Well...
1 Tile = 5 meters-You can Move 20m along the road, but you can't use Stealth on this kind of move.
Houses
-Walking through a door counts as moving 10m instead of 5m, but you can attempt to kick it for free (does not consume your action). If you fail to kick a door you cancel the move.
-Fighting in an enclosed space gives -1 DEX (ranged and melee).
-The house with stairs has a second story, with all windows duplicated.
Nature
-Dashed lines are Shrubberies. You can only move 10m (two tiles) through them but get +1 to Stealth. Moving out into open space suffers no penalty.
-Being fired at through a Shrubbery gives +1 AGI, but being shot
out of one does not. This counts as Cover.
-You can swim through water, but it takes two actions and you can't end inside it.
Turn 2B[11]
Haldir takes refuge inside the building, trying to hide. [1] But something doesn't seem right... something smells like burning.
[10]
Fellorath continues whatever she was doing. Somebody stop her!
[9]
Nyr embarks on a plan of action which ends up in a grenade exploding inside the house... and himself having lept out of the house while slamming the door behind him. But the door doesn't finish closing--
[7]
The Dread Pirate Roberts disappears into oblivion...
[5]
Azet, hearing the explosion, charges into the structure and sees Nyr escaping, running past a pockmark on the floor with holes riddling the furniture. He catches the door as Nyr leaves and swings! [6][2][2][1] vs [5][3][2] He gets nailed [3] in the leg (
[5][4][3][2][1] vs
[4][3]). Bleeding ensues, and Nyr can only limp away.
[2]
Argus sits back and smiles. The house caught fire... which now deals 1 STR per turn to its occupants at the end of each turn.
Dragonfire: [6][4][2][1] vs [4] -> Haldir is singed all over.
Fire: [5] vs [2] -> Haldir's clothes catch fire!
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
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: Nyr
Physical Stats:
DEXterity - 3
AGIlity - 3
STRength - 1
VITality - 1
Mental Stats:
FOCus - 3
TACtics - 1
INTuition - 1
PERception - 3 -1
Trait: No AGI test for moving over difficult terrain + Take Aim is a free action (doesn't count as combat, but you can't consume the buff on the same turn)
Weapons/Spells/Misc:
Samurai Edge: Pistol, 2 Attacks, STR 2
Grenades: AoE STR 3 blast. Thrown.
+2 Sword of Kusanagi: 2 Attacks, Medium weapon
Laspistol: Pistol, STR 3.
M40: Two-handed rifle, STR 3, Does not break stealth
Punch Daggers: 3 Attacks, Light weapon
+1 Boot Knife: 2 Attacks, Light weapon, is always considered Drawn
+2 Choking Wire: Light weapon, Does not break stealth
+1 Kunai: 2 Attacks, Throwable Light weapon
LAW: AoE STR 4 blast. Projectile weapon. Ignores cover. Can't Active Defense against it, period. One use per round.
Wounds: -Wounded Leg (+1 Bleed)
-Singed Leg (Maximum of 1 moves per turn)
-Scratched Torso (-1 PER)
Name: Azet
Physical Stats:
DEXterity - 2
AGIlity - 1
STRength - 3 (+1 Since turn 2)
VITality - 2
Mental Stats:
FOCus - 2
TACtics - 1
INTuition - 2
PERception - 3
Trait: Bloodthirsty Pride - You get 1 STR for 3 turns for each wound you inflict past the first in a single attack. Resets counter. You can only apply 3 to your physical attacks... for everyone's safety. The stacks still add up though.
Weapons/Spells/Misc:
+1 Firebrand: 2 Attacks, Heavy weapon (heavy weapons treat 3's as 4's for wounding),
- Alt fire: For each point of stats gained from Bloodthirsty Pride, add +1 Attack and STR to an AoE slash at 10m range. Consumes all buffs before the attack.
Incinerate: STR 5 beam with Heavy Weapon properties. Takes two actions to cast.
Eruption: AoE 3 STR blast around self, Can be Blocked (by STR), gives you a free jump in any direction and knocks down enemies (sets them to ground) if it wounds
Thousand Flames Barrage: 4 Attacks, 1 STR
- Thousand Flames Fury: Add +2 Attacks for each point of stats gained from Bloodthirsty Pride. Consumes all buffs before the attack.
Wounds: -
Name: Haldir Lulana
Physical Stats:
DEXterity - 3
AGIlity - 2
STRength - 2
VITality - 1
Mental Stats:
FOCus - 2
TACtics - 2
INTuition - 2
PERception - 2
Trait: All of your attacks are Super-Homing (Can't Active Defense against them)
Weapons/Spells/Misc:
+2 Ebony Bow: Medium weapon (Bows use STR for damage)
+1 Elvish dagger: 2 Attacks, Light weapon
Healing Potions: Roll d6 and heal a wound if 3 or above. Unlimited.
Wounds: -Singed (+1 Bleed)
-Extra Crispy (+1 Bleed)
-On Fire! (Immune to fire from surroundings; 1 STR damage per turn, adds another Extra Crispy if you fail)
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.
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: -