Alright, so... Rule changes.
Dodge RollDodge rolling, if you choose to, lets you move one tile at the end of the first frame of the roll.
MovementThe move action lets you move at the start of the frame. Every other kind of movement, whether from attacks or dodge rolls, takes place at the end of the frame.
MovesetsA number of needed movesets have been added. See OP. They work like we've talked about, so now when you declare your attack action, you also declare your move and the direction. (N,NE,SE,S,SW,NW)
Trading HitsIf you are hit while attacking (not warming up or cooling down) or hit another character while they are attacking, you deal/take 50% bonus damage.
Ranged WeaponsNix everything I said about accuracy penalties and whatnot. Read the OP's attack section for the updated information, but it basically works like this. Unless you're making a making a heavy attack (and for 2/3 of the heavy attack types) you select a coordinate as a target. If there happens to be an enemy at that coordinate, great. If not, you miss. Heavy attacks come in three flavors, which you can read about in the original rules section.
Enemy patterns: As a result of adding movesets, enemies get to pick which move from their moveset they use. For instance, you know that a knife bandit can use
L->DR>DR->O->L
However, now that we have movesets, there's a couple of unknowns thrown in there. Because there are two light attacks, and there are three moves within the light attack move set, there are now nine possibilities for this attack. For example,
L (Withdraw, East)->DR (North)>DR->O->L(Dash Slash, North )
L (Rush Cut (NorthEast)->DR (Hold)>DR->O->L (Withdraw, SouthWest)
Are two possibilities for the action. Needless to say, this complicates patterns and prediction a bit and requires a considerable amount of familiarity.
MapKnife Bandit 1: 10/10 HP
Knife Bandit 2: 10/10 HP
Knife Bandit 3: 10/10 HP
Axe'n'Shield Bandit 1 15/15 HP
Axe'n'Shield Bandit 2 15/15 HP
Knife Bandit
HP: 10
Modifiers:
-1 Damage
+1 To hit
+2 Evasion
Weapons
Twin Daggers [L:1 H:3 D:2 Dam: 2-5]
Abilities
Throw Dagger: Cooldown 5, Frames 1. Make a light attack with a range of 3.
Patterns:
At Range
M->M->M->A->O (Dagger Throw)
M->M->M->M->O (IF Dagger throw on cooldown)
In Melee
O->B->WH->H->CH
L->DR>DR->O->L
Axe'n'Shield Bandit
HP: 15
Modifiers:
+2 Damage
+2 Resistance
Weapons
War Axe [L:2 H:4 D:1 Dam: 2-8]
Iron Rimmed Shield [D:3, L:1, Dam 1-2]
Patterns:
At Range
In Melee
Abilities
Name: Miles Twice Dead
HP: 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:3/- 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. This attack staggers you.
Early Reaping: Cooldown 2, Framecost 2. Select a single damaged target. That target has a %chance to die instantly equal to its current health fraction divided by two. (A unit at half health has a 25% chance to be killed instantly). If it fails, you take 1-6 damage.
Name: Shorn
HP: 20
Archetype: Writhing Wall
Assets:
Union of the Old Flesh: Every 3 points of damage gains a charged 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: 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.
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 Lash out with a 3 tile ray of metal petals. Hits first tile with a heavy attack, hit second tile with a light attack at +2 potency, hit third tile with a light attack. Metal type attack.
Power Within: Cooldown 5, Frames X. Sacrifice any number of frames on the current round to charge this ability, 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: Can activate at a charge of at least 2. Sacrifice 2 charge to gain a +1 bonus to resistance and potency for one round.
-Nine Souls: Can activate at a charge of at least 10. Sacrifice 5 charge and take one ability, either yours or your ally's, and remove up to 5 frames of cooldown.
-Beacon of Glory: Can activate at a charge of at least 15. Sacrifice 5 charge to add a +1 bonus to resistance and potency to all allies.
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.