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''Hexgrid''<br>
 
''Hexgrid''<br>
 
- Hexes in the grid can be cleared, but no experience points are refunded for doing so.
 
- Hexes in the grid can be cleared, but no experience points are refunded for doing so.
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- 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.
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[[Tiedosto:hexgrid_rulepic_1.jpg]]
  
 
''Encounter''<br>
 
''Encounter''<br>

Versio 12. heinäkuuta 2015 kello 11.37

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

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.

Tiedosto:Hexgrid rulepic 1.jpg

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.

Spells

"Level 1"

Burn

  • R: Adjacent to Magic.
  • E: Deals [Fire] damage equal to your Magic. Range 3. CD 5. Mana Cost 1.
  • X: Reduce CD 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.

"Level 2"

Fire burst

  • R: Have Burn, At the end of row of 5 Magic
  • E: Deals [Fire] damage in 2x2 area equal to twice your Magic. Range 4. CD 5. Mana cost 5
    • One of the 2x2 squares must be within range. Check cover for each target in area separately.

Lightning bolt

  • R: Have Spark, at the end of row of 5 Magic
  • E: Deals [Lightning] damage to a target in range, and to all squares between you and the target equal to twice your Magic. Range 4. CD 5. Mana cost 5

Icicles

  • R: Have Chill, at the end of row of 5 Magic
  • E: Deals [Ice] damage to three targets in range equal to your Magic. You can target same target multiple times. Range 5. CD 5. Mana cost 5.

Slashing wind

  • R: Have Wind punch, at the end of row of 5 Magic
  • E: Deals [Air] damage to all targets in range equal to you Magic. Range 3. CD 3. Mana cost 5.

"Scaling" spells

Arcane Missile

  • R: Adjacent to Magic and Spirit; Size 2
  • 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.

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.

Healing, support and misc spells

Fire shield

  • R: Have Burn, Adjacent to Magic and Spirit
  • E: Mark friendly target in range as fire shielded. While this spell is on CD: when this target is attacked, attacker takes [Fire] damage equal to your Magic. Range 3. Mana cost 3. CD 3
  • Fire barrier
    • Have Fire shield, At the end of row of 4 Magic
    • E:

Fists of Magma

  • R: Adjacent to Magic and Might
  • E: While this spell is on CD, your unarmed attack deals [Fire] damage equal to your Magic and regular damage equal to your Might. CD 4. Mana cost 2.

Heal

  • R: Adjacent to Spirit and Magic
  • 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.

Feats

Action surge

  • R: At the end of a row with at least 7 Quickness, at least 7 away from X or another Action surge; Size 2
  • E: +1 action

Arcane Strike

  • R: At the end of a row of 3 Might, adjacent to Magic; Size 3
  • E: Make a melee attack, adding half of the mana spent to cast this spell to the damage. Mana cost: half your remaining mana. CD 5.

Armored casting

  • R: Adjacent to Might and Magic
  • E: Can cast spells in armor

Bash

  • R: At the end of a row of 2 Might and a melee weapon or shield.
  • E: Make a melee attack, if the target loses hitpoints they pushed back one square. CD 4.

Bulwark

  • R: Adjacent to Spirit and Health
  • E: Increase your max HP by number of adjacent Health stats multiplied by longest row of Spirit terminating in this feat. This number is adjusted each time your character sheet changes.

Critical strike

  • R: At the end of a row of 2 Might, adjacent to Quickness
  • E: Add your half your total Quickness to damage dealt by one of your melee attacks (from a feat or a weapon). Use at the same time you use the attack. CD 3.
  • X: Add damage equal to longest row of Luck that terminates in this feat.

Dash

  • R: At the end of a row of 4 Quickness; Size 2
  • E: When taking this feat, you may select a feat on a same row as Dash, that feat cannot have X or another feat between it and Dash, also, this feat must have target(s). When you use this feat, take a move action, how ever many squares that happens to be. In each square you occupy during this move: the starting square, the end square and any squares in between, use the selected feat. You cannot target same enemy twice and cannot use the feat again if you re-enter a square you already used the feat in. CD 5, the selected feat does not activate it's CD.
  • X: Instead of selected feat in E, you may choose an attack granted by a melee weapon you have equipped.
    • If the chosen feat has a cost (such as mana), pay it for each use.

Empower

  • R: Adjacent to a spell.
  • E: Adjacent spells deal damage on roll of 4+, not 5+. Mana-cost of these spells is doubled.
  • X: If adjacent to Quickness, target gains +1 movement for 1 round.

Eye for an Eye

  • R: Adjacent to Magic and Might
  • E: Mark yourself with Eye for an Eye: the next time you take damage, deal that much damage to the source of that damage. Mark lasts while Eye for an Eye is on cooldown. CD 3.
  • X: Add damage equal to longest row of Perception that terminates in this feat.

Fast Casting

  • R: At the end of a row with at least 7 Magic, at least 7 away from X or another Fast Casting.
  • E: Reduce the cooldown of all your spells by 1.

Fleet

  • R: At the end of a row of 3 Quickness
  • E: +1 movement
  • X: If at the end of row of 4 Quickness points, reduces cost of diagonal movement to 1 (normally 2).
    • X Applies if it was true when this feat was placed.

Hamstring

  • R: At the end of a row of 2 Might and a melee weapon.
  • E: Make a melee attack, if the target loses hitpoints they are slowed by 1 until your next turn. CD 4.

Heroic Might

  • R: At the end of a row with at least 7 Might, at least 7 away from X or another Heroic Might; Size 3
  • E: Double your Might total

Human riot shield

  • R: adjacent to Quickness and Magic
  • E: When allies are firing through your square, you do not cause cover for enemies

Mana battery

  • R: At the end of a row of 2 Spirit or adjacent to Mana battery.
  • E: +6 mana
  • Mana bank
    • R: At the end of a row of 2 Mana battery
    • E: +18 mana
  • Mana Vault
    • R: At the end of a row of 2 Mana Bank
    • E: +54 mana

Master of Mana

  • R: At the end of a row with at least 7 Spirit, at least 7 away from X or another Action surge; Size 2
  • E: Halve all of your mana costs

Spell sniper

  • R: Adjacent to Magic and Quickness
  • E: Ignore one square of cover between you and your spell's target. CD 3.
  • X: Instead ignore connected squares of cover equal to longest row of Perception that terminates in this feat.

Specialist

  • R: Adjacent to a specialist stat
  • E: Choose a specialist stat that fulfills the R as you place this feat, the chosen type of stat points give an extra point of the chosen stat.
  • X: Choose a profession that (at least loosely) has something to with the chosen specialist stat. You are considered a capable expert in that field.

Reach spell

  • R: Adjacent to a spell.
  • E: Adjacent spells have their range increased by their base range value. The cool down of the spell is increased by 1.

Revitalizing Strike

  • R: At the end of a row of 2 Might adjacent to Spirit and a melee weapon.
  • E: Make a melee attack, then if the target lowes hitpoints, then heal yourself equal to your total Spirit. Mana cost 1. CD 3.

Second Wind

  • R: At the end of a row with at least 7 Health, at least 7 away from X or another Second Wind.
  • E: The first time you are knocked out in an encounter, instead go to half your hitpoints.

Shield specialist

  • R: Adjacent to 2 Health
  • E: When using a shield, you always succed your cover roll for shield.

Taunt

  • R: Adjacent to Spirit and Health
  • E: Enemies within 1 square are marked to deal half damage to targets other then you, until they have dealt damage to you equal to your max HP (rolled dice, not reduced HP).
  • X: To enemies who deal reduced damage to your allies (due to this feat), you deal damage equal to longest Charisma row terminating in this feat.
  • Mystic retribution
    • R:
    • E: X of Taunt deals extra damage equal to half your total Magic.

Toughness

  • R: At the end of a row of 2 Health or adjacent to Toughness
  • E: +6 max HP
  • Improved toughness
    • R: at the end of a row of 2 Toughness
    • E: +18 max HP