Brass Knuckles (Hand)
Thrust d4 / Thrust d4 / Swing d6+1 | Swing d6 / Thrust d4 / Thrust d4+1
Quirk: One-Two Punch
During every attack, roll twice and take the higher roll.
Cleaver (Standard)
Swing d6 / Swing d8 / Swing d6 | Swing d6 / Swing d6 / Overhead d8
Quirk: Balanced Projectile
You may replace the second attack of this weapon with a throw (Ranged 1d6). Add it to the target's loot unless retrieved during the fight.
(Ranged attacks cannot be blocked by a weapon, but reduce the roll by 1 for each space in between, and provoke opportunity attacks from adjacent enemies.)
Chainsaw (Standard)
Overhead 1d12 / Overhead 1d12 / - - - - - - | Overhead 1d12 / Swing 1d10 / Swing 1d10
Quirk: High Maintenance
If your attack is blocked, you cannot use this weapon for the remainder of the fight.
Hammer (Hand)
Swing 1d6 / Swing 1d6 / Swing 1d6 | Swing 1d6 / Swing 1d6 / Swing 1d6
Quirk: Windup
You may withhold this weapon's first attack in a turn to increase the size of all this weapon's damage dice by one step for the rest of the turn.
Metal Bat (Standard)
Swing 1d10 / Swing 1d10 / - - - - - - | Swing 1d8 / Overhead 1d12 / - - - - - -
Quirk: Clutch Hitter
If both attacks in a sequence fail, make another attack (Swing 1d10+1) against your current target, immediately.
Pool Cue (Long)
Overhead 1d10 / Swing 1d8 / Thrust 1d4 | - - - - - - / - - - - - - / - - - - - -
Quirk: Fragile
This weapon is destroyed after completing its sequence.
Razorwire Gloves (Hand) Thrust 1d4 / Thrust 1d4 / Swing 1d6+1 | Swing 1d6 / Thrust 1d4 / Thrust 1d4+1
Quirk: Snag
If blocked by a Hand-sized or Standard-sized weapon, your opponent is disarmed afterwards.
(The unarmed damage sequences are: Thrust 2 / Thrust 2 / Swing 3 | Swing 2 / Thrust 2 / Thrust 3)
Fire Axe (Standard) Overhead 1d12 / Overhead 1d10 / - - - - - - | Swing 1d10 / Overhead 1d12 / - - - - - -
Quirk: Hot Temper
While equipped, all fires you create automatically spread to bystanders.
Push Broom (Long) Thrust 1d10 / Swing 1d10 / - - - - - - | Overhead 1d10 / Thrust 1d10 / - - - - - -
Quirk: DIY Craft
At the start of the turn, you may snap off the end to convert this into a Wooden Spear.
Wooden Spear (Long)
Thrust 1d12 / Swing 1d8 / - - - - - - | Overhead 1d8 / Thrust 1d12 / - - - - - -
Quirk: Heavy Projectile
You may replace the first attack of this weapon with a throw (Ranged 1d8). Add it to the target's loot unless retrieved during the fight.
(Ranged attacks cannot be blocked by a weapon, but reduce the roll by 1 for each space in between, and provoke opportunity attacks from adjacent enemies.)
I'll post the fight scenes in the morning.
Hatchet (Standard)
Overhead 1d6 / Overhead 1d8 / Overhead 1d6 | Swing 1d6 / Swing 1d6 / Overhead 1d8
Quirk: Balanced Projectile
You may replace the second attack of this weapon with a throw (Ranged 1d6). Add it to the target's loot unless retrieved during the fight.
(Ranged attacks cannot be blocked by a weapon, throws start with a -2 modifier which can be increase to -5 from cover.)
Extinguisher (Standard)
Swing 1d10 / Overhead 1d8 / - - - - - - | Overhead 1d10 / Swing 1d8 / - - - - - -
Quirk: Concealing Cloud
Breach Effect: Enemies get -2 to block this weapon until the end of the turn. Afterwards, this weapon is lost.
Pool Cue (Long)
Overhead 1d10 / Swing 1d8 / Thrust 1d4 | - - - - - - / - - - - - - / - - - - - -
Quirk: Fragile
This weapon is destroyed after completing its sequence.
I've changed you ranged weapons work. Since I decided to forgo a grid system, thrown weapons now have a -2 base to their roll, which can scale up to -5 due to cover.
Anyway, the maps are ready. I just need each of you to choose what you'll equip before entering.
You push open the door of the laundromat and step inside. The two office workers in the corner don't even get up when the door slams behind you, but glance over with calculated disinterest as they keep their hands concealed beneath the table. A barrel-chested brute steps out in front of them, and for a moment you are deafened by the revving of his chainsaw. He's wearing a white button-up like the rest of them, but this one seems at least three sizes too small. When the chainsaw subsides, you hear a quieter growl coming from another corner to the room. The last enemy isn't even a person at all, but a rabid and wild-eyed dog, mouth caked with blood. You take in a deep breath of fresh air and tastefully scented detergents, then get to work.
(https://i.imgur.com/vqPnyuX.jpg)
Casual 1: (2 Tempo)
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Casual 2: (2 Tempo)
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Goon 1: (2 Tempo)
Chainsaw (Standard)
Overhead 1d12 / Overhead 1d12 / - - - - - - | Overhead 1d12 / Swing 1d10 / Swing 1d10
Quirk: High Maintenance
If your attack is blocked, you cannot use this weapon for the remainder of the fight.
Rabid Dog: (3 Tempo)
Teeth and Claws (Hand)
Thrust 1d4 / Swing 1d4-1 / Swing 1d4-1 | - - - - - - / - - - - - - / - - - - - -
Quirk: Pounce
If the Player is successfully blocked, they are knocked down and forced to attack you unarmed (or with their equipped weapon / current sequence if it's Hand-sized) until they succeed.
(The unarmed damage sequences are: Thrust 2 / Thrust 2 / Swing 3 | Swing 2 / Thrust 2 / Thrust 3)
You jump off of the counter and onto the broken glass beneath. The white-collared goons don't look too happy about it, but if they didn't want you coming into their laundromat they should have covered up the windows. The two of them advance on you, each with identical scowls and ripped-open button-downs. Only their weapon of choice lets you tell them apart: one has a shovel, and the other carries a chainsaw. Behind the latter you can just barely see a final unconvincing office employee, his own weapon concealed beneath the tabletop. If he's noticed you, he hasn't made a point of showing it, but you doubt he'll be staying out of the fight for long. Brushing the last couple shards from off your sleeve, you ready yourself to take these guys head-on.
(https://i.imgur.com/gn29Ls6.jpg)
Goon 1: (2 Tempo)
Chainsaw (Standard)
Overhead 1d12 / Overhead 1d12 / - - - - - - | Overhead 1d12 / Swing 1d10 / Swing 1d10
Quirk: High Maintenance
If your attack is blocked, you cannot use this weapon for the remainder of the fight.
Goon 2: (2 Tempo)
Shovel (Long)
Thrust 1d10 / Thrust 1d10 / - - - - - - | Overhead 1d12 / Swing 1d8 / - - - - - -
Quirk: Buried Treasure
While equipped, you find an additional piece loot after each fight won.
Casual 2: (2 Tempo)
? ? ?
You strap your gloves on and flick on the light switch. The halogens crackle to life, and standing there before you are the strangest group of office employees you've ever seen. The closest one - a mean-looking gorilla of a man - lets out a grunt when he sees you and holds up his chainsaw menacingly. Far off to his right, a mercenary-looking bloke with a cleaver in one hand and 10-pound extinguisher in the other gives you a death glare from across the room. His "Hello my name is" sticker has been obscured with blood, and his sleeves have been ripped to the shoulders. In the very back, the final employee hasn't even seemed to notice you. Instead, he nervously taps a machete against the edge of the counter while jerking his head around mechanically. Satisfied by what you see, your eyes settle on the first target and you begin.
(https://i.imgur.com/L56ARsD.jpg)
Goon 1: (2 Tempo)
Chainsaw (Standard)
Overhead 1d12 / Overhead 1d12 / - - - - - - | Overhead 1d12 / Swing 1d10 / Swing 1d10
Quirk: High Maintenance
If your attack is blocked, you cannot use this weapon for the remainder of the fight.
Berserker: (1 Tempo)
Cleaver (Standard)
Swing 1d6 / Swing 1d8 / Swing 1d6 | Swing 1d6 / Swing 1d6 / Overhead 1d8
Quirk: Balanced Projectile
You may replace the second attack of this weapon with a throw (Ranged 1d6). Add it to the target's loot unless retrieved during the fight.
(Ranged attacks cannot be blocked by a weapon, but reduce the roll by 1 for each space in between, and provoke opportunity attacks from adjacent enemies.)
Extinguisher (Standard)
Swing 1d10 / Overhead 1d8 / - - - - - - | Overhead 1d10 / Swing 1d8 / - - - - - -
Quirk: Concealing Cloud
Breach Effect: Enemies get -2 to block this weapon until the end of the turn. Afterwards, this weapon is lost.
Spastic: (3 Tempo)
Machete (Standard)
Overhead 1d6+1 / Swing 1d6+1 / Overhead 1d6+1 | Swing 1d6+1 / Overhead 1d6+1 / Swing 1d6+1
Quirk: Reliable
While equipped, this weapon cannot be lost or destroyed.
The laundromat looks completely empty when you come inside, but once you round the corner you come face-to-face with pair of wild-eyed white collar workers. The one on the left looks like he could pick you up without breaking a sweat, although he's currently busied himself by brandishing a hefty-looking shovel. The other one is merely the size of a normal human being, but makes up for it by holding two weapons instead: a cleaver in his left and a fire extinguisher in his right. Behind the big guy you finally notice a third contender. It's a rabid dog, of all things, but beneath the layers of matted fur you think you can make out a pair of beady eyes glowing with a singular, bloodthirsty purpose. You're not afraid - yours do that, too. Without a second thought you launch into motion.
(https://i.imgur.com/xAQKwpW.jpg)
Goon 2: (2 Tempo)
Shovel (Long)
Thrust 1d10 / Thrust 1d10 / - - - - - - | Overhead 1d12 / Swing 1d8 / - - - - - -
Quirk: Buried Treasure
While equipped, you find an additional piece loot after each fight won.
Berserker: (1 Tempo)
Cleaver (Standard)
Swing 1d6 / Swing 1d8 / Swing 1d6 | Swing 1d6 / Swing 1d6 / Overhead 1d8
Quirk: Balanced Projectile
You may replace the second attack of this weapon with a throw (Ranged 1d6). Add it to the target's loot unless retrieved during the fight.
(Ranged attacks cannot be blocked by a weapon, but reduce the roll by 1 for each space in between, and provoke opportunity attacks from adjacent enemies.)
Extinguisher (Standard)
Swing 1d10 / Overhead 1d8 / - - - - - - | Overhead 1d10 / Swing 1d8 / - - - - - -
Quirk: Concealing Cloud
Breach Effect: Enemies get -2 to block this weapon until the end of the turn. Afterwards, this weapon is lost.
Rabid Dog: (3 Tempo)
Teeth and Claws (Hand)
Thrust 1d4 / Swing 1d4-1 / Swing 1d4-1 | - - - - - - / - - - - - - / - - - - - -
Quirk: Pounce
If the Player is successfully blocked, they are knocked down and forced to attack you unarmed (or with their equipped weapon / current sequence if it's Hand-sized) until they succeed.
(The unarmed damage sequences are: Thrust 2 / Thrust 2 / Swing 3 | Swing 2 / Thrust 2 / Thrust 3)
(https://i.imgur.com/2UWoxXe.jpg)