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Pokemon Daggerheart Battle Royale

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  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    Never know. Your ability can prevent you from getting killed in a Campaign but would also leave your party out to dry at the same time. Plus there are ways of preventing that ability from activating.

  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    Little over 24 hours to go before sign-ups close. I will post the rules along with a summary of participants(and their perks) tomorrow. A reminder that it starts on Sunday the 11th at 17:00 UTC. First one here gets the spotlight.

  • Fôxchild
    Fôxchild Member Posts: 203
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    Take 2: Male named Whack (Cubone) who is a Guardian (subclass: Vengeance). Moves are Growl and Headbutt, ability is Rock Head (I know that's only for recoil but I'm hoping that here it'll give me extra defense or something), Domain cards are Not good enough. (Blade) and Forceful push (Valor). Traits are A +1, S +2, F -1, I 0, P +1, K 0. Weapon is the Battle ax and armor is the Chainmail Armor.

  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    edited October 10 #55

    Below is a summary of all participants. I currently have four but if I receive any before the deadline(aka tomorrow) then they will be included. Consider this your character sheet so have it up as a reference when the battle begins Sunday.

    First up its Crybaby the Wimpod by @oshoBug

    Evasion: 9(11 - 2); HP: 6; Stress: 6

    8/16 Thresholds, 6 Armor Score

    Class: Warrior Subclass: Call of the Brave

    Traits: S(+1), A(+2), F(+0), I(+0), P(+1) and K(-1)

    Equipment: Cutlass(D8 +1; Melee; Presence); Tower Shield(D6; Melee; Strength; Barrier*); Chainmail Armor(7/15; 4 AS; Heavy*), Stamina Potion

    *Barrier: +2 Armor Score but -1 Evasion

    *Heavy: -1 Evasion

    Warrior’s hope feature

    No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.

    Class feature

    Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed: - They can’t move from where they are. - You deal damage to them equal to your primary weapon’s damage. - You move with them.

    Combat Training: You ignore burden when equipping weapons. When you deal physical damage, you gain a bonus to your damage roll equal to your level.

    Call of the Brave Foundation Perks

    Courage: When you fail a roll with Fear, you gain a Hope.

    Battle Ritual: Once per long rest, before you attempt something incredibly dangerous or face off against a foe who clearly outmatches you, describe what ritual you perform or preparations you make. When you do, clear 2 Stress and gain 2 Hope.

    Ancestry Perks:

    Wimp Out(Ability): When you've marked half your Hit Points, your character retreats from the field, surrendering the battle to those remaining unless you have a pre-existing condition that prevents such action(ex: Mean Look or Arena Trap).

    Scavenger: Roll a D10 each time you obtain the spotlight. If the result is a 5 or higher, you find something on the ground you can use. Outcome can be a Potion, Berry or something useful.

    Pokémon moves:

    Struggle Bug: Range(Very Close). Does D4 +1 Magic(Bug) Damage and reduces targets Damage rolls by 1(up to a maximum of 6).

    Defense Curl: Raises Damage Thresholds by 1(up to a maximum of 6).

    Domain Cards:

    Get Back Up: When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

    I see it coming: When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

    If I missed anything, be sure to lmk ASAP!

  • Hades0918
    Hades0918 Member Posts: 29,661
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    I might not make it

    I won't be here much here on out

    School is rushing me

  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    edited October 10 #57

    @Hades0918 Next is Zane the Chimchar

    Evasion: 12(10 +2); HP: 6; Stress: 6

    7/14 Thresholds, 3 Armor Score

    Class: Brawler Subclass: Martial Artist

    Traits: S(+2), A(+1), F(+0), I(+1), P(+0) and K(-1)

    Equipment: Brawler Strikes(D8 + D6; Melee; Trait of choice); Leather Armor(6/13; 3 AS); Stamina Potion

    Martial Arts Stances: Quick + Favored

    Quick: : When you make an attack, you can spend a Focus or mark a Stress to target another creature within range with that attack.

    Favored: Bonus to Damage Rolls based on Trait of choice

    Brawler’s hope feature

    Square Up: Spend 3 Hope to intimidate a target within Close range, making them temporarily Vulnerable.

    Class feature

    I Am the Weapon: Your barehanded attacks are as strong as any blade. You have a primary weapon called Brawler’s Strike equipped while you have no other Active Weapons. It uses a trait of your choice, has Melee range, and deals d8+d6 physical damage using your Proficiency (both the d8 and d6 scale off your Proficiency). While this weapon is active, you gain a +1 bonus to your Evasion.

    Combo Strike: After rolling damage on a successful attack with a Melee weapon, you can mark a Stress to start a combo strike. When you do, roll your Combo Die and note the result, then continue rolling your Combo Die until the result of your latest roll is lower than the roll that preceded it. You deal extra damage equal to the total of all rolled Combo Die results on this attack. The results can’t be modified by any means. Your Combo Die starts as a d4. Once per tier, you can increase your Combo Die by one step as a level advancement option.

    Foundation features

    Stance Fighter: You can channel your inner resolve to shift into martial stances that grant you special benefits in combat. Take the Martial Stances sheet and choose two martial stances from Tier 1. Each time you level up your character, choose an additional stance from your tier or lower.

    Ancestry Perks:

    Iron Fist(Ability): +2 Damage(based on Tier) to Punching moves and Brawler's Strike.

    Extremely Agile: +1 to Agility

    Pokémon moves:

    Scratch: Range: Melee. Does D4 +1 Physical(Normal) Damage

    Ember: Range: Very Close. Does D4 +1 Magic(Fire) Damage. On successful attack, roll a D10. If result is a 10, target is burned unless it's a Fire Type or has Water Veil ability.

    Domain Cards:

    Forceful Push: Make an attack with your primary weapon against a target within Melee range. On a success, you deal damage and knock them back to Close range. On a success with Hope, add a d6 to your damage roll. Additionally, you can spend a Hope to make them temporarily Vulnerable.

    Untouchable: Gain a bonus to your Evasion equal to half your Agility.

    If I missed anything, please lmk ASAP.

  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    Here's hoping you can. Character sheet above 😇 @clasingla They updated Daggerheart.org Fan site with Expansion stuff, including the Weapons and Armor!!! Doesn't have Brawler's MA stances(I think) so I have to go elsewhere for that info.

  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    edited October 10 #60

    Next is @Locallywierd with Bob the Ekans

    Evasion: 12; HP: 6; Stress: 6

    7/14 Thresholds with 3 Armor Score

    Class: Ranger Subclass: Wayfinder

    Traits: S(-1), A(+2), F(+0), I(+1), P(+0) and K(+1)

    Equipment: Longbow(D8 +3; Very Far; Agility; *Cumbersome); Leather Armor(6/13; 3 AS) and Health Potion

    *Cumbersome: -1 to Finesse

    Ranger’s hope feature

    Hold Them Off: Spend 3 Hope when you succeed on an attack with a weapon to use that same roll against two additional adversaries within range of the attack.

    Class feature

    Ranger’s Focus: Spend a Hope and make an attack against a target. On a success, deal your attack’s normal damage and temporarily make the attack’s target your Focus. Until this feature ends or you make a different creature your Focus, you gain the following benefits against your Focus: - You know precisely what direction they are in. - When you deal damage to them, they must mark a Stress. - When you fail an attack against them, you can end your Ranger’s Focus feature to reroll your Duality Dice.

    Foundation features

    Ruthless Predator: When you make a damage roll, you can mark a Stress to gain a +1 bonus to your Proficiency. Additionally, when you deal Severe damage to an adversary, they must mark a Stress.

    Path Forward: When you’re traveling to a place you’ve previously visited or you carry an object that has been at the location before, you can identify the shortest, most direct path to your destination.

    Ancestry Perks:

    Shed Skin(Ability): Every time you obtain the Spotlight, roll a D10. If the result is 7 or higher, any Status condition you have is healed.

    Covert: +1 to your Finesse

    Pokémon Moves:

    Bite: Range: Melee. Deals D6 +2 Physical(Dark) damage. On successful attack, roll a D10. If result is 8 or higher, target is flinched(cannot gain spotlight on next spotlight switch).

    Poison Sting: Range: Very Close. Deals D4 +1 Physical(Poison) Damage. On successful attack, roll a D10. If you roll an 8 or higher, target is Poisoned unless target is a Poison Type, Steel Type or has Immunity ability.

    Domain Cards:

    I See It Coming: When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

    Deft Maneuvers: Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there. If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

    If I missed anything, please LMK ASAP!

  • Lonestar85
    Lonestar85 Member Posts: 4,070
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    Finally.. Meowlin the Warlock by @clasingla

    Evasion: 11; HP: 5; Stress: 6

    7/13 Thresholds with 3 Armor Score

    Class: Warlock Subclass: Pact of the Wrathful

    Traits: S(-1), A(+1), F(+0), I(+0), P(+2) and K(+1)

    Equipment: Katana(D10+3; Melee; Agility; Quick*); Brigadine Armor(6/12; 3 AS; Lined*), Health Potion

    *Quick: When you make an attack, you can mark a Stress to target another creature within range

    *Lined: Mark a Stress to negate Minor damage.

    Warlock’s hope feature

    Patron’s Boon: When you fail a roll, you can spend 3 Hope to reroll with advantage.

    Class feature

    Patron’s Pact: You have committed yourself to a supernatural entity—such as a god, fae, or demon—in exchange for power. Write their name on your character sheet, then work with your GM to determine their sphere of influence (such as Nature, Chaos, Wisdom, Mischief, Love, War, Justice, or Death). Before making an action roll that relates to your patron’s sphere of influence, you can spend a Favor to call upon their aid, rolling your Patron Die and adding its result to the total. Your Patron Die starts at a d6 and increases to a d8 at level 5.

    Favor: You start with 3 Favor. You can use a downtime move to show tribute to your patron. Describe how and gain Favor equal to your Spellcast trait. Additionally, when you succeed on an action roll with Hope, you can choose to gain a Favor instead of a Hope. Note: The maximum Favor you can hold at one time is 6.

    Foundation features

    Patron’s Fury: Spend a Favor to imbue your attacks with your Patron’s power until you deal Severe damage or the scene ends. When you roll damage while this effect is active, you also roll a number of Patron Dice equal to your tier and add their total to the damage dealt.

    Deadly Vengeance: When you mark any number of Hit Points from an attack, you can spend a Favor to roll an equal number of Patron Dice. For each result of 4 or higher, the attacker marks a Hit Point.

    Ancestry Perks:

    Keen Eye(Ability): Immune to having attack rolls lowered by enemy spells/attacks. Does not apply to self-induced debuffs.

    Controlled Chaos: Each time you gain the spotlight, spend a Hope or mark a Stress to contain the power within. Controlled Chaos permits a bonus to all rolls based on your Spellcast Trait but failure to pay the cost results in disadvantage on all rolls.

    Pokémon moves:

    Confusion: Range: Close and deals D4 + 2 Magic(Psychic) damage. On successful hit, roll a D10. A result of 10 confuses the target unless they have Own Tempo Ability.

    Disarming Voice: Range: Very Close and deals D4 +1 Magic(Fairy) damage.

    Domain Cards:

    Blighted Strike: Make a Spellcast roll against a Target within Far Range: On Success, deal D6 +1 magic damage with a roll of Hope or D10 +1 magic damage on a roll with Fear. Target's next successful attack deals half damage. On Failure, spend a Hope or mark a Stress.

    Umbral Veil: Once per Rest, you can mark a Stress to encase yourself in shadowy energy. When you do, place a number of tokens on this card equal to number of Fear in GM's pool. After an attack roll is made against you, you can spend any number of tokens to reduce the result by 1 per token spent. Remove all unspent Tokens after the scene is over.

    If I missed anything LMK ASAP!