Map itemsSoup Pot = Soup Pot
HP: 20/20 (Resist cut and stab)
AP: - |
Defense: 13
Stronk: -
Beef: +4
Fast: -
Class: -
Abilities,Delicious: (Passive) Any unit within 5' of Soup Pot's center can spend a main action to sample the stew and regain 1d6 HP.
Unstable: (Passive) Any unit within 5' of Soup Pot's center can spend a full round action to tip the pot. If it fails to save, it is overturned and destroyed.
Small circle with flame icone = Brazier
HP: 5/5 (Resist cut and stab)
AP: - |
Defense: 10
Stronk: -
Beef: -
Fast: -
Class: -
EnemiesMA = Mama
HP: 50/50
AP: 8/8 | Spend Full round action to sample stew, set to full. Cooks assistant dies +2.
Defense: Rhinohide Apron, 11 (Resist Cut)
Stronk: +2
Beef: +4
Fast: -2
Class: 0
Choice Weapon: Mama's Love, Touch, +2 To Hit, 2d6+5 Cut
Resort Weapon: Meat Hook on a Chain, 30' Range, +3 To Hit, 1d6+2 Stab
Abilities,Chain Cleaver: 4 AP, full round action. Meat Hook on a Chain sets damage from Mama's love. If it hits its first target, Mama can expend 1AP to immediately attack another target in range, but not the same target twice. Can continue until Mama misses or runs out of AP.
Apron Strings: 2AP, Main Action, when making a ranged attack, Mama can sacrifice damage to drag the target 5' closer per point of damage sacrificed.
Tough Love: (Passive) When any unit enters Mama's melee threat range, she can attack immediately. If friendly, this costs 2AP and restores HP equal to the damage dealt.
One with the Stew: (Passive) When killed, a remaining upright soup pot will detonate and Mama will be revived at its location with -15 Max HP.
ca = Cooks Assistant
HP: 10/10
AP: 4/4 | Deal Melee Damage (+1), Sample Stew (+2)
Defense: 13
Stronk: -1
Beef: +1
Fast: +1
Class: +0
Weapon: Chef's Knife, Touch, +2 To Hit, 1d6-1 Cut
Abilities,Knife Throw: 2 AP, Main action. Chef's Knife Attack out to 30'. If it hits, target muse save or begin bleeding, taking 1hp damage per tile moved until it heals or takes a full round action to stop the bleeding.
Mama's Little Helper: Reaction, 1AP, when healed, can give the healing amount to Mama.
i = Fire Imp
HP: 8/8
AP: 3/3 | Be within 5' of a brazier (+1), set someone on fire (All)
Defense: 13 (Resist Cut, Crush, Stab)
Stronk: -2
Beef: -2
Fast: +2
Class: +2
Weapon: Ember Throw, 30', +2 To Hit, 1d4+2 Magic A
Abilities,Flamethrower: X AP, Main Action. Deals Xd4+2 damage to one target within 30' and sets the target on fire. Target can save for half damage and to not be set on fire.
Burning Spirit: (Passive) This unit recieves a penalty to its fastness equal to the difference between its current and max AP.
D = Demon Spit Dog
HP: 16/16
AP: 4/4 | Be within 5' of a brazier (+1), set someone on fire (+2)
Defense: 14 (Resist Magic A)
Stronk: +1
Beef: +0
Fast: +2
Class: +0
Weapon: Hellhound Teeth, touch, +2 To Hit, 1d8+3 Magic A
Abilities,Demon Blood: X AP, bonus action. When within 5' of a fire source or burning unit, regenerates Xd6 HP.
Burning Bite: (Passive) When this unit deals HP damage, target must save or be set on fire.
El = Elemelentil
HP: 20/20
AP: 0/0 |
Defense: 5
Stronk: +3
Beef: +0
Fast: -5
Class: -5
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,Legume is pronounced 'Le-guh-me': (Passive) On hit, Elemelentil sets target speed to 0' for its next round.
Slow: (Passive) This unit's movespeed is 10'.
bw = Bean Wizard
HP: 3/3
AP: 0/5 | Meditate as Full Round Action (+3)
Defense: 12
Stronk: -2
Beef: -3
Fast: +0
Class: +3
Weapon: Bean Punch, Touch, +3 To Hit, 1d4+3 Crush
Abilities,Conjure Elemelentil: 5 AP, full round action. Raises an Elemelentil to a space within 20'. Can have a max of 2 Elemelentils. Each active Elemelentil reduces AP regen by 1.
Bean Barrage: X AP, deals (X*2)D3+Classiness damage to a target within 30'. Target can save for half damage.
FriendliesRB = Rokhard Darkface, Chosen (Egan)
HP: 15/15
AP: 8/10 | Deflect damage with Armor while Faith in Steel not active (+2) or Attack (+1)
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.
Vanity Stats3/4 Hit Rate
59 Total Damage
5 Ap Used
HB = Hexio Bladio (ShadowClaw)
HP: 14/19
AP: 8/8 | Any Enemy Dies (+2), sacrifice 1d4hp (+4), lose at least 5hp in one hit (+4)
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 sacrifice 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.
Vanity Stats4/5 Hit Rate
63 Total Damage
8 Ap Used
17 Lifetime Damage Taken
BY = Boris Ylivvien (PokeBoss)
HP: 13/15
AP: 2/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
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.
Vanity Stats3/3 Hit Rate
13 Total Damage
12 HP Healed
10 Ap Used
3 Boons Cast
2 Lifetime Damage Taken
0/2 Prayers Answered
JO = Joe (TKC)
HP: 15/15
AP: 6/6 | Use Bonus Action to Roll a d6 and pray. Regen on a 6. (+2)
Defense: 18 (HP+4)
Stronk: +0
Beef: -2
Fast: +3
Class: +2
Choice Weapon: reach, +0 to hit, 1d8+0 stab/cut
Resort Weapon: reach, +0 to hit, 2d4, 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.
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.
Intense Training: (Passive) +1 Classiness
Charity: (Passive) Allies within 5' can use your AP pool to fuel their abilities. You gain 1hp per point used in this manner.
Get a Cuppa Joe: (Passive) When charity activates, you also gain +10 movement and +2 Fastness until the end of the round. Can only activate once in a given round.
BB = Bar Bear (a1s)
HP: 40/40
AP: 6/6 | Take or Deal Damage while not raging or fatigued, +2
Defense: 11 (-1 all damage)
Stronk: +3
Beef: +1
Fast: +0
Class: -2
Choice Weapon: Axe of Bears, reach, +6 to hit, 2d6+3 cut
Resort Weapon: Massive Fists, touch, +3 to hit, 1d10+3, crush
Abilities:Rage: X AP, Bonus. Gain 1dX bonus to damage and to hit, 1dX damage reduction against all, and -1dX to your defense each round for 1dX rounds. Bonus amounts are rerolled each time they are used.
Cleave: 2AP, Main Action. You can make melee attacks against 3 adjacent tiles that you threaten this round, adding your Classiness bonus (if any) to attack and damage.
Hardcore: (Passive) Increases your HP by +12 at start, and by +4 each level thereafter. If you get reduced to 0 HP, you die instantly.
Indefatigable: (Passive) If you would gain AP when your AP is full, you gain HP instead. This can only trigger once per round.
Bear Arms: (Passive) Dealing damage with Massive fists increases the attack roll of Axe of Bears by 1d4 for one attack. Hitting with the Axe of Bears increases the damage of Massive fists by 1d4 for one attack. Both can stack up to 3 times.