Frame 1Knife Bandit 1 Moves SW
Knife Bandit 2 Moves SW
Knife Bandit 3 Moves SW
Axe Bandit 1 Blocks
Axe Bandit 2 Moves SW
Shorn Moves NE
Nhin Activates Dancing Blossoms
Miles Uses Deadshot on (4,10)
L vs M
To Hit: 1d10+2 vs 1d6 = 11 vs 3, Hit. 8 Potential Bonus Damage.
Damage Roll: 1d3+5-3= 6+6 Bonus Damage.
Attack Converted To Heavy
Knife Bandit 1 Killed
Frame 2Knife Bandit 2 Moves SW
Knife Bandit 3 Moves NW
Axe Bandit 1 Does Nothing
Axe Bandit 2 Moves NW
Shor Moves NE
Miles Cools Down
Nhin Finishes Casting
Frame 3Knife 2 Moves S
Knife 3 Moves NW
Axe 1 Moves SW
Shor Moves NE
Nhin Charges Power Within
Miles Cools down
Axe 2 uses Rush R. NW. Blocked by Shorn
Shove
Shove Check: 1d11+2 Vs 1d10+5 = 9 vs 8
Axe 2 Shoves Shorn 1 Space NE
Shorn is in Axe 2's hit zone.
L vs M
To Hit: 1d10 vs 1d2+5 (7) = 4 vs 7, Miss
Frame 4Knife 2 Throws knife at (7,8), automiss.
Axe 1 Blocks
Axe 2 Cools Down
Shorn winds up
Nhin Charges power within
Miles coolsdown
Knife 3 throws knife at (6,5)
L vs CL
To Hit: 1d10+1 vs 1d11 = 11 vs 4, Hit.
Damage Roll: 1d4= 4
Does not Proc Dead Again
Frame 5Knife 2 Does Nothing
Knife 3 Does Nothing
Axe 1 Moves SW
Axe 2 Does Nothing
Nhin finishes charging Power within
Miles Moves NE
Shorn uses Slash R. NE, grazes Axe 2.
L vs O
To Hit: 1d10-2 vs 1d4+1 (2) = 2 vs 3, Miss.
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
B->O->L->B->CL
WL->L>L->CL->O
Abilities
Name: Miles Twice Dead
HP: 16/20
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
3/20 Power Within
Dancing Blossoms (+2 Eva, +2 Res, +3 Pot)
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.
EDIT: What are people's opinions on friendly fire?
Chorus of pleased children: "Yaaaaaaaay!"
I feel like combat operating on "damage goes here" zones sort of implies the zones are indiscriminate, and further encourages people (NPCs included) to spread out a bit rather than try to gang up on one target. It also allows for the very satisfying possibility of getting NPCs to whack each other if you can reposition them or interrupt their movement somehow.
Well, because it came up this round, I give you the shove mechanic!
If you're trying to move through someone, whether because of a move action or a weapon movement, there's a shove check. A shove check is a 1d(Vit+10)+Pot vs 1d(Vit+10)+0.5*Res. If it succeeds, the defender is shoved a space in the direction the attacker is going. If it fails, the defender's action is interrupted and they lose the movement/attack.
You can't shove using a dodge roll. If you're in a position where your dodge roll would shove someone, you roll in place instead.
Now, on the subject of formatting...
I'm thinking of condensing literally everything that doesn't involve rolling. So the text you see per round shrinks to just a couple of actual actions and you don't get the play by play of nothing happening. Anyone else have formatting they'd like to see, or think would work nicely for an actual game?