Turn 4
Frame 1
Swift ActionsDunnel moves NE
Dunnel uses a lesser agility resurgence, recovering 2 agility. (You don't actually have enough Attribute points to use your original action string, so I'm adding this instead of making you do it again. Think of it as overdraft protection for the soul.)
Dunnel uses a swift heavy lunge, NE, hitting the Orc Veteran
65*1.5*1.5 = 146 damage.
Dunnel moves in from the Orc Veteran's flank, spearing the greenskin's side- but still seeming to not even phase the creature's singular pursuit of Gotz.
Miles uses a lesser agility resurgence, recovering 3 agility.
Miles uses a swift heavy slash, SE, hitting the Orc Veteran.
79*1.5*1.5*1.2 = 212 damage. Orc Veteran is dead.
While Dunnel's blade is still embedded in the Orc Veteran's side, Miles' blade cuts upward and slices between the Orc Veteran's rib- kissing lung and liver as it slices through. The massive orc roars once more, spraying spittle and green blood over its beard as it screams its defiance of the reaper. The reaper, however, cares not for defiance, and the Orc's knees buckle when it attempts to take another step forward, pitching the greenskin into a puddle of its own blood.
Movement/DodgesGwyn moves NE
Gotz moves NE
Attacks/Blocks/AbilitiesDunnel catches the throwing cross as it whirls back towards him.
Warm-Up/Cooldowns[None]
Dead/DisabledOrc Veteran
Other[None]
Gotz Gains 26 Essence
Dunnel Gains 22 Essence
Gwyn Gains 16 Essence
Miles gains 13 Essence
After the Orc Veteran falls, everybody takes minute to breathe and make sure there isn't another wave of goblins hiding in the trees. After that, it's the standard mercenary approach to dealing with the dead: go through their pockets and look for loose change.
On orcs and goblins, this isn't exactly pleasant business, and it doesn't yield much. The goblins have a couple of shiny bits of scrap metal or bent coins in their pockets, the kind of bits and bobs that their kind seem to enjoy treating like real money.
The orcs are marginally more interesting, if only because they seem in better condition than many orcs you've seen. Their weapons, though too large to be comfortable in human hands, and too crude to be worth the effort of converting, are in good condition for orc weapons. The edges have been honed, and the limited rust gives evidence that they've been oiled within the last year. Their armor is again too big to be of any use, but appears to have patched together relatively skillfully out of various pillaged materials, and the hide sections have actually been properly cured. The clan symbols tatooed onto their cheeks are also slightly unusual. Two have branding marks, where old clan symbols have been removed via the application of hot iron, and all three now bear the came clan symbol. It is a slightly warped triangle, with a tiny flame at each point.
The orc veteran has the same clan markings, but also more disturbing items. Though slightly stained by his blood, he carries a map and four other sheets of paper on his person. The map is a highly local one, with landmarks that would allow one to travel by forest and still find this section of road. Worse still, your exact campsite is marked on the map. The other four sheets of paper are all crude charcoal drawings- one for each of you. The artist was clearly not a person of great talent, but they still did a good enough job that the resemblance is plain.
This wasn't a random raiding party that happened to be on the roads looking to walay travelers, this was a directed strike party meant to kill you.
Almost makes you feel warm and fuzzy inside.
It does, however, present a dilemma. Clearly, someone knows you're coming and has enough magical ability to find you at a distance. You could try and travel hard, covering as much ground as possible to hopefully reach the manor before another wave gets sent, but Gotz probably wouldn't be able to recuperate fully during hard travel. On the other hand, considering that this particular attack wasn't too much of a threat, you could just keep a steady pace and deal with the next group when and if it comes.
Name: Miles Kristofferson
HP: 200/200
Hope: 8/15
Desperation: 0/1
Essence: 13/34
Class: Assassin
+Attributes+Potency: 1/1 [1]
Precision: 5/5 [1+1]
Vigor: 1/1 [1]
Will: 1/1 [1]
Agility: 4/5 [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 frame, you regain 5hp.
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: 11/15
Desperation: 0/1
Essence: 22/34
Class: Warder
+Attributes+Potency: 2/2 [1+1]
Precision:1/2 [1+1]
Vigor:2/2 [1+1]
Will: 5/5 [2+3]
Agility: 1/2 [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: 10/15
Desperation: 0/1
Essence: 16/34
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: 72/200
Hope: 14/15
Desperation: 0/1
Essence: 26/34
Class: Conduit
+Attributes+Potency: 2/3 [1+1+1]
Precision: 2/3 [1+2]
Vigor: 4/4 [3+1]
Will: 0
Agility: 0/3 [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.
((Since hope already has systems in it designed to not make it just about killing, but also about debuffing/buffing/ and protecting, Essence gets split along similar lines. The more hope you generate, the larger the share of XP you get at the end. XP itself is determined by an integer division of NPC health by fifty and a straight sum of their max attribute values. The XP it takes you to level up is twice the sum of all your max attributes and the integer division of your health by 25. I'll update the rules to reflect this at some point but, for the moment, my brain is attempting to secede the union. Expect fixes to be delayed.))