Frame 1
Swift Actions[Empty]
Movement/Dodges[Empty]
Attacks/BlocksMiles throws a stick of dynamite at (13,12), threatens Awakened Effigy.
H vs WA
1d10+2 vs 1d8+2 (5) = 4 vs 10, Miss
The aim of the undead gunslinger is true, and burning stick flies straight, but the nascent storm catches the dynamite in flight. The explosive is sucked skyward, detonating harmlessly in the air.
Warm-Up/CooldownsShorn Winds up Light Attack
Awakened Effigy winds up ability..
Dead/Disabled[Empty]
OtherNhin casts Dancing Blossoms
Frame 2
Swift Actions[Empty]
Movement/DodgesMiles Dodge Rolls South
Attacks/BlocksShorn attacks with Slash L, South. Threatens Awakened Effigy.
L vs WA
1d10-2 vs 1d8+2 (5) = 5 vs 8, Miss
The miniature storm around the Effigy intensifies. Wind and black rain push back against Shorn, preventing him from getting his blade in range of the corrupted idol.
Warm-Up/CooldownsAwakened Effigy winds up ability...
Dead/Disabled[Empty]
OtherNhin Finishes Casting dancing blossoms.
Frame 3
Swift Actions[Empty]
Movement/DodgesMiles Finishes Dodge Roll
Attacks/BlocksShorn Blocks
Awakened Effigy uses Summer Storm, Stage 2, SE. Automiss.
The effigy's accelerating spin halts abruptly as it leaps into the air, sending the gathered dark cloud outwards in a wave. Red lightning rends the soil all around it, sparing only a central calm eye.
Fortunately, Shorn, the only one not out of range of the lightning burst, is an occupant of that eye.
Warm-Up/Cooldowns[Empty]
Dead/Disabled[Empty]
OtherNhin Charges Power Within
Frame 4
Swift Actions[Empty]
Movement/Dodges[Empty]
Attacks/BlocksMiles fires on the Awakened Effigy
H vs WA
1d10+2 vs 1d8+2 (5) = 4 vs 6, Miss
Warm-Up/CooldownsShorn Winds up Light attack
Awakened Effigy Winds up Light attack
Dead/Disabled[Empty]
OtherNhin Charges Power Within
Frame 5
Swift Actions[Empty]
Movement/Dodges[Empty]
Attacks/BlocksShorn uses Slash, L, South. Threatens Awakened Effigy.
L vs L
1d10-2 vs 1d8+2 (5) = 2 vs 6, Miss
Awakened Effigy uses Withdraw, North. Threatens Shorn.
L vs L
1d10+2 vs 1d2+7 (9) = 8 vs 9, Miss
Warm-Up/CooldownsMiles cools down from light attack
Dead/Disabled[Empty]
OtherNhin Charges Power Within
And so the dance continues. Sickle and Sword, God and Man. Can you see the pattern here? Can you feel the trap that time and fate have woven for you? The Farmer needs to keep his land peaceful, so he creates the soldier- a creature that consumes and kills, but does not know how to grow. It is inevitable that the soldier will turn against him.
I think you can complete the analogy yourself, and deduce the inevitability of your struggle- the inevitability of man turning against his Gods.
Enemy
Corrupted Harvest Idol: 41/70
--> Early Reaping
Friendly
Miles: 20/20
Shorn: 5/20
--> Union of the Old Flesh 5/-
Nhin: 8/15
--> Power Within 13/20
-->Foxform
--> Dancing Blossoms
Awakened Harvest Idol
HP: 70
Modifiers:
+2 Damage
+2 To hit
4 Evasion
5 Resistance
Weapons
Blood Twin Scythes [L:2 H:4* D:3 Dam: 8-15]
Known Abilities
Adaptive: Attacks that inflict status debuffs are less likely to succeed, and yield diminishing returns, the more they are used against this target. (Contractual Boss Immunity Type I)
Inhuman Force: Some or all of this units attack's cannot by actively blocked. Such attacks will be designated as UL or UH during patterns. A successful active block during these attacks will be reduced to a timed block. (Contractual Boss Immunity Type II)
Winter's Wrath: Cooldown 15, Two stage attack to deal burst damage at range. Stage 1 and Stage 2 must be used on consecutive rounds, and no actions can be taken between stage and stage 2. (3-7 Damage)
--> Stage 1: Frame Cost 2. Four Tile line of light damage.
--> Stage 2: Frame Cost 3. Snowflake of heavy damage centered on final tile of line.
Summer Storm: Cooldown 15, Two stage attack to deal area damage centered on caster. Stage 1 and Stage 2 must be used on consecutive rounds, and no actions can be taken between stage and stage 2. (5-12 Damage)
--> Stage 1: Frame Cost 2. Light attack on all adjacent tiles.
--> Stage 2: Frame Cost 3. Hollow Circle Burst for heavy damage.
Known Patterns:
Stage 1
B->L->CL->WL->L
L -> L -> B -> CL -> CL
Stage 2
?->?->B->WA->A
WA -> WA -> UHA -> WL -> L
LightDouble Smash
Cross-Chop
Withdraw
Heavy/AbilityWinter's Fury Stage I
Winter's Fury Stage II
Summer Storm Stage I
Summer Storm Stage II
Name: Miles Twice Dead
HP: 20/20
Archetype: Pistol Wraith
Assets:
Dead Again: If you take more than 25% of your remaining life in a single blow, re-roll the damage and take the lower value.
Agonies:
Death Echo: If you take more than 25% of your remaining life in a single blow, you become staggered.
Inventory:
St. Elmo's Pistols [L:2 Ra:4 Dam: 6-8]
Hangmans Noose [EVA +4 -Pot: 2]
Charons bribe [Grants Ability: Early Reaping]
Train robbers dynamite [P:5 H:1 Ra:3 U: 1/- Dam:15-30]
Potency: 0 (-2)
Precision: 2
Vigor: 0
Will: 0
Agility: 3
Soul:
Hexagram 63: Aftermath
Upper Trigram: Water
Lower Trigram: Fire
Modifiers:
-2 to Dealt Damage
+7 Evasion
+2 to hit
Abilities:
Dead Shot: Cooldown 10, Frame cost 4. If the attacker is at least 2, and at most 6 tiles away, make single light attack. Attack gains +1 bonus damage per point the attack roll exceeds the defense roll. This can double the dealt damage, but no more. If this ability doubles the damage of the light attack, it is counted as a heavy attack for the purposes of inflicting stagger.
Blazing Doubleshot: Cooldown -, Framecost 5. Aligns weapon with fire and and makes two heavy attacks, burst pattern. This attack staggers you.
Early Reaping: Cooldown 15, Framecost 2. Select a single target. Your attacks against the target have a 10% chance to deal double damage for this round and the next. Allies gain a 5% chance to do the same.
Name: Shorn
HP: 5/20
Archetype: Writhing Wall
Assets:
Union of the Old Flesh: Every 3 points of damage taken or dealt gains a charge that can be applied to increase a stat by 1 for a round.
Agonies:
Unstable Form: Abilities have a 25% chance to fizzle and go on cooldown when used.
Inventory:
Writhing Gothic Plate [R:5 -Acc:2 -E:2]
Tower Shield of Eyes [D:4 H:1 Dam: 0-2]
Starmetal Sword [L:2 H:4 Dam: 5-12]
Amulet of Unspeakable Whispers [Grants ability: Insidious Doubt]
Statistics
Potency: 0
Precision: 0
Vigor: 0
Will: 5
Agility: 0
Soul:
Hexagram 8: Bonding
Upper Trigram: Water
Lower Trigram: Earth
Modifiers
Resistance: 10
1d2 Evasion
-2 to Hit
Abilities
Unspeakable Revelation: Cooldown 10, Frames 5. Swap resistance and Potency and make a single heavy attack.
Death Stare: Cooldown 3, Frames 1. Block action. Throw an attack roll on a successful block with the shield of eyes, if the target is struck their Will is reduced by the damage dealt. Reducing a target below 0 Will with this ability deals 1 point of damage.
Insidious Doubt Once per Encounter, Frames -. Curse a single target. That target gains a cumulative 5% chance to be staggered whenever they fail to hit you. Staggering an opponent in this manner resets the counter, as does a successful strike on their part. After three staggers, or if you stagger, the effect breaks.
Name: Nhin Thalles
HP: 8/15
Archetype: Vulpine Arcanist
Assets:
Calculating: If Nhin attacks on the fourth or fifth frame, the accuracy and damage are increased by 1.
Agonies:
Hesitant: If Nhin attacks on the first or second frame, the accuracy and damage are decreased by 1.
Evercold: Each round, there is a 10% chance Nhin will have an effective base score of 0 in all stats.
Statistics:
Potency: 2 (1)
Precision: 1 (2)
Vigor: 0 (-1)
Will: 0
Agility: 2 (3)
Inventory:
Red Sakura Staff [L:2 H:3, dam 5-8]
Phantasmal Silk Robes [E:4 -Pot: 1]
Mystic Fox's Mask [Adds Ability: Foxform]
Foxtail Charm [+1 Agility, +1 Precision, -1 Vigor]
Soul:
Hexagram 5: Calculated Waiting
Upper Trigram: Water
Lower Trigram: Heaven (Metal)
Modifiers
+1 Damage
+2 To hit
+7 EVA
Abilities
Dancing Blossoms: Cooldown 5, Frames 2. Gain +2 Evasion, +2 Resistance, -3 Potency until discharged or dispelled. Use again while active to use one of two abilities-
-Coming of Winter: Discharge and attempt to freeze a target within three spaces. Increases Resistance by 8 but removes all evasion. Lasts for 1d4-1 rounds. Water type attack.
-Heaven's Garden: Requires 3 frames. Discharge and select any tile within four spaces as the center of a pillar of metal flowers. Central point is a heavy attack dealing 5-15 damage, all adjacent are affected by a light attack dealing 3-7 damage. Metal Type.
-Inevitable End: Discharge and select any adjacent tile. Any unit that occupies that tile is hit with a heavy attack that deals 7-13 damage and cannot be evaded or resisted.
Power Within: Cooldown -, Frames X. Sacrifice any number of frames on the current round to charge this ability by X*2, this ability can hold up to 20 charges. You lose 1 charge per turn when not charging. Abilities can be used without paying a frame cost.
-Inner Light: Sacrifice 2 charge to gain a +1 bonus to resistance and potency for one round. At 5 charges, this ability can be applied as a debuff to an enemy within 3 tiles instead.
-Nine Souls: Sacrifice 5 charge and take one ability, either yours or your ally's, and remove up to 5 frames of cooldown. At 10 charges, this grants a 25% chance for your own abilities to not go on cooldown when used.
-Beacon of Glory: Sacrifice 5 charge to add a +1 bonus to resistance and potency to all allies for one round. At 15 charges, all allies within 3 tiles gain +1 potency and resistance passively.
Foxform: Cooldown Once per Encounter, Frames -. Meld equipment, lose given bonuses. Gain +5 Evasion, -3 Potency. Gain Quick asset (1 move action moves you two spaces). Can still cast abilities that don't depend on weapon. Can be negated at any time.