Turn 1
Frame 1
Swift Actions[Empty]
Movement/DodgesDunnel moves NE
Gotz Moves S
Goblin 1 moves N
Goblin 2 moves N
Goblin 3 moves NE
Goblin 4 moves NW
Goblin 6 Moves N
Orc 1 moves N
Orc 2 moves N
Orc 3 moves N
Orc Veteran Moves NE
Attacks/Blocks/AbilitiesGwyn Uses Stormhym at tile 6,11
Miles Activates Stalk
Goblin 5 uses poison stab
Warm-Up/Cooldowns[None]
Dead/Disabled[None]
OtherLightning bolts strike tiles (5,12) and (5,11)
Frame 2
Swift Actions[Empty]
Movement/DodgesGwyn moves N
Dunnel moves SE (? If this wasn't what you intended, let me know, but you can't move from 7,7 to 6,6)
Miles moves SW
Goblin 3 moves N
Goblin 4 moves N
Goblin 5 moves N
Goblin 6 moves N
Orc 1 moves NE
Orc 2 moves N
Orc 3 moves N
Orc Veteran Moves NE
Attacks/Blocks/AbilitiesGoblin 2 uses poison stab.
Gotz attacks South with Grand Division, striking goblin 3 and grazing goblin 2.
Goblin 3 takes: 169*0.9 = 152 damage. It is extremely dead.
Goblin 2 takes: 169*0.5*0.9 =76 damage. It is also dead.
The blade of an angel backed by the might of a man, a deadly combination against the fiercest of foes- and green skinned goblins are far from the fiercest of foes. With a single blow, one goblin is bisected cleanly, and another is mortally wounded as the blade liberates it of its arm.
Warm-Up/CooldownsGoblin 1 is winding up
Dead/DisabledGoblin 2
Goblin 3
Goblin 4
OtherLightning strikes the tile 6,10 twice, dealing 90 damage to goblin 4 twice. Goblin 4 is dead.
Lightning rarely strikes the same place twice, but holy bolts make an exception for a particularly unfortunate goblin- burning him to little more than cinders.
Frame 3
Swift Actions[Empty]
Movement/DodgesMilo Moves South
Goblin 5 moves NW
Goblin 6 moves N
Orc 1 Moves NE
Orc 2 Moves NE
Orc 3 Moves NE
Orc Veteran Moves NE
Attacks/Blocks/AbilitiesDunnels throws a cross south, threatening goblin 6.
Goblin 6 takes 50*0.9 = 45 damage.
Dunnel's razor edged cross slices through the goblin as it flies by, drawing thick green blood into the air as it whizzes past.
Goblin 1 uses Pierce, NE, critically threatening Gotz!
Gotz takes 40*1.5*1.5*0.75 = 67 damage!
The Goblin not slain by Gotz devastating slash darts forward, spearing the swordsman under the ribs and piercing his chainmail.
Warm-Up/CooldownsGwyn cools down
Gotz cools down
Dead/DisabledGoblin 2
Goblin 3
Goblin 4
goblin 5
OtherLightning strikes tiles 6,10 and 7,10, hitting goblin 5 for 100*0.9 = 90 damage. Killing it.
Another bolt from the divine lances down, turning a second goblin to cinders.
Frame 4
Swift Actions[Empty]
Movement/DodgesDunnel makes a defensive roll south.
Miles moves S
Orc 1 Moves NE
Orc 2 Moves NE
Orc 3 Moves NE
Orc Veteran Moves NE
Attacks/Blocks/AbilitiesGoblin 6 uses Lunge, NW, but misses.
Throwing cross moves north, threatening goblin 6.
Goblin 6 takes 50*0.9 = 45 damage, killing it.
The throwing cross boomerangs in the air, speeding back into Dunnel's hands and taking the goblin's head with it.
Dunnel catches the throwing cross as it returns.
Warm-Up/CooldownsGwyn Cools down
Gotz Cools Down
Goblin 1 cools down
Dead/DisabledGoblin 2
Goblin 3
Goblin 4
Goblin 5
Goblin 6
OtherLightning strikes tiles 6,10 and 7,11.
Frame 5
Swift Actions[Empty]
Movement/DodgesMiles moves S
Gotz moves S
Orc 1 Moves NE
Orc 2 Moves NE
Orc 3 Moves NE
Orc Veteran Moves NE
Attacks/Blocks/AbilitiesDunnel Parries
Goblin 1 uses Poison Stab
Warm-Up/CooldownsGwyn cools down
Dead/DisabledGoblin 2
Goblin 3
Goblin 4
Goblin 5
Goblin 6
OtherLightning strikes tiles 6,11 and 5,9.
For the details on enemies, see the
BeastiaryGoblin Conscript 1 (19,6)
HP: 75/75
Pre: 1/1 | Vig 0/1 | Agi: 2/2
Poison Stab, Ready.
Orc Fighter 1 (19,17)
HP: 200/200
Pot: 3/3 | Vig: 2/2 | Wil: 1/1
No Effects
Orc Fighter 2 (19,9)
HP: 200/200
Pot: 3/3 | Vig: 2/2 | Wil: 1/1
No Effects
Orc Fighter 3 (20,9)
HP: 200/200
Pot: 3/3 | Vig: 2/2 | Wil: 1/1
No Effects
Orc Veteran (21,9)
HP: 200/200
Pot: 4/4 | Pre: 1/1 | Vig: 2/2 | Wil: 1/1 | Agi: 1/1
No Effects
Name: Miles Kristofferson
HP: 200/200
Hope: 5/15
Desperation: 0/1
Essence: 0
Class: Assassin
+Attributes+Potency: 1/1 [1]
Precision: 5/5 [1+1]
Vigor: 1/1 [1]
Will: 1/1 [1]
Agility: 3/5 [3+2]
+Equipment+Hand 1:Seakeeper’s Katana
L:2 | H:3 | DR: 20% | Dam: 55+24
Moveset: Straight Sword | 1 Hand
POT: - | PRE: D | WIL: - | VIG: - | AGI: 3/C
Hand 2:-
Armor:Spy’s Rags
DR: 10% | Light Armor
POT: - | PRE: 1 | WIL: - | VIG: - | AGI: 2
Charm 1:Sleepy Kitten "fluffy"
POT: - | PRE: - | WIL: 1 | VIG: 1 | AGI: -
Charm 2:Deathball
U: 2/2
POT: 1 | PRE: 1 | WIL: - | VIG: - | AGI: -
Inventory:Skirmisher’s Bow
L:1 | H: 3 | DR: 0% | Dam: 30 | Ra: 4
Moveset: Sniper Shot | 1 hand
POT: D | PRE: - | WIL: - | VIG: - | AGI: 2/C
Guardian Hourglass
POT: - | PRE: - | WIL: 1 | VIG: - | AGI: -
+Modifiers and Abilities+Modifiers:[Assassin] You automatically gain a minor resurgence to your least full attribute when you kill an enemy using a parry.
[Firstborn of Steel] Whiffed parries count as standard blocks.
[Sleepy Kitten] Least Regeneration: If you take no action during a round, you regain 5hp.
Stalking:[color] 2 rounds remain.
Abilities:
[Seakeeper’s Katana] Rushing Wave: 2 Agility | 1 Frame Cost | 10 Cooldown | Teleport to any tile within radius 3. Deal light attack damage to any intervening unit.
[Spy’s Rags] Stalk: 2 Agi | 1 Frame Cost | 35 Cooldown | For three rounds, or until you attack or enter a tile adjacent to any enemy, enemies will not react to you in any way.
[Deathball] Throw Deathball: No Cost | 0 Frame Cost, 5 cooldown | Make a linear attack with 10 damage, with length 2. If the ball is hit at the endpoint by a melee attack, it adds the damage of that attack to its own and is propelled X+2 spaces, where x is the spaces it moved before the hit. This process may be repeated until the ball reaches 1000 damage, at which point it disintegrates.
[Skirmisher’s Bow] Rolling Shot: 1 Agi | 2 Frames | 10 Cooldown | You can make a dodge roll and make a light ranged attack on either frame of the roll, but not both. This does not exhaust your standard dodge roll.
[Guardian Hourglass] Time-Stitch: 1 Will | 1 Frame Cost, 20 cooldown | Prevent up to 100 damage that occurred on any one frame last round. Surge: For two additional will, you can affect another frame, or prevent 100 more damage.
Name: Dunnel Forge
HP: 200/200
Hope: 5/15
Desperation: 0/1
Essence: 0
Class: Warder
+Attributes+Potency: 2/2 [1+1]
Precision:1/2 [1+1]
Vigor:2/2 [1+1]
Will: 5/5 [2+3]
Agility: 2/2 [1+1]
+Equipment+Hand 1: Steel Broadsword
L:2 | H:4 | DR: 35% | Dam: 65+0
Moveset: Straight Sword | 1 hand
POT: 1/D | PRE: - | WIL: 2/C | VIG: - | AGI: -
Hand 2: Sloped Buckler
L: 1 | DR: 35% | Dam: 10+0
Moveset: Small Shield | 1 hand
POT: - | PRE: 1/D | WIL: - | VIG: - | AGI: -
Armor:Monster Hunter's Garb
DR: 20% | Medium Armor
POT: - | PRE: - | WIL: 3 | VIG: 1 | AGI: 1
Charm 1: Throwing Crosses
U: 5/-
POT: - | PRE: 1 | WIL: - | VIG: - | AGI: 1
Charm 2: Witch Ashes
U: 1/1
POT: 1 | PRE: - | WIL: - | VIG: 1 | AGI: -
Inventory: Slayer's Greatspear
L:3 | H: 4 | DR: 20% | Dam: 85
Moveset: Spear | 2 hands
POT: - | PRE: 2/C | WIL: - | VIG: - | AGI: 1/D
+Modifiers and Abilities+Modifiers Firstborn of the Wyrdtree: +20% Innate DR
Warder: Second frame of Dodge roll is a block.
[Sloped Buckler] Sliding Parry: Can parry in second frame of Dodge roll, 25% damage penalty
[Monster Hunter's Garb] Hunter’s Stand: For every 10% higher the HP of the toughest monster in an encounter is compared to your own current HP, this armor gains 1% DR. This ability caps at a 40% increase, but can’t bring your total DR higher than 80%.
Abilities:[Steel Broadsword] Faith in Steel: 1 Will | 0 Frame Cost | 15 Cooldown | Set this weapon’s DR to 75% for the round.
[Throwing Crosses] Throw Cross: 1 Pre | 1 Frame Cost, 2 cooldown | Make a linear attack with 50 damage, with length 4, then specify a second direction. Next frame the cross will make a linear attack three spaces in that direction. If you occupy one of the spaces threatened by the second attack, you regain a charge of this ability.
[Witch's Ashes] Witchwarp: 2 Vig | 1 Frame Cost, 10 cooldown | One debuff on you, or an ally in radius 2, is converted into a buff of a similar, but inverted, nature.
[Slayer's Greatspear]Wild Hunt: 2 Pre 1 Agi | 0 Frame Cost | 100 Cooldown | Give any enemy the Mark of the Hunted. The cooldown of this ability is set to 15 when the marked target is killed. If the marked target is killed by you, the cooldown is set to 0.
Surge: For every additional 2 precision spent, an additional target can be marked. ALL marked targets must to be killed to reset the cooldown.
Name: Gwynfor Lloyd
HP: 200/200
Hope: 5/15
Desperation: 0/1
Essence: 0
Starting Class: Conduit
+Attributes+Potency: 6/9 [2+2+2+1+1]
Precision: 3/3 [1+1]
Vigor: 1/1 [1]
Will: 0
Agility: 0
+Equipment+Hand 1: Bearded Axe
L:2 | H:4 | DR: 20% | Dam: 65+28
Moveset: One-Handed Axe | 1 hand
POT: 2/C(B) | PRE: 1/E(D) | WIL: - | VIG: - | AGI: -
Hand 2: Ebon Peltast
L:2 | DR: 45% | Dam: 20+12
Moveset: Medium Shield | 1 hand
POT: 2/D(C) | PRE: - | WIL: - | VIG: - | AGI: -
Armor: Lost Squire’s Armor
Lost Squire’s Armor: DR: 15% | Light Armor
POT: 2 | PRE: - | WIL: - | VIG: 1 | AGI: -
Charm 1: Thunderbreak Hymnal
U: 1/2
POT: 1 | PRE: - | WIL: - | VIG: - | AGI: -
Charm 2: Deathball
U: 2/2
POT: 1 | PRE: 1 | WIL: - | VIG: - | AGI: -
Inventory: Battered Sun pin
U: 1/-
POT: 1 | PRE: - | WIL: - | VIG: - | AGI: -
+Modifiers and Abilities+Modifiers: Firstborn of Flame: Damage scaling is always one rank higher if it had at least E scaling.
Conduit: All frame costs are reduced by one, to a minimum of 1.
Abilities:[Bearded Axe] Long-Handle Grip: 1 Precision, 1 Potency | 0 Frame Cost | 10 Cooldown | For the current round, change the Bearded Axe’s moveset from One-Handed Axe to Battleaxe.
[Lost Squire's Armor]Moment of Valor: 2 Pot, 1 Vig | 1 Frame Cost | 25 Cooldown | Reduce the frame costs for all attacks this turn by 3, down to 1.
[Thunderbreak Hymnal] Stormhymn: 3 Pot | 5 Frame Cost, 15 cooldown | Choose a space within radius 6. This round, two lightning bolts per frame will strike either the central tile (20% chance) or any tile in radius one (10% chance per tile). Each lighting bolt deals 100 damage.
[Ebon Peltast] Shadow Javelin: 2 Pot | 0 Frame cost | 20 Cooldown | Whenever you make an attack or a block this round, you can also target any tile in radius 4 to receive 50 damage. This damage receives bonuses from the scaling of the shield/weapon that triggered it.
[Deathball] Throw Deathball: No Cost | 0 Frame Cost, 5 cooldown | Make a linear attack with 10 damage, with length 2. If the ball is hit at the endpoint by a melee
[Battered Sun Pin] Fiery Resurgence: No cost | 0 Frame Cost, - cooldown | Regain all lost potency, and all attacks on this turn will set enemies on fire for 3 frames. If you use this ability when average % exhausted of HP, hope, and all attributes is at or above 50%, the Battered Sun Pin regains a charge at the end of the encounter.
Name: Götz von Berlichingen
HP: 133/200
Hope: 6/15
Desperation: 0/1
Essence: 0
Class: Conduit
+Attributes+Potency: 3/3 [1+1+1]
Precision: 3/3 [1+2]
Vigor: 4/4 [3+1]
Will: 0
Agility: 3/3 [2]
+Equipment+Hand 1: Angel's Greatblade
L:4 | H:7 | DR: 30% | Dam: 145+24
Moveset: Ultra-Greatsword | 2 hands
POT: 1/D(C) | PRE: 1/D(C) | WIL: - | VIG: - | AGI: 2/D(C)
Hand 2: Angel's Greatblade (Two Handed)
Armor: Visionary's chain
DR: 25% | Medium Armor
POT: 1 | PRE: - | WIL: - | VIG: 3 | AGI: -
Charm 1: Illuminator's powder
POT: - | PRE: 2 | WIL: - | VIG: - | AGI: -
Charm 2: Glass flute
POT: 1 | PRE: - | WIL: - | VIG: 1 | AGI: -
Inventory: Battered Sun pin
U: 1/-
POT: 1 | PRE: - | WIL: - | VIG: - | AGI: -
+Modifiers and Abilities+Modifiers:Firstborn of Flame: Damage scaling is always one rank higher if it had at least E scaling.
Conduit: All frame costs are reduced by one, to a minimum of 1.
Abilities:[Angel's Greatblade] Glorious Charge: 1 Precision, 1 Potency, 1 Agility | 1 Frame Cost | 15 Cooldown | Move up to three spaces towards your nearest enemy. If you also make a light attack on this turn, the frame cost of your heavy attack is reduced by 2 next round.
[Visionary's Chain] Exhort: 1 Pot 1 Vig | 2 Frame Cost | 5 Cooldown | 3 allies in radius 1, OR 2 allies in radius 2, OR 1 ally at radius 3 receive a Frenzied buff. This frenzied buff has a duration of 10 frames, which resets to 10 when stacked.
[Illuminator's Powder] Targeting Fire: 1 Pre | 1 Frame Cost, 2 cooldown | Choose an enemy in radius 3. They gain the ‘targeted’ debuff for five frames
[Glass Flute] Piercing Tune: 1 Pot, 1 Vig | 1 Frame Cost, 15 cooldown | Enemies within radius 2 gain the Vulnerable debuff for 10 frames.
Shatter: If you choose to shatter the glass flute, it becomes unavailable until the next encounter, but it doubles the duration, effect, and range.
[Battered Sun Pin] Fiery Resurgence: No cost | 0 Frame Cost, - cooldown | Regain all lost potency, and all attacks on this turn will set enemies on fire for 3 frames. If you use this ability when average % exhausted of HP, hope, and all attributes is at or above 50%, the Battered Sun Pin regains a charge at the end of the encounter.