save for half damage.
Friendlies
RB = Rokhard Darkface, Chosen (Egan)
HP: 5/15
AP: 9/10 | Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
Defense: Kimono, 10 (AP+2, Prepared Action x2) | Bleeding. Take 1 damage per 5' moved. Can fix by using a full round action to staunch the bleeding. Does not trigger on-damage effects.
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,
Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
Vanity Stats
3/5 Hit Rate
59 Total Damage
8 Ap Used
14 Lifetime damage taken
HB = Hexio Bladio (ShadowClaw)
HP: 0/19 | Bleeding Out 0S/0F
AP: 8/8 | Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Demon Halberd, Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: Infernal Blowgun, 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,
Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage and are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrifice HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
Vanity Stats
6/7 Hit Rate
125 Total Damage
16 Ap Used
28 Lifetime Damage Taken
1 Time Downed
BY = Boris Ylivvien (PokeBoss)
HP: 4/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.
Vanity Stats
3/3 Hit Rate
13 Total Damage
47 HP Healed
14 Ap Used
6 Boons Cast
9 Lifetime Damage Taken
0/2 Prayers Answered
JO = Joe (TKC)
HP: 15/15
AP: 0/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: +0
Beef: -2
Fast: +3
Class: +2
Choice Weapon: reach, +0 to hit, 1d8+0 stab/cut
Resort Weapon: reach, +0 to hit, 2d4, crush
Abilities:
Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Intense Training: (Passive) +1 Classiness
Charity: (Passive) Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
Get a Cuppa Joe: (Passive) When charity activates, you also gain +10 movement and +2 Fastness until the end of the round. Can only activate once in a given round.
Vanity Stats
0/1 Hit Rate
12 Lifetime Damage Taken
8 HP Healed
0/2 Prayers Answered
4 AP Spent
BB = Bar Bear (a1s)
HP: 26/40
AP: 6/6 | Take or Deal Damage while not raging or fatigued, +2
Defense: 11 (-1 all damage) | Benediction 3 | Bear Arms I
Stronk: +3
Beef: +1
Fast: +0
Class: -2
Choice Weapon: Axe of Bears, reach, +6 to hit, 2d6+3 cut
Resort Weapon: Massive Fists, touch, +3 to hit, 1d10+3, crush
Abilities:
Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
Hardcore: (Passive) Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
Indefatigable: (Passive) If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
Bear Arms: (Passive) Dealing damage with Massive fists increases the attack roll of Axe of Bears by 1d4 for one attack. Hitting with the Axe of Bears increases the damage of Massive fists by 1d4 for one attack. Both can stack up to 3 times.
Vanity Stats
3/4 Hit Rate
36 Total Damage
28 Lifetime Damage Taken
6 Ap Spent