Frame 1
Swift Actions[None]
Movement/Dodges[Empty]
Attacks/BlocksShorn Blocks
Warm-Up/CooldownsAwakened Effigy Warms up Ability
Dead/Disabled[Empty]
OtherNhin casts Dancing Blossoms
Miles Primes Dynamite
Frame 2
Swift Actions[None]
Movement/DodgesShorn Moves South
Attacks/Blocks[Empty]
Warm-Up/CooldownsAwakened Effigy Warms up Ability
Dead/Disabled[Empty]
OtherNhin finishes casting Dancing Blossoms
Miles Primes Dynamite
Frame 3
Swift ActionsNhin Uses Nine Souls to take Dancing Blossoms off cooldown
Nhin uses Inner Light, x2
Movement/Dodges[Empty]
Attacks/BlocksShorn Blocks
Warm-Up/CooldownsAwakened Effigy uses Winter's Fury, Second Stage, S. Threatens Shorn, Nhin.
H vs B (Timed Block)
1d10+2 vs 1d6+7 (13) = Auto-miss
Guard Break: 65 Vs 50, Success
Shorn is Staggered. Loses 2 frames next round.
HA vs HA
1d10+2 vs 1d11+1 (2) = 11 vs 5, Hit
Damage: 1d5+4 = 7*2*1.5 = 21 (15 Overkill damage reduced to 7)
Nhin is disabled for remaining Frames
Nhin gains Agony: Evercold
Nhin uses dancing blossoms on (9,11)
HA vs HA
1d10+2 vs 1d8+2 (5) = 9 vs 9, re-roll. 11 Vs 9. Hit.
Damage: 1d11+7 = 10*1.5 = 15
Another pillar of glowing petals streaks down from heaven, tearing into the abomination's borrowed flesh. This time, however, the attack is weaker. This time, the beast does not fall. This time, the beast retaliates.
The effigy tenses, its scythes still buried in the soil. With a great rending motion, it tears them free, casting frozen earth skyward. The black snow swirling around Nhin responds similarly, exploding upwards and carrying her with it. The blast catches Shorn at the edge, who once more reacts in the nick of time and gets his shield up. The force slams him off balance, and every eye of the shield is clamped firmly shut against the razor snow, but he escapes harm.
Nhin is not so lucky. She falls back a dozen feet to the ground, landing in a crumpled heap on the now frozen soil.
Dead/Disabled[Empty]
OtherMiles Primes Dynamite
Frame 5
Swift Actions[None]
Movement/DodgesAwakened Effigy Moves SE.
Shorn Dodge Rolls North
Attacks/Blocks[Empty]
Warm-Up/Cooldowns[Empty]
Dead/DisabledNhin is Disabled
OtherMiles Primes Dynamite
Frame 4
Swift Actions[None]
Movement/DodgesAwakened Effigy Moves S
Shorn Finishes Dodge Roll
Attacks/Blocks[Empty]
Warm-Up/Cooldowns[Empty]
Dead/DisabledNhin is Disabled
OtherMiles finishes priming dynamite
A most poignant object lesson to drive home my point. That which was simple once may not always be so, and your life is forfeit should you fail to take this to heart.
Fear the unknown.
Enemy
Corrupted Harvest Idol: 41/70
Friendly
Miles: 20/20
Shorn: 5/20
--> Union of the Old Flesh 5/-
--> Staggered (2)
Nhin: 8/15
--> Power Within 1/20
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.
Known Patterns:
Stage 1
B->L->CL->WL->L
L -> L -> B -> CL -> CL
Stage 2
?->?->?->WA->A
WA -> WA -> UHA -> ? -> ?
LightDouble Smash
Cross-Chop
Heavy/AbilityWinter's Fury Stage I
Winter's Fury 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: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, 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.