Adventure Crawl
"First Mission"
Turn 1, First Move
~
Combat Rules:While some of it may become object to change, it is quite simple:
Move as much as you want and can, Do your Attack or Spell, Do so in 2 Moves -> Enemy Turn -> New Turn
Movement:You can possibly move into 8 different directions; N, NE, E, SE, S, SW, W, NW
The amount of tiles you can move, is equal to the characters Movement
While a grid would make this part easier, the board "changes" up to twice each turn.
Actions - Attacking & Spells:You always have 1 Action for your turn, which you can use to attack, cast a spell, or use an item
You can target every adjacent square in melee
Spells & Ranged Attacks, may target everything in their range, provided you have it in sight
For our convenience,
most ranged attacks ignore friendly fire, for a slight decrease in accuracy
You may convert 2 unspent Movement, into an additional action
Range:Lest I explain for long, just look into the spoiler below
Red = "Range 1 / Melee Range"
Orange = "Range 2"
Yellow = "Range 3"
Turn Limitation:To keep things speedy, every Turn will be played in 2 Moves. First, and Second Move, respectively.
You can divide Movement and Action between the two, but anything un-used by the end of the Second Move, will be lost.
The Party
| Vephnarei - Zealot 78/78 HP, 6 Armour, 1 Evasion 20/20 MP, 2 Movement, 3 Day-Sight Torch: 2 Range, ~15 Rounds remain
Smite: 4 MP, Melee Range, Moderate to Heavy Damage Invigorate: 6 MP, Melee Range, Moderate Heal, Slight Mana-Burn Heal | | Nossri - Duellist 58/58 HP, 2 Armour, 5 Evasion 8/8 MP, 3 Movement, 3 Day-Sight
Retaliation: Belated Counter, 1 MP, Melee Range, Additional Moderate Damage Dash: 2 MP, Self, +2 Movement and Additional Moderate Damage for this turn | | Kutznob - Mage 44/44 HP, 1 Armour, 2 Evasion 36/36 MP, 3 Movement, 3 Dark-Sight
Arcane Missile: 5 MP, 2 Range, Heavy Damage Dazzle: 4 MP, 3 Range, Light Damage, Moderate Chance to "Blind" Opponent for 1D2 Turns
|
Worn by Kutznob
(Because the Girls pointed out that, different from them, he won't wade into combat)
80 Gold
5 Torches: Burn up to 40 Turns - 1 Gold
3 Bandages: Stop Bleeding, Heal 5 HP each - 2 Gold
6 Rations: Eat to regain 10% of HP and MP - Rest to regain 20% - 1 Gold
2 Healing Potion: Instantly Heal 20 HP - 20 Gold
1 Mana Potion: Instantly Heal 20 MP - 15 Gold
5 Meter Rope: Various Uses - 30 Gold
Prices are the cost, not the net selling worth
"We have Company~", you hum humorously. "A Giant Rat."Pointing your staff into its direction, Veph' and Nossri's eyes follow suit.
They can only make out the darkness beyond the torchlight.
"Heh. Guess my guess was right. In a literal sense.", Nossri chimes in. Vephnarei just clicks her tongue at the unseen enemy.
Kutznob has noticed a new Enemy: Giant Rat | Giant Rat: These Rodents are their own species, and far more dangerous than their smaller cousins. They reach Vephnarei to her knees, Kutznob to his thigh, and Nossri somewhere inbetween.
While as mundane as normal rats, their bite is strong enough to puncture cheap armour, and often leads to a festering wound. Difficulty: Somewhat Easy |
Turn 1, First MoveDeclare your intentions for the first half of the turn:
Party Details | Kutznob Level 1 Goblin Mage
Arcane Missile: 5 MP, 2 Range, Heavy Damage Dazzle: 4 MP, 3 Range, Light Damage, Moderate Chance to "Blind" Opponent for 1D2 Turns
Greater Wisdom: Goblin culture clearly favours sly schemes over the values and beliefes held by other races Dark-Sight: Nocturnal in nature, every Goblin can see as far in the dark, as he could at day
|
Stats:44 HP
1 Armour, 2 Evasion
36 MP
3 Movement
3 Dark-Sight
Equipment: | Rough Magician's Staff: 1,0 Spell Multiplier | | Lousy Thorn: 0,5 Melee Multiplier | | Frayed Linen Robe: 1 Armour
|
| Vephnarei Level 1 Tiefling Zealot
Smite: 4 MP, Melee Range, Moderate to Heavy Damage Invigorate: 6 MP, Melee Range, Moderate Heal, Slight Mana-Burn Heal
Greater Resistance: Linked to unwordly parentage, Tieflings have far greater Resistance than more mundane races Heritage: As Vephnarei grows, she will unlock innate potential that lies within her
|
Stats:78 HP
6 Armour, 1 Evasion
20 MP
2 Movement
3 Day-Sight
Equipment: | Nicked Bastard Sword: 1,5 Melee Multiplier | | Combat-Worn Buckler: 1 Armour | | Dubious Plate Armour: 5 Armour, -1 Movement
|
| Nossri Level 1 Lizardkin Duellist
Retaliation: Belated Counter, 1 MP, Melee Range, Additional Moderate Damage Dash: 2 MP, Self, +2 Movement and Additional Moderate Damage for this turn
Greater Agility: Originally a swimming aid, the tails of Lizardkin add balance when on land Aquatic: Part of their environment, Lizardkin don't take any malus to being on wet ground, or in water
|
Stats:58 HP
2 Armour, 5 Evasion
8 MP
3 Movement
3 Day-Sight
Equipment: | Rusty Sabre: 1,0 Melee Multiplier | | Scuffed Dirk: 0,5 Melee Multiplier | | Faded Leather-Armour: 2 Armour
|
I don't really understand why, but i love these drawings.
Why, thank you ;3
Feel free to voice any questions in regard to combat.
For the first few rounds, we won't need things like Mana-Burn, Bleeding & Poison, though I will explain their rules before we encounter them.