The 8 of you retreat from the demonic horde, untill you are caught in a U shaped part of a river, a rich man on the other side of the river tells you he will pay you to fight the demons, even supply you
You ready you're equipment and face the aproaching wave, it is made soley of weak and dumb demons, they are however trying a rudimentary flanking maneouver.
HP = 8/8 AP = 12
Items:
Warhammer (e)
1 Healing Salve (3/3)
Currency:
$0
PP: 0
Perks and Flaws
Non Human Class > -5PP, +3HP, 10% extra cost at shops, armour only 75% as effective
Grotesque > +6PP, Cannot wear armour
Regenerator > -7PP, Heals 1 HP each turn, Alive untill negative maximum hit points
Speedy> -4PP, +2 AP
HP:5/5 AP:12
Items:
Divine Mace
Spells:
Basic Healing: Heal 1HP within 6 squares, 3AP
Divine Shield: Protect one ally within 6 squares from 2 damage, 4AP
Currency:
$0
PP: 2
Perks and Flaws:
Acolyte Class > -5PP, Gain access to divine magic shoppe, gain the basic healing spell, -1 AP
Softhearted > +3PP, Must Heal if there is a valid target
Speedy > -4PP, + 2AP
Lively > -2PP, +1AP
5/5 HP
3/3DP blocking 1 taking 75%
12 AP
Currency:
$16
PP: 0
Inventory:
.22 Pistol (e)
Denim and Leather (e)
Perks and Flaws:
Scavenger Class > -5pp, -10% damage +$10 per kill for the team
Haggler> -5pp, 10% discount at stores, does not work for perk points
Robber> -6pp, +$5 per hit you score
Speedy> -4pp, +2 AP
Ohh ... Shiny> +4pp, must Search anyone that dies within 6 squares, 2AP at range, 1AP close up
Valiant> 5pp, can only be healed by yourself
HP 5/5
Armour: 3/3DP Blocks 1 Taking 75%
AP 12
Currency:
$55
PP:0
Inventory:
.22 Pistol (e)
Denim and Leather (e)
Perks and Flaws:
Mechanic Class> -5pp Repair 1 DP for 3AP at melee range
Mr Fix it> -5pp Repair 2DP for 3AP
Speedy> -4pp, +2 AP
Construction Equipent> +4ap moving costs 1.5AP
5/5 HP
10 AP
Currency:
$42
PP: 0
Inventory:
Combat Knife (e)
Perks/Flaws:
Fighter Class> -5pp, +50% damage in melee, -50% damage at range
Armour Skill> -5pp, Armour prevents half again as much damage, and takes 3/4 times as much damage as it would
4/4 HP
12 AP
Currency:
$0
PP: 0
Inventory:
Spells:
Firebolt -1.5 damage for 4ap with an accuracy of 4-17, criting on 10-11 and no max range
Mana Bolt -1.5 damage for 4 ap, hitting on a 4-17 and critting on a 7-13
Fireball -.75 damage in a 3/3 square centred at most 6 squares away from you; 5ap, hits on a 2-19, if it misses it will scatter 1-4 squares in a direction determined by a d8 and crits on 10-11, but only crits its centre square
Perks/Flaws:
Acolyte Class> -5pp gain firebolt spell, gain access to arcane magic shoppe, -1 hp
Font of power> -4pp, spells take 75% less AP
Behold my ultimate power> -7pp, reroll failed crit rolls, crits do 3 times instead of 2 times damage
Precision Magic> -4pp, doubble crit chance of single target spells
--------Flaws--------
Clothie> +4pp, armour blocks 75% as much damage on you
Squishie> +5pp. you take an extra 10% damage that pieces you're armour
Stop Hitting me> +4pp, If you are hit (even if it does no damage), all magic you use next turn takes an extra ap to cast
HP 8/8
AP 17
Currency:
$0
PP:0
Inventory:
Healing Salve (3/3): 4AP Heals 2HP on self or adjacent ally
Perks/Flaws
Non-Human Class> -5pp, +3HP Armour Blocks 3/4 as much, +10% cost at shopps
Werebeast Class> -8pp, gain a claw attack; 3ap 1 damage melee attack that crits on a 5-14, +4AP, Changes How Clawed Menace perk works
Clawed Menace> -3pp, Reduces ap cost of claw attack by 1
Bloodlust> -7pp, Rerolled failed crits Scoring a crit gives 2.5 extra AP next turn
Speedy> -4pp, +2 AP
Lively> -2pp, +1 AP
Grotesque> +6pp, Cannot wear armour
Blood rage> +5pp, If you are harmed to below 3hp the enemy that did it must be killed before you move away, you can't target anything else untill it is dead if you are healed above 3hp you calm down.
Valiant> +5pp, You cannot be healed by others
5/5 HP
Armour 3/3 blocks 1 at 75%
10AP
Currency:
$50
PP: 5
Inventory:
.22 Pistol (e)
Denim and leather (e)
Perks/Flaws:
Scavenger Class> -5pp, -10% damage, +10$ for each kill the party makes
Now make you're turns