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 6CI'm going to mention ahead of time that this is the last round of Interdimensional Death Arena.
There will be another game though, PvE, and with slightly different mechanics (defenders won't roll, it'll just use a fixed threshold). You're welcome to join that one if you want.
[89+10] "Refreshed angry roar," shouts
Argus Auraflight as he perches behind a plasma shield. What is a plasma shield, anyway?
[83+15]
Sicreih rushes at [-] the biovore in order to slay it! (4vs0=2 Hits) (6vs3 (Active DEF STR) = [4][4][4], Claws absorbed a [5])
[64+10]
Olo mumbles something, while performing some sort of ancient first aid procedure on himself. [2-2+2] This doesn't compare to modern medical standards, however. It doesn't stop the bleeding.
[25+20]
The Dread Pirate Roberts attempts to heal himself twice. [5-3+3][3-1+3] Most of the bleeding stops! He then gets roasted (3vs1=0 Hits) but comes out relatively undercooked, and he then promptly attempts to stab himself. (2vs1 = [4]) [1] He stops his blade with his other hand. Well, it's not like he was using that hand anyway.
[28+5]
Fellorath walks to the southeast, shields up. (only 1 move because Defense)
[12+5]
Nameless Biovore can only attack once per turn! Defaulting to Bite~
(2 vs 2=0 Hits) The little alien swiftly dodges the big alien's attack.
BUT the spore mine launched earlier decides to sic Sicreih for its daddy. It explodes on both aliens, splattering acid all over! (4vs3 = [4][3] on Sicreih) (4vs2 = [3] on Biovore) It almost hurts daddy more than the stranger, but daddy is pretty resistant to Spore Mines. A 3 won't hurt him.
BleedingThe Dread Pirate Roberts is fine (2 Bleed vs 1VIT)
Olo is looking somewhat faint (4 Bleed vs 2VIT = [3][3])
Fellorath is safe (1 Bleed vs 2VIT--armor does not apply to bleed)
Sicreih is safe (1 Bleed vs 3VIT) (No passive heal this turn)
Biovore is feeling dizzy (7 Bleed vs 2 VIT)
Name: The Dread Pirate Roberts
Physical Stats:
DEXterity - 3-1
AGIlity - 3-1
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: -Burned (+1 Bleed)
-Stabbed Hand (-1 DEX, no two-handed actions. Can be first-aided to remove the DEX penalty.)
-Broken Bone (-1 AGI)
-Covered in glowing acid (-1 to Stealth)
PaleName: 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, +1 Toughness. If you move/sneak twice in one turn, you can't move in the next. -1 Stealth.
Wounds: -Singed due to armor (+1 Bleed)
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)
-
Pale, but only on the inside (dragons have scales)
Dull Claws (Claw attacks are now blunt)
Name: Olo
Physical Stats:
DEXterity - 2-2
AGIlity - 1-1
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 Chemical Burns (+2 Bleed)
-Major Burns (+2 Bleed)
-Singed head-to-toe (-1 AGI)
-
Pale-
Somewhat Faint (not faint yet)-Acid burns to right arm
-Acid burns to right leg
-Acid burns to left arm
-Acid burns to left leg
Empowered with nuclear fire (+1 to next Sanguine Dice roll
that needs it)
Name: A nameless Tyranid Biovore
Physical Stats:
DEXterity - 2
AGIlity - 1-1
STRength - 3
VITality - 2
Mental Stats:
FOCus - 2-1
TACtics - 2-1
INTuition - 1-1
PERception - 3-1
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: -Acid burns to left leg (-1 AGI)
-Major facial bleeding (+3 Bleed)
-Pierced upper torso (+3 Bleed)
-Injured Claw (+1 Bleed)
-Damaged Claw (1 less attack on Fists)
-Dazed by the attack (-1 to all mental stats)
-
Slightly PaleName: Sicreih
Physical Stats:
DEXterity - 1
AGIlity - 2
STRength - 2
VITality - 3
Mental Stats:
FOCus - 3
TACtics - 2
INTuition - 2
PERception - 1
Trait: A d6 is rolled if Sicreih's bleeding. If 5 or 6, bleeding stops. Only one bleed may close at a time, and takes off important bleeds first.
Weapons/Spells/Misc:
+2 Longsword: 2 Attacks, Medium weapon.
Wounds: -Acid burns (+1 Bleed)
-Acid splattered on arm (-1 DEX)