Okay, well I'm having difficulty writing up the flavor. I'd intended to just slam something out so I could get back to working on Small Mercies, but simultaneous action is bloody hard to write when language is designed for the expression of linear sequences. Essentially, most of what I come up with becomes a rather useless read if it isn't directly integrated into the combat sequence itself. So, instead of flavor, you'll get a summary and the ability to read the details.
Overall, I think I'm going to keep playing with the formatting of the play-by-play options to make it a little better. The creation of the table just takes too damn long, much as I like the ease of reference.
Round SummaryShorn took 7 Damage from Axe Bandit 2's Light Attack
Shorn has gained 2 Union of the Old Flesh charges, for a total of 2.
Miles took 2 Damage from Knife Bandit 3's Light Attack
Axe Bandit 2 took 11 damage from Mile's combined attacks.
Axe Banit 2 is Staggered (3 Frames Lost)
Nhin has gained 5 power within charges, total 8.
Frame 1
Movement/Dodges
Axe Bandit 1 Moves NW
Attacks/Blocks
Shorn Blocks
Knife Bandit 2 uses NW Spin Slash, Shorn is Threatened.
H vs B (Active Block!)
To Hit: 1d10+1 vs 1d6+7 (13) = Cannot Hit
Guard Break: 1d100 Vs 50 = 31 vs 50 | No Stagger
Knife Bandit 3 Uses NW Rush-Cut, auto-miss.
Axe Bandit 2 Blocks
Warm-Up/Cooldowns
Miles readies light attack
Dead/Disabled
Other
Nhin Charges Power Within
Frame 2
Movement/Dodges
Knife Bandit 3 Dodge Rolls NW
Attacks/Blocks
Miles Fires on (6,9), Threatens axe Bandit 2
L vs O
To Hit: 1d10+2 vs 1d4+2 (5) = 6 vs 5, Hit.
Damage= 1d3+3 = 6
Knife Bandit 2 uses Withdraw South, Threatens Shorn
L vs LW
To Hit: 1d10+1 vs 1d2+5 (7) = 4 vs 7, Miss.
Warm-Up/Cooldowns
Shorn Light Windup
Dead/Disabled
Other
Axe Bandit 1 Does Nothing
Axe Bandit 2 Does Nothing
Nhin Charges Power Within
Frame 3
Movement/Dodges
Knife Bandit 3 completes Dodge Roll
Miles Shoves Knife Bandit 3
Shove Check: 1d10-2 Vs 1d10 = 7 vs 5
Miles Shoves Knife Bandit 3 a Space SW
Miles moves SW
Attacks/Blocks
Axe Bandit 1 uses Rush. R, SW. Threatens Shorn
L vs WL
To Hit: 1d10 vs 1d2+5 (7) = 6 vs 7, Miss.
Axe Bandit 2 uses Front Chop
L vs WL
To Hit: 1d10 vs 1d2+5 (7) = 8 vs 7, Hit.
Damage Roll: 1d7+3 = 7
Shorn Gains two Charges for Union of the Old Flesh
-7 to ACC
Warm-Up/Cooldowns
Shorn Light Windup
Knife 2 Heavy Cooldown
Dead/Disabled
Other
Nhin Charges Power Within
Frame 4
Movement/Dodges
Attacks/Blocks
Axe Bandit 1 Blocks
Axe Bandit 2 Blocks
Shorn uses Right Slash SE, threatens Axe Bandit 2
L vs B (Active Block!)
To Hit: 1d10-9 vs 1d7+2 (5) = Automiss
Warm-Up/Cooldowns
Knife Bandit 2 cools down
Miles Winds up light attack
Dead/Disabled
Other
Nhin Charges Power Within
Knife Bandit 3 Does Nothing
Frame 5
Movement/Dodges
Attacks/Blocks
Knife Bandit 3 uses Withdraw, NE
L vs L
To Hit: 1d10+1 vs 1d11 = 10 vs 5, Hit.
Damage Roll: 1d4= 4*1.5 =6
Activates Dead Again, new Damage = 1*1.5 = 2
Does not activate Death Echo
Shorn Uses Left Slash, SE. Threatens Axe Bandit 1 and Axe Bandit 2.
L vs CH (Axe 1)
To Hit: 1d10-2 vs 1d4+2 (5) = 0 vs 5, Miss.
L vs CH (Axe 2)
To Hit: 1d10-2 vs 1d4+1 (2) = 2 vs 2. Reroll: -1 Vs 3, Miss.
Warm-Up/Cooldowns
Axe Bandit 1 is in Heavy Cooldown
Axe Bandit 2 is in Heavy Cooldown
Dead/Disabled
Other
Nhin Finishes charging power within.
Names: | Shorn | Miles | Nhin | Axe Bandit 1 | Axe Bandit 2 | Knife Bandit 2 | Knife Bandit 3 |
Starting Position: | (6,8) | (6,6) | (5,6) | (5,11) | (6,9) | (6,11) | (8,8) |
Frame Count | HP: 20/20 | HP: 16/20 | HP: 20/20 | HP: 15/15 | HP: 15/15 | HP: 10/10 | HP: 10/10 |
1 | Shorn Blocks | Miles winds up light | Nhin Charges Power Within | Axe Bandit 1 moves NW | Axe Bandit 2 Blocks | Knife Bandit 2 uses NW Spin Slash, Shorn is Threatened.
H vs B (Active Block!) To Hit: 1d10+1 vs 1d6+7 (13) = Cannot Hit Guard Break: 1d100 Vs 50 = 31 vs 50 | No Stagger
| Knife Bandit 3 Uses NW Rush-Cut, auto-miss. |
2 | Shorn Light Windup |
L vs O To Hit: 1d10+2 vs 1d4+2 (5) = 6 vs 5, Hit. Damage= 1d3+3 = 6
| Nhin Charges Power Within | Axe Bandit 1 Does Nothing | Axe Bandit 2 Does Nothing
Takes 6 Damage from Miles. | Knife Bandit 2 uses Withdraw South, Threatens Shorn
L vs LW To Hit: 1d10+1 vs 1d2+5 (7) = 4 vs 7, Miss.
| Knife Bandit 3 Dodge Rolls NW |
3 | Shorn Light Windup
Shorn Takes 7 Damage from Axe Bandit 2 | Miles Shoves Knife Bandit 3
Shove Check: 1d10-2 Vs 1d10 = 7 vs 5 Miles Shoves Knife Bandit 3 a Space SW Miles moves SW | Nhin Charges Power Within | Axe Bandit 1 uses Rush. R, SW. Threatens Shorn
L vs WL To Hit: 1d10 vs 1d2+5 (7) = 6 vs 7, Miss.
| Axe Bandit 2 uses Front Chop
L vs WL To Hit: 1d10 vs 1d2+5 (7) = 8 vs 7, Hit. Damage Roll: 1d7+3 = 7 Shorn Gains two Charges for Union of the Old Flesh -7 to ACC
| Knife 2 Heavy Cooldown | Knife Bandit 3 completes Dodge Roll
Shoved SW by Miles |
4 | Shorn uses Right Slash SE, threatens Axe Bandit 2
L vs B (Active Block!) To Hit: 1d10-9 vs 1d7+2 (5) = Automiss
| Miles Winds up light attack | Nhin Charges Power Within | Axe Bandit 1 Blocks | Axe Bandit 2 Blocks | Knife Bandit 2 cools down | Knife Bandit 3 Does Nothing |
5 | Shorn Uses Left Slash, SE. Threatens Axe Bandit 1 and Axe Bandit 2.
L vs CH (Axe 1) To Hit: 1d10-2 vs 1d4+2 (5) = 0 vs 5, Miss.
L vs CH (Axe 2) To Hit: 1d10-2 vs 1d4+1 (2) = 2 vs 2. Reroll: -1 Vs 3, Miss.
|
Miles Fires on (6,9), Threatens axe Bandit 2
L vs CH To Hit: 1d10+2 vs 1d4+1 (2) = 8 vs 3, Hit. Damage= 1d3+3 = 5 Staggers Bandit 2!
| Nhin Charges Power Within | Axe Bandit 1 is in Heavy Cooldown | Axe Bandit 2 is in Heavy Cooldown
Takes 5 Damage from Miles, Staggered. | Knife Bandit 2 Does Nothing | Knife Bandit 3 uses Withdraw, NE
L vs L To Hit: 1d10+1 vs 1d11 = 10 vs 5, Hit. Damage Roll: 1d4= 4*1.5 =6 Activates Dead Again, new Damage = 1*1.5 = 2 Does not activate Death Echo
|
Summary
Position
HP:
Additional: |
(6,8)
13/20 |
(6,5)
14/20
|
(5,6)
20/20 |
(5,9)
15/15
|
(6,9)
4/15
Staggered (3) |
(4,8)
10/10 |
(7,3)
10/10 |
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 4/15 HP, Staggered (3)
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:
O->B->WH->H->CH
L->DR>DR->O->L
H->L>CH->CH->0
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:
B->O->L->B->CL
WL->L>L->CL->O
Abilities
Name: Miles Twice Dead
HP: 14/20
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: 13/20
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
Union of the Old Flesh: 2 Charges
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
8/20 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 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.