Turn 2
Everybody finally figures out whats going on, and springs into action
TurnsGood GuysPre MovementWinters: advance one row
BonusWinters: Prepare an ambush [1]: You try to hide i some tall grass to ambush the bear as soon as it gets into range, but the tall grass was hiding a bog. You sink knee-deep in the mud, and struggle to move yourself. (+1 to all melee attacks against you while you remain in this position)
Bandit: Find good cover [6]: You see your fellow archers take amazing archery positions. You look at a nearby shed, and find an even better area. It has a window to shoot out of, but the rest is hard wood. You venture into the shed, and the visibility is still just as good. In addition, it will be hard for anyone else to get to you (-1 to all ranged attacks against you, +1 movement cost to engage in melee with you while you remain in this position)
Aim at the bear [1]: You try to aim at the bear, but staring at it only solidifies how terrifying the thing is. You suddenly don't feel to good about pissing it off (-1 to next attack)
Zeke 2: Find cover [3]: You duck behind a tree, and think that you will be safe from most projectiles. It is not the best, but it will do (-1 to all ranged physical attacks against you while you remain in this position)
Prepare Magic Bolt [3]: You try to predict the Bear's location for where to fire your shot, but the bear moves to erratically to make such a prediction
AttacksSub 2: Power shot Front-Left Leg [1]: You suddenly get a sense of vertigo, and you drop the arrow you were trying to nock. The bear sees this, and unleashes a breath of ice at you.
Free Attack: Freeze Roar [4]: 70 damage! The blast of frozen air hits you like a brick wall. You are tossed back and nearly fall out of your tree. You kneel back up, and notice the front of your skin is turning strange purple colors. Hopefully this is not permanent.
Power shot Front-Left Leg (2-1+1) = [2]: You try to shoot again, but your arms don't seem to be functioning as normal.
Robbin Hood: Power shot Head (3-1+1) = [3]: (25-10) = 15 Damage! You fire a slightly-innacurate shot with all your upper body strength. The arrow strikes the bear in the base of the ear, whizzing straight through the flesh. The bear doesn't even notice in the heat of the battle, but a noticeable amount of blood is seeping through the wound.
Normal shot Head [1]: You try to fire a normal shot at the bear, but it sees you while attacking Sub. It picks up a nearby rock and chucks it at you.
Free Attack: Throw rock (3-1)= [2]: Fortunately for you, the rock hits several branches along the way, and falls short of hitting you.
Post Movementnone
Bad GuysMovementWerebear: Move down three rows, engage in melee with Winters
Attacksnone
Post Movementnone
BattlefieldRow 9:
Row 8:
Row 7:
Row 6:
Row 5:
Row 4:
Row 3: [Winters (Warrior), Werebear]
Row 2: Sub (archer), Robbin (archer)
Row 1: Bandit (archer), Zeke 2 (mage)
StatusGood GuysSubject 2 ("Sub")
Class: Lvl 1 Archer
General Role-playing information: Something something Aperture Science, blah Perpetual Testing Initiative blah, [words]
HP: 30/100
EXP: 35/100
Loot: 35
Location: Row 2
Active Bonuses: +1 maximum range, +1 roll modifier on ranged attacks
Cpt. Winters
Class: Lvl 1 Warrior
General Role-playing information: It's the captain, follow his lead!
HP: 100/150
EXP: 100/120
Loot: 100
Location: Row 2
Active Bonuses: None
Ezekial “Zeke” Ruyn 2
Class: Lvl 1 Mage
HP: 80/80
EXP: 25/80
Loot: 25
Location: Row 1
Active Bonuses: none
The Bandit
Class: Lvl 2 Archer
General Role-playing information: Mysterious highwayman
HP: 120/120
EXP: 30/200
Loot: 170
Location: Row 1
Active Bonuses: +1 movement to engage in melee with you, -1 to ranged physical attacks against your position
Robbin Hood
Class: Lvl 1 Archer
General Role-playing information: Steals from the rich, gives to the poor
HP: 100/120
EXP: 25/100
Loot: 25
Location: Row 2
Active Bonuses: +1 maximum range, +1 roll modifier on ranged attacks
Bad GuysWereBearHead: 385/400
Body: 1000/1000
Front Left Leg: 300/300
Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300
Location: Row 6
To Kill: Destroy the Head or the Body
To Immobalize: Destroy 2 legs
Thick skin: -10 to all physical attacks
charge: one free movement action (in addition to the normal 2 actions) while all 4 legs are functional.
Tall: Head may not be targeted by melee attacks while 2 legs are functional
Massive: May use ranged attacks while engaged in melee
swipe
stand on two legs, and swipe all nearby targets
Body Parts required: 3 legs.
Range: melee
Type: Physical
Damage: 100
Roll Modifier: 0
Target: all engaged in melee
Bonus: none
Bite
Grab an opponent with its mouth, immobalizing them
body parts required: none
Range: melee
Type: Physical
Damage: 120
Roll Modifier: -1
Target: single target
Bonus: if it hits, target may not use movement actions for 1 turn, and all attacks have a -1 modifier.
Freeze roar
a magical breath of frozen air from its mouth
body parts required: none
Range: 4 rows
Type: magical
Damage: 70
Roll Modifier: 0
Target: single target
Bonus: none
Throw Rock
Throw a nearby rock with inhuman speeds
Body Part required: 2 legs
Range: 7 rows
Type: Physical
Damage: 100
Roll Modifier: -1
Target: single target
Bonus: none
I'm not really pleased with how ambushes are being handled. It doesn't seem right to attack on the enemy's turn because I would have to make the enemies stupid for it to work, and they could never do the same for you.
After some thinking, I decided that there will be absolutely no attacks outside of an attack action on your turn. Instead, I will add "ambush" as a movement action. What it does, is engages you in melee with the first enemy to move into your row. You won't get to attack on their turn, but you will already be engaged in melee for next turn, which will let you attack twice once your turn comes around.
It can be used to slow a particularly fast enemy from getting to the people behind you, or it can be used in a situation like the start of this turn, where Winter's could start next turn engaged in melee, had the werebear used all his movement.