Ero sivun ”Hexgrid Pirates” versioiden välillä
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==Mayby feats== | ==Mayby feats== | ||
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==Feats== | ==Feats== |
Versio 9. heinäkuuta 2015 kello 00.20
Mehukkaan heksagridiin perustuvan hahmonkehityspelin developauskamppis.
R: requirements
- Row of 2 means row of atleast 2.
E: effect
X: extra effect
Sisällysluettelo
Rules
Experience
- A new character receives 10d4 experience
- Experience cannot be spent during an encounter
Hexgrid
- Hexes in the grid can be cleared, but no experience points are refunded for doing so.
Encounter
- Highest Quickness goes first, roll for ties until there is order.
- All characters know the full initiative order.
- All characters are revived at full health and mana at the end of the encounter.
- Defeating all enemies might not end an encounter.
Defeat
- When your hitpoints reach 0, you are knocked out.
- If your hitpoints would go to less than 0, they remain at 0.
- Knocked out characters are removed from the encounter.
- Revived characters act on their own initiative.
- If the entire party is knocked out, the characters are penalised at the GM's discretion.
Cover
- A target behind anything is considered to be in cover.
- When rolling damage against a target in cover, the roll is at -1 penalty.
- Cover is checked by drawing a line between a corner of the targets square and a corner of your square.
Range
- Diagonal spaces are not considered for calculating range.
Casting
- Spellcasting requires two empty hands or a staff.
- Cannot cast spells while armored.
Math
- When rounding, always round down.
Items
Flintlock pistol
Grants you the following abilities:
Shot: Deal 8 damage. Range 6. CD special. Spend an action to reload this weapon, resetting the cooldown.
Blunderbus>
Requires two hands to use.
Grants you the following abilities:
Shot: Deal 10 damage. Range 4. CD special. Spend an action to reload this weapon, resetting the cooldown.
Shrapnel blast: deals 8 damage in a T-shaped cone. CD special. Spend an action to reload this weapon, resetting the cooldown. To use Shrapnel blast, shrapnel ammo must be loaded beforehand.
Musket
Requires two hands to use.
Grants you the following abilities:
Shot: Deal 12 damage. Range 8. CD special. Spend an action to reload this weapon, resetting the cooldown.
Military rifle
Requires two hands to use.
Grants you the following abilities:
Shot: Deal 14 damage. Range 14. CD 1.
Bayonet: Deal damage equal to your Strength.
Improvised weapon (fist, rock, knife, club etc.)
Grants you the following abilities:
Attack: Deal damage equal to half your Strength.
Sword
Add 3 to your Might total.
Grants you the following abilities:
Cut/Stab: Deal damage equal to your Strength.
Two-handed sword
Requires two hands to use.
Add 5 to your Might total.
Grants you the following abilities:
Cut/Stab: Deal damage equal to 1,5 times your Strength.
Shield
Add 3 to your Health total.
When you are attacked, you are considered in cover on a roll of 5+.
Light armor
Requires total Might 3 to wear.
Absorb 3.
Cuirass
Requires total Might 7 to wear.
Absorb 7.
Magical staff
Requires two hands to use.
Add 5 to your Magic total.
Consumables
Potion
Drink: heal yourself for 10 damage.
Life Stone
Use: Revive a knocked out ally to 1 hitpoint and heal them for 10 damage.
Grenade
Requires two hands to use.
Throw: A '+'-shaped explosion of [Fire] damage, 8 damage to the center and 4 damage to other squares. Ignores cover. Range 3.
Proposed spells
Burn
- R: Adjacent to Magic.
- E: Deals [Fire] damage equal to your Magic. Range 3. CD 5. Mana Cost 1.
- X: Reduce cooldown by 1 for each adjacent Charisma.
Spark
- R: Adjacent to Magic.
- E: Deals [Lightning] damage equal to your Magic. Range 3. CD 3. Mana Cost 1.
- X: Chance to hit an adjacent target, the chance is equal to the number of adjacent Luck divided by 6.
Ice
- R: Adjacent to Magic.
- E: Deals [Ice] damage equal to your Magic. Range 3. CD 4. Mana Cost 1.
- X: Chance to slow the target, the chance is equal to the number of adjacent Intelligence divided by 6.
Wind Punch
- R: Adjacent to Magic.
- E: Deals [Air] damage equal to your Magic. Range 2. CD 3. Mana Cost 1.
- X: Increase range by 1 for each adjacent Perception.
Arcane Missile
- R: Adjacent to Magic and Spirit.
- E: Deals [Magic] damage equal to your Magic. Range 4. CD 1. Mana Cost 2.
- X: Double the damage and mana cost for each consequent time you've cast this spell without skipping actions.
Heal
- R:
- E: Heal damage equal to your total Spirit. Cost: atleast 1 mana, up to Spirit adjacent to this feat. Range 1. CD1.
- X: Increase the mana cost by up to the number of adjacent Spirit. Each point of mana spent this way increase the range by 1.
Shield
- R: At the end of row of 3 Spirit points.
- E: Mark the target as shielded. This target has their damage taken halved. The target remains shielded until the target has had damage dealt to them equal to the amount of Spirit. Range 1. Mana cost 5. CD 3.
- X: You may increase the mana cost by 5 for each adjacent Spirit. For every 5 points of mana spent this way increase the range by 1.
Mana burn
- R: At the end of row of 3 Magic points, adjacent to Intelligence.
- E: Deals damage equal to your Magic total to targets Mana pool. Range 3. Mana cost 3. CD 3.
- X: If the spell empties the targets mana pool, target takes damage equal to his max mana.