Frame 1
Swift ActionsNhin takes Heaven's Garden off cooldown (5 charges)
Nhin uses 3 Power within (6 charges)
Movement/DodgesKnife Bandit 3 Moves North
Axe Bandit 1 Moves NW
Miles Moves S
Attacks/BlocksShorn Blocks
Nhin Strikes (5,9) with Heaven's Garden. Threatens Axe Bandit 1, Axe Bandit 2, and Shorn.
L vs M
To Hit: 1d10+2 vs 1d4+1 = 4 vs 3, Hit.
Damage: 1d5+6 = 7*1.2 = 8
L vs O
To Hit: 1d10+2 vs 1d4+1 = 8 vs 3, Hit.
Damage: 1d5+6 = 10*1.2 = 12
Killed
L vs B, Timed Block
To Hit: 1d10+2 vs 1d6+7 (13) = Auto-Miss
Warm-Up/CooldownsDead/DisabledAxe Bandit 2 Does nothing
OtherKnife Bandit 2 Does Nothing
Frame 2
Movement/DodgesShorn shoves Axe Bandit 1
Shove Check: 1d10 Vs 1d11+1 = 3 vs 12
Shorn Fails to Shove Axe Bandit 1
Knife Bandit 2 Moves NW
Knife Bandit 3 Dodge Rolls NE
Attacks/BlocksMiles attacks (6,9) Automiss.
Warm-Up/CooldownsNhin cools down from Heaven's Garden
Dead/DisabledAxe Bandit 2
OtherAxe Bandit 1 Does nothing
Frame 3
Movement/DodgesKnife Bandit 3 Finishes Dodge Roll
Attacks/BlocksShorn Makes an Active light Block
Miles attacks (6,9) Automiss.
Axe Bandit 1 uses Right rush, S. Threatens Shorn.
L vs ABL
Shorn Parries!
To Hit: 1d10-2 vs (1) = 6 vs 1, Hit.
Damage: 1d8+4 = 7
Killed
Warm-Up/CooldownsNhin cools down from Heaven's Garden
Knife Bandit 2 Winds up heavy attack
Dead/DisabledAxe Bandit 2
Axe Bandit 1
Other
Frame 4
Movement/DodgesShorn Dodge Rolls South
Attacks/BlocksKnife Bandit 3 uses Rush Cut, S. Auto-miss.
Knife Bandit 2 uses Strafe R. S, Threatens Nhin
H Vs A
To Hit: 1d10+1 vs 1d11+1 (3) = 8 vs 8, Reroll. 9 vs 6. Hit.
Damage: 1d4 = 4*2 = 8
Warm-Up/CooldownsMiles Cools Down
Dead/DisabledAxe Bandit 2
Axe Bandit 1
OtherNhin Charges Power Within
Frame 5
Movement/DodgesShorn Finishes Dodge Roll
Attacks/Blocks[None]
Warm-Up/CooldownsMiles Cools Down
Knife Bandit 2 cools down
Dead/DisabledAxe Bandit 2
Axe Bandit 1
OtherKnife Bandit 3 does nothing.
Nhin Charges Power Within
Knife Bandit 2: 10/10 HP
Knife Bandit 3: 10/10 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:
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: 7/15
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.