Hexgrid Pirates
Mehukkaan heksagridiin perustuvan hahmonkehityspelin developauskamppis.
Löysin hyvän tavan tehdä heksapapereita: Heksapaperia pdf-muodossa
Suosittelen asetuksiksi 0,3 tuuman heksoja a4-paperille, mahtuu vähintään 8 heksan rivi myös pystysuunnassa. -Tommi
Tahtoo lisää piraattimaisia aseita: Cutlass ja rapier loistavat poissaolollaan. -r
R: requirements
- Row of 2 means row of atleast 2.
E: effect
X: extra effect
Sisällysluettelo
Rules
Stats
- Stats are Might, Magic, Spirit, Health and Quickness
- Secondary stats are Perception, Luck, Charisma and Intelligence
- +3 hp per Health
- +3 mana per Spirit
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.
- Some spells and feats take more than one hex of space. These are denominated by mention of Size N, where N is number of hexes it takes. Following picture shows acceptable arrangements of these hexes in relation to each other, you may rotate as you wish. Clearing a part of large feat from the grid removes other parts as well.
Encounter
- Highest Quickness goes first, roll for ties until there is order.
- All characters know the full initiative order.
- All characters on winning side 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.
Weapons
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 Might.
Improvised weapon (fist, rock, knife, club etc.)
Grants you the following abilities:
Attack: Deal damage equal to half your Might.
Sword (various types)
Add 3 to your Might total.
Grants you the following abilities:
Cut: Deal damage equal to your Might.
Two-handed weapon (various types)
Requires two hands to use.
Add 3 to your Might total.
Grants you the following abilities:
Slash: Deal damage equal to 1.5 times your Might.
Magical staff
Requires two hands to use.
Add 5 to your Magic total.
Armor
Absorb X: Ignore first X dice of damage to you. Absorbs stack. When point of absorb is used to reduce damage, it is lost. At the start of your turn, reset the absorb points granted by your armor.
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 6 to wear.
Absorb 6.
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.