EnemiesB = Bouncer
HP: 25/25
AP: 0/4
Defense: 8
Stronk: +2
Beef: +2
Fast: -2
Class: 0
Choice Weapon: Brass Knuckles, touch, +2 to hit, 1d6+2 crush
Abilities,Pummel: 1AP, Main Action. Roll to hit with a melee attack. If you deal damage, you automatically expend 1AP and roll to hit again. This continues until you run out of AP or fail to deal damage.
Slow to Action (Passive): Acts only on even-numbered rounds.
Comeback: (Passive) Regens all AP when HP is reduced to half of max or below.
s = Server
HP: 5/5
AP: 1/1
Defense: 12
Stronk: -2
Beef: -1
Fast: 2
Class: 0
Choice Weapon: Whatever comes to hand, 30' range, 1d4-2 crush
Abilities,Hurl Heavier Thing: 1AP, Main Action. Roll to hit with a ranged attack. Stronkness is increased by 2 and target must save or be stunned.
Fearful (Passive): Regens 1 AP when running away or at max distance. Must run when at 0AP.
b = Bard (Awful)
HP: 5/5
AP: 7/7
Defense: 12
Stronk: -4
Beef: -1
Fast: +2
Class: +2
Choice Weapon: Bad Music, 60' range, 1d4 Magic A
Abilities,Discordant 'Melody': 1AP, Main Action. All Enemies in range must save or move 10' away immediately and have their ability costs increased by 1AP for one round.
Pansy Slap: 2AP, Bonus Action, Make a touch attack. If it connects, deal 1 damage and the target loses 4AP and cannot attack next round.
d = Drunk
HP: 8/8
AP: 2/2
Defense: 13
Stronk: +1
Beef: +1
Fast: -2
Class: -2
Choice Weapon: Broken Bottle, touch, +1 To hit, 1d6+1 cut
Abilities,Projectile Vomit: 2AP, Main Action. Make a 15' range attack. If it hits, deal 1d4 Magic A damage. Target must save or be revolted, taking -2 to its Defense and Damage until it spends a Main action to clean itself.
Drunken Boxing: 1AP, Bonus Action, Make a touch attack. If it hits, it deals 1d6 damage.
Drunkard (passive): When this unit runs out of AP, it falls prone, loses its next round and regains 2 AP.
g = Gambler
HP: 4/4
AP: 2/2
Defense: 14
Stronk: -3
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Throwing Cards, 30', +2 To Hit, 1d4-3 Damage.
Abilities,52 Card Pickup: Reaction, 2AP. Can immediately burn AP when hit to reduce the damage by 1d4+Classiness per die spent.
Ace of Spades: 1 AP, bonus action. Negates all damage penalties for this unit until the end of round.
Gamblers Choice: Regens all AP when anyone rolls a Natural 20.
bk = Barkeep
HP: 8/8
AP: 6/6
Defense: 14
Stronk: 0
Beef: 0
Fast: +2
Class: +1
Choice Weapon: Sawed-off Double-Barrel Crossbow,Reach, +0 To hit, 2d6 Stab
Abilities,Singapore Sling: Main Action, 1AP. Mixes a cocktail and throws it at a friendly unit within 30'. If it hits, it heals 1d4+Classiness.
Molotov: Main Action, 2AP. Mixes a 'cocktail' and throws it an enemy unit within 30'. If it hits, it deals 1d6+Classiness damage to the target, and the target and all adjacent units must save or be set on fire for three rounds.
Customer Loyalty: Regains 1 AP whenever a Drunk Regains AP.
FriendliesRB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 10/10
Defense: Kimono, 10 (AP+2, Prepared Action x2)
Stronk: +4
Beef: -2
Fast: 0
Class: +1
Choice Weapon: Masamune, Touch, +4 To Hit, 2d6+4 Magic C
Resort Weapon: Yumi, 30' Range, +4 To Hit, 1d10+4 Stab
Abilities,Faith in Steel: 2AP, Bonus, your defense increases by 4 until start of your next turn.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained
The Wolf In The Dark: (Passive). Once per encounter, whenever you're bleeding out, you can choose to rise again at full health as a free action. If you do so, one of your companions at random is inflicted with the Rotting status for 5 rounds.
Intense Training: (Passive) +1 Stronkness
居合道: (Passive) Whenever you melee attack on the same round you unsheathe your weapon, you deal +3 damage. When your weapon is sheathed, you can take a prepared action to unsheathe your weapon and gain +3 Defense against the first attack directed at you.
HB = Hexio Bladio (ShadowClaw)
HP: 19/19
AP: 8/8
Defense: 16 (HP+2)
Stronk: -2
Beef: 0
Fast: +1
Class: +4
Choice Weapon: Reach, +7 To Hit, 1d8+4 Magic B/Cut
Resort Weapon: 60' Range, -2 To Hit, 1d4-2 Stab
Abilities,Unspeakable Power: 2AP, Bonus, when used alongside an ability or attack that rolls dice for effect, those dice explode. If the ability has a save, its difficulty is increased by 2.
Dark Trap: 3AP, prepared action. When an enemy, either the first or one specified, comes within 20ft, this ability triggers and the enemy must make a save. On a failure they take 2d12+Classiness Magic A damage and are restrained. On a success they take half as much damage are not restrained.
Blood From Blood: (Passive), Bonus Action. For four rounds after you sacrific HP to gain AP, you steal 1HP whenever you deal damage directly with your weapon of choice.
Intense Training: (Passive) +1 Classiness
Eldritch Weapon: (Passive) Your weapon of choice has its attack and damage based off of your Classiness instead of your Stronkness. Its Damage is converted to Magic B.
BY = Boris Ylivvien (PokeBoss)
HP: 15/15
AP: 6/6
Defense: 18 (HP+4)
Stronk: 0
Beef: -2
Fast: +3
Class: +1
Choice Weapon: Giant Scissors, touch, +3 To Hit, 1d8+0 Cut
Resort Weapon: Sling Staff, 60' Range, +0 To Hit, 1d4 Crush
Abilities,Preventative Measures: 1AP, Prepared. When an ally (you may specify or use ‘first’) within 30ft takes damage, each damage die is rolled twice and the lowest value for each pair is used.
Benediction: XAP, Bonus Action. Until the beginning of your next round, one ally within 30’ gains +1d(X+Classiness [Min 0]) to Defense, Attack Rolls, and Damage Rolls.
Projected Heal: 2AP, Main Action. Heal 2d6+Classiness. This ability can be cast at range, but the healing is reduced by 2 (Min 0) for every 5’ it travels beyond touch range.
Tithe: (Passive) Whenever you heal an ally, you can opt to leech up to 2AP from them.
Helpful Sort: (Passive) If you don't attempt to deal damage in a round, your Classiness is increased by 2 until the end of the next round.