Cycle 2
Battle Conditions
Zone 11 - 2 Goblin Archer A [39/150]
Zone 11 - 2 Goblin Archer B [118/150]
Zone 7 Goblin Basher A [200/200]
Zone 7 Goblin Basher B [200/200]
Damage:
- @Lady Briar received 20 damage.
- @Jace Vale received 20 damage.
- @Seigi received 40 damage, from two attacks as well as being knocked into a wall.
- @Lady N is Poisoned, receiving 5 damage per turn until cleansed.
@Lady N and @Seigi can not leave Zone 7 unless both the Goblin Bashers are slain or they make a d100 roll with Mobility or Rogue giving +5 per tier and surpass 65. This DC can be lowered to 45 if one of them chooses to stay in Zone 7 and take 15 damage while the other leaves.
Zone 11 - 2 The top of the ruined tower. Ranged attacks targetting those in this zone receive a -20 penalty, unless it is a Geomancy or an Aeromancy attack.
Zone 11 - 1 The bottom of the ruined tower. Roll a d100 and add +5 for every tier of either Hunting, Tinker, or Rogue if you enter this area.
Zone 2, 5, 8 Tall, wild grass, waist deep if you're short. Roll a d100 and add +5 for every tier of either Hunting, Mobility, or Rogue if you enter this area.
Zone 1, 4, 10 Short, grassy terrain with short, half-crumbled walls. Ranged attacks targetting those in this zone receive a -10 penalty, unless it is a Geomancy or an Aeromancy attack.
Zone 7 A tall, intact wall stands up and out. Ranged attacks can not target those in this zone unless it is a Geomancy or an Aeromancy attack.
Zone 3, 6, 9, 12 Piles of rubble from toppled over walls and structures fill the area. A treacherous path if you recklessly advance.
Movement Every turn, you may move to one Zone adjacent to your current one for free. You may also spend your action for this round and move to another Zone after your free movement. Ending your turn on certain Zones may trigger events.
Range Ranged and Magical attacks can reach any zone. Melee attacks can only target those within the same Zone as the attacker. Tinker can be used to either add additional modifiers to melee attacks, acting similarly to Berserk, Hunting, and Dual Wielding, or be used to temporarily change a melee master into a ranged attack.
Everyone is allowed to perform one of these actions per cycle. RP-wise, you can do a number of things, but the system only counts the action you pick from the spreadsheets.
- Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
- DPS - Damage, damage, and more damage.
- Support - Heal, buff, and dispel conditions from allies.
Feats are special actions that can be performed at the cost of one's HP. These are to signal truly desperate times, and outside of Strenuous Effort, can only be used once per Challenge.
Strenuous Effort By permanently sacrificing HP (reduce both your current HP value and your maximum HP value), you can gain a bonus modifier to your roll equal to the amount of HP spent. This modifier can not be applied to Buff rolls.
Soul Filled Strike This is the climax, the final clash. Offer up your heart in exchange for godly strength and ensure that your nemesis falls. Roll a d100. If your result is 70 or below, you die. If your result is 71 or above, your HP is set to 1. Your next attack is (100 + modifiers + buffs) x 2.
Bravery's Gift You swore to yourself once that you will never see a friend fall, and now, it's time to fulfill that promise, even at the cost of your own. This Feat can be used retroactively. Usage of Second Wind is sealed. In place of a maximum of five others, take two times the damage they would have taken during this turn.
The Last Prayer If there is Divinity that watches upon, then with your earthly desires, pull them down from their lofty throne and force a miracle out of them. Select three targets and give each of them the following: a single target attack buff lasting three turns, a single target heal, and the removal of all debuffs. At the end of this turn, you die.
Death caused directly by the usage of a Feat can not be overturned with a Ressurection spell.