The crowd roars off in the distance like the pattering of rain.
"Tonight's match is going to be a little different," says the announcer.
"Normally, we'd place our contestants into a faithfully-recreated scene from one of our donor worlds." A giant hex grid lights up along the playing field.
"This time, however, we have a special arena..." 1 Tile = 5 metersMoves entirely along a road get +5m distance.
Directional cover works as it did in the first round
A line next to the edge of a hexagon is a door. Doors open automatically, but you can't run through two doors in the same turn--too fast.
Each hex applies a unique effect to combat inside of it:
Hex #1 (Blue) : Aqua zone--kinetic attacks are less effective (5+ to Hit/Wound). Roll for the # of turns you can hold your breath for when you enter.
Hex #2 (Orange) : The floor is lava. Take 2STR damage per turn, unless you have fire resistance (like a dragon)
Hex #3 (Limegreen): Heal Zone. Heal a random wound at the end of each turn.
Hex #4 (Fuschia) : Glue zone. Roll 2DEX vs your AGI each turn. If you fail you are immobilized for one turn.
Hex #5 (Skyblue) : Hall of Mirrors. Missed ranged attacks will rebound until they hit a random person inside. You roll AGI each time.
Hex #6 (Yellow) : Nuclear Furnace. 3STR damage per turn if you pass through here, but your non-kinetic attacks are Energized (+1 STR per turn).
Hex #7 (Grey) : Monochrome Field. You become black and white when you enter, and become immune to the effects of other hexes.
Hex #8 (Red) : Blood spilled inside makes you more powerful, giving you bonus Sanguine Dice to reroll in a future attack.
All hexes are Indoors, meaning you can't shoot to explode anything inside of it from outside/vice versa without an armor-piercing weapon like a LAW.
Turn 1C[84+10]
The Dread Pirate Roberts creeps over to the door outside Hex 6 and cracks it open, casually tossing a smoke grenade inside (3DEX+1 Attack vs 1AGI = Hits) -> Olo is trapped in the smoke and disoriented! He can't attack outside of the smoke so long as he stays inside. The smoke fills the closed room as the heaters warm up.
(Irrelevant to this turn, but I've decided people with high AGI can kick, using their AGI instead of STR for damage. It doesn't make sense that you can be super-fast, and yet your legs are weak as noodles for actually hitting people)
[94]
Argus Auraflight swoops over Hex 1 (He is not inside of it, but perched on top of the wall. It is open-topped.) Fellorath gets slashed (+1DEX/+1STR) (2DEX+2 Attacks vs 1 AGI = 1 Extra) and raises her shield to block...
(4STR+1 Extra vs 3VIT+3 Toughness = -1 Hits. Argus gets wounded!) Argus' claws screech across the steel plate, wearing their fine edge away (claws are now dull).
[88]
Olo scrambles to get out of the furnace. But as he reaches the door, a smoke grenade pops in, and someone holds it shut from the other side! (3STR vs 1 STR = 0 Hits)
Olo can't open the door to get out... also the door is made of... wood? He braces for hellfire!
(3STR vs 2VIT = 2 Crits, 1 Hit. Reroll: 1 Crit) Olo survives the blaze, though not unscathed. He is, however, glowing with some kind of strange energy. So maybe it wasn't all bad... (Sanguine Rolls are non-kinetic, so you get a +1 to them)
(This is so unfair, I love it. Bleed won't proc this turn because the only wound also happened on the end of the turn)
[35]
Fellorath successfully blocked a hit this turn. She will steal initiative from Argus. (From now on, to avoid the odd side-effect of being further away than you would be if you went first, this will ONLY happen if you successfully defend. Defense will always make you go later than anyone who attacks you.
If you don't defend and you get attacked, then you get intercepted; your move is cancelled.)
[27]
Nameless Biovore launches a spore mine... [5][4][3] it lands into the hex, which is not exactly a hard target. It then walks along the road.
Name: The Dread Pirate Roberts
Physical Stats:
DEXterity - 3
AGIlity - 3
STRength - 1
VITality - 1
Mental Stats:
FOCus - 3
TACtics - 1
INTuition - 3
PERception - 1
Trait: Only Mostly Dead - You can die once, and get revived with all crippling wounds removed. Bleeding is reduced to 1 per wound.
Weapons/Spells/Misc:
+1 Rapier: 3 Attacks, Medium weapon. +1 DEX when Parrying only.
Smoke Bombs: Creates a 3x3 square of cover that gives +2 AGI, and +2 to Stealth
Wounds: -
Name: Fellorath
Physical Stats:
DEXterity - 2
AGIlity - 1
STRength - 3
VITality - 2 +1
Mental Stats:
FOCus - 2
TACtics - 3
INTuition - 2
PERception - 1
Trait: Roll a d6 at the end of each turn, heal that wound in your list of wounds
Weapons/Spells/Misc:
+2 Sword: 2 Attacks, Medium weapon
Shield: Heavy weapon (can shield bash). Toughness 2
Magitech Pistol: 2 Attacks, 4 STR Pistol. Has access to the following spells:
- Volcanic Lava: 3 STR, creates a 1 STR Damage-over-time effect on the target's current tile, or a random nearby tile if you miss.
- Frost Lance: STR 3. Stuns on a 5+ (no Active Defense, 1 action per turn), and slows (halves AGI/move distance) on successful wounds.
- Arcane Missiles: 5 Attacks, 1 STR
Platemail Armor: +1 VIT, Toughness 1. If you move/sneak twice in one turn, you can't move in the next. -1 Stealth at close range.
Wounds: -
Name: Argus Auraflight
Physical Stats:
DEXterity - 1
AGIlity - 1
STRength - 2
VITality - 4
Mental Stats:
FOCus - 3
TACtics - 1
INTuition - 1
PERception - 3
Trait: You can pass over obstacles and get +1/+1 DEX/STR when charging twice in the same turn.
Weapons/Spells/Misc:
+1 Claws of Defiance: 2 Attacks, Medium natural weapon
+2 Tailswing: Heavy natural weapon
Dragonfire: 4 Strength AoE blast with 15m range. Must roll to hit at close range.
Wounds: -Damaged Claws (-1 STR to your next attack with Claws)
Dull Claws (Claw attacks are now blunt)
Name: Olo
Physical Stats:
DEXterity - 2
AGIlity - 1
STRength - 3
VITality - 2
Mental Stats:
FOCus - 3
TACtics - 1
INTuition - 2
PERception - 2
Trait: "Eye for an Eye" - Roll a d6 for each physical (non-wrestling) wound taken. If the value is higher than the wound (or equal in the case of a 6) then it is mirrored onto the attacker as well.
This does not apply for traps and other maladies triggered by Olo himself, but it does apply to bullets and rockets.
Weapons/Spells/Misc:
+2 Gateshard Macuahuitl: 2 Attacks, Medium weapon. Ceremonial.
Gateshard Sacrificial Dagger: 3 Attacks, Light weapon. Ceremonial.
Sanguimancy: Inflicting Bleeds with a Ceremonial weapon gives you Sanguine Dice on that character, allowing you to roll for the following Non-Combat Actions:
-Puppet: Make a single action (specify this turn) for a character using your mental stats. Can Active Defense with FOC.
-Weaken: Your opponent cannot use Tactical Dice next turn. Can Active Defense with TAC.
-Impair: Lock a player out of one type of action (specify this turn) for next turn. Can Active Defense with INT.
-Illusion: Allows you to choose a character's targets next turn. Can Active Defense with PER.
You can do this to an ally, but you need at least 1 Sanguine Die on the ally.
You can also make a weapon Ceremonial on the field by scratching a series of runes into its hilt (Use the Interact action). Roll d6:
[4], [5]: The weapon is now Ceremonial.
[3]: Reroll when you actually use the weapon, and then resolve the effects.
[2]: Fail.
[1]: Fail. Summon a hostile monster from the void.
[6]: Succeed. You also summon a hostile monster from the void.
Wounds: -Major Burns (+2 Bleed)
-Singed head-to-toe (-1 AGI)
Empowered with nuclear fire (+1 to next Sanguine Dice roll)
Name: A nameless Tyranid Biovore
Physical Stats:
DEXterity - 2
AGIlity - 1
STRength - 3
VITality - 2
Mental Stats:
FOCus - 2
TACtics - 2
INTuition - 1
PERception - 3
Trait:
Extremely Bulky - Can not enter doors.
Gargantuan Creature - [5]'s count as [4]'s for purposes of wounding you.
Weapons/Spells/Misc:
+1 Fists: 2 Attacks, Medium natural weapon
+2 Jaws: 1 Attack, Heavy natural weapon
Spore Mine Launcher: Creates a 1/1/1/1 Spore Mine with a 4 STR AoE Blast that rolls to Scatter for movement (5's, 6's = Move 3 tiles toward nearest enemy) (<5 = Move 3 tiles in a random direction)
Roll to Scatter if you miss your Aim roll. 5+ lands on the enemy's square, otherwise scatter 1 square at Mid Range, 2 squares at Long Range.
If you succeed your Aim roll the mine will explode directly.
Wounds: -