Hexgrid Pirates

Kohteesta ExcaliburWiki
Versio hetkellä 12. heinäkuuta 2015 kello 12.42 – tehnyt JanneF (keskustelu | muokkaukset)
Siirry navigaatioonSiirry hakuun

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


Hexgrid Feats and Spells

Hexgrid rules

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.