Turn 4
While the archers all ran in terror, Cpt. Winters attempted to distract the beast to give them time to calm themselves down.
TurnsGood GuysPre MovementSub: Move up 2 rows
The Bandit: Disengage and move up one row
Winters: Move up one row and engage with werebear (free movement action)
Robbin Hood: Move up 2 rows
BonusWinters: Prepare to charge [5]: You crouch down on your hands and feet, ready to launch foreward in a moments notice. (1 free movement action next turn in addition to other actions)
AttacksWinters: Light Strike front left leg [6]: (180 - 10) = 170 damage! The bear was still recovering from attacking the Bandit while you ran up from behind. You take advantage of the bear's distraction, and slash the bear's front left leg. The blade bites deep in the skin, and the bear howls in pain before turning around to retaliate.
Level Up!Free attack: Swipe Winters [4]: (100 - 20) = 80 damage! The paw slams into Winters' legs, taking them out. The captain's left leg was dislocated and bent at an odd angle, however, the captain stood on his good leg, and let out a defiant roar.
Light Strike Front left leg [1]: Winters goes for another strike, but falls off balance and returns to the ground. The bear takes advantage and tries to finish you off.
Free attack: Bite Winters [1]: But the bear puts too much weight on his injured leg, and falls just like the captain. Winters stands up and strikes again.
Free Attack: light strike front left leg [5]: (120 - 10) = 110 damage! Winters sends the blade into the same leg from the other side. The leg was gushing blood from two locations. It would not take much to send it out of commision.
Post Movementnone
Bad GuysMovementnone
AttacksSwipe Captain Winters [1]: The bear tries to attack the captain, but his injured arm causes him to miss. The bloodied captain retaliates.
Free Attack: Punch Front Left leg (5 + 1) = [5]: (60 - 10) = 50 Damage! The captain closes a fist, and drives his arm into the open gash on the Werebear's leg. The first disappears into the meat, and comes out with several organic materials in his clutches. The captain had ripped out several blood vessels and nerves inside the leg. At this point, the leg had gone completely limp. This will most certainly affect the bear's speed.
Swipe Captain Winters [3]: (50 - 20) = 30 damage! The bear uses its other paw and once again smacks the captain into the ground. Both combatants were weary, but still determined to finish this.
Post Movementnone
BattlefieldRow 9:
Row 8:
Row 7:
Row 6: Sub (archer)
Row 5: Robbin (archer)
Row 4: Bandit (archer)
Row 3: Winters (warrior), WereBear, Zeke (mage)
Row 2:
Row 1:
StatusGood GuysSubject 2 ("Sub")
Class: Lvl 1 Archer
General Role-playing information: Something something Aperture Science, blah Perpetual Testing Initiative blah, [words]
HP: 20/100
EXP: 35/100
Loot: 35
Location: Row 6
Active Bonuses: none
Cpt. Winters 2
Class: Lvl 2 Warrior
General Role-playing information: It's the captain, follow his lead!
HP: 100/180
EXP: 160/240
Loot: 330
Location: Row 3, engaged with the werebear
Active Bonuses: none
Ezekial “Zeke” Ruyn 2
Class: Lvl 1 Mage
HP: 80/80
EXP: 25/80
Loot: 25
Location: Row 3
Active Bonuses: none
The Bandit
Class: Lvl 3 Archer
General Role-playing information: Mysterious highwayman
HP: 140/140
EXP: 0/300
Loot: 360
Location: Row 4
Active Bonuses: none
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 5
Active Bonuses: none
Bad GuysWereBearHead: 275/400
Body: 1000/1000
Front Left Leg: 0/300Front Right Leg: 300/300
Back Left Leg: 300/300
Back Right Leg: 300/300
Location: Row 3, engaged with Captain Winters
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
Way to go Captain Winters!
Since this battle is very close to being over, I think it is time to start reviewing the tests. I have decided that I do really like the movement system, and the battle system. It just needs some balancing on the attacks (what was I thinking when I made pre-patch archers...) A summary of the changes to the battle system I plan to make for the real game:
-add healing as an attack option, in its own category along with ranged and melee attacks.
-give everybody more health. (easier then rebalancing every attack)
If you have any more suggestions for how I could improve the combat system, let me know.