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.
I'll also give a bonus to Initiative based on FOCus, since that stat rarely gets used.Turn 3C[91+5]
Nameless Biovore lobs a spore mine at Olo. (3vs1=3 hits) the spore mine explodes on impact, coating Olo in a deadly, corrosive substance! [5][5][4][4][4] yikes... it's all over him now. His arms, his legs, his body... but something spooky happens to the biovore as well, as one of the attacks gets mirrored.
It then starts sniffing around sort of like a dog, but the search doesn't turn up anything yet--
[68+20]
The Dread Pirate Roberts comes in from around the corner and strikes swiftly! Olo is left paralyzed by the acid, unable to resist the deadly blade headed his way (5 hits). It passes right through his throat... but the sanguinomancer lifts his head up with a crooked grin.
It was... just a flesh wound...
[47+10]
Olo hacks away... (2vs3 = 1 Hit) (6 vs 1) [6][5] Roberts
bleeds.Gained 4 Sanguine Dice [69+10]
Argus Auraflight perches into the middle of the Heal Zone.
"Roar," he says, as he heals.
[18+15]
Sicreih sneaks stealthily.
[7+5]
Fellorath patches herself up. [5-2+1]
Her armor (2vs2 = 1 hit) burns her... but it starts cooling down.
BleedingArgus is looking pale (4 Bleed vs 4VIT)
Olo is safe (4 Bleed vs 2VIT)
Fellorath is safe (1 Bleed vs 2VIT--armor does not apply to bleed)
Name: The Dread Pirate Roberts
Physical Stats:
DEXterity - 3-1
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: -Neck bleeding (+3 Bleed) (x3 Sanguine)
-Hacked Leg (+1 Bleed) (x1 Sanguine)
-Broken Bone (-1 AGI)
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, +1 Toughness. If you move/sneak twice in one turn, you can't move in the next. -1 Stealth.
Wounds: -Hot Armor! (1STR burn. Adds 1 stack of Bleed if you fail.)
-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)
-External Bleeding (+2 Bleed)
-Heavy Bleeding (+2 Bleed)
-
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)
-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)
Name: A nameless Tyranid Biovore
Physical Stats:
DEXterity - 2
AGIlity - 1-1
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: -Acid burns to left half of spore launcher cannon thingy (-1 AGI)
Name: 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: -