Note 03/31/2026 13:28:43

junkie royale Base stats head 50 hp body 100 hp left leg 70 hp right leg 70 hp left arm 70 hp right arm 70 hp blood 100 hp consciousness 100 Mood: 100 Evasion 13 movement 10 meters Strength 10 Dexterity 10 Intelligence 10 perception 10 ! Example character sheet above me. They are very easy to draw, but have an extra page for additional rules, attacks, modifiers, or anything else similar. How stats work When rolling for stat based checks in combat, consult the table below to see how your stats effects the number you roll 1-3: -3 4-6: -2 7-9 : -1 10-11: +0 12-13: +1 14-15: +2 16-17: +3 18-19: +4 20: +5 when rolling for non combat DC checks, roll a 1d100. The GM decides the precise chance of success. For example,  if a person must roll above 30, they have a 30% chance of failure. Different items can reduce difficulty. For example, if a player wants to steal an item, they can make a DC 60 DEX check. You multiply your stat buffs/debuffs by 2 for non combat rolls. For example, having a STR of 16 gives a +6 buff on non combat strength checks. Turns to start combat, everyone rolls 1d20 + DEX modifier  to figure out initiative.  The order of combat goes from highest initiative to lowest. Per turn, you have three actions. You can use these actions to move, attack and use an item. Bonus actions do not use up any actions. COMBAT When you attack, you roll 1d20 against your opponents evasion. If you roll higher, you hit. Your weapons may include modifiers that increase accuracy, which adds to your attack roll. Different types of attacks can reduce accuracy, which increases your opponents evasion when attacking. For example, of my opponents EV is 10, and I attack with a -3 accuracy debuff, I must roll above 13. On a natural 20, you deal extra damage equal to your strength on a melee attack, or extra damage equal to your perception on a ranged attack. If you roll lower than your opponents evasion, you miss, if you roll higher, you hit. Your opponent has the option to block instead of dodging, which blocks 1d8 damage, however you can only block melee attacks, and you can only block piercing attacks with a weapon or shield. If your opponent has armour, they can roll to reduce the amount of damage they suffer. Afterwards, you apply damage reduction from armour if applicable to whatever you hit, and then apply damage. In combat you can pick up items or switch weapons between hands. These take one action to accomplish. In melee combat, there are three types of attack. The rapid attack, the normal attack, and the precise attack. Rapid attacks require you to roll a 1d6 to determine what you hit, and suffer a -4 accuracy penalty but you can do two attacks in one action. Precise attacks add +3 accuracy to your attacks but require two actions to complete, you get to choose what body part you attack with a precise attack. A normal attack does not add any buffs or debuffs to your weapon unless otherwise specified. They take one action to complete. When attacked, you can attack back. You can only attack back once per turn. You can attack back when you disengage as well. When targetting a body part to hit, you suffer a -2 accuracy debuff when targetting the head but no similar debuffs apply to the limbs. When targetting the torso you gain +1 accuracy. When using rapid attacks, you roll to target the body part before applying any debuffs/buffs Body targetting table for rapid attacks 1: Head 2: Body 3: Left arm 4: Right arm 5: Left leg 6: Right leg When a body part is reduced to 0 hp, you cannot use it, for example, if my left arm is reduced to 0 hp, I cannot wield two handed weapons or use my left arm to wield one handed weapons. When an arm is reduced to half its health you have disadvantages on attacks using that arm. When a leg is reduced to half hp, movement is reduced by 2 meters per leg on half hp. If a leg is reduced to 0 hp, movement is reduced by 5 meters. If both legs are reduced to 0 hp, you can move 1 meters by crawling. If a limb suffers damage equal to twice that of its health, the limb is permanently destroyed. If the head or torso are reduced to 0 hp you lose consciousness and must make 4 dc 15 death saving throws, with the player dying on one failure. If the head takes additional damage equal to half its health, the victim suffers permanent injury, which is decided by consulting the table below 1: One eye destroyed. -4 perception 2: Nose destroyed. -1 perception 3: Ear destroyed. -3 perception 4 Brain damage. -3 Intelligence, permanent -10 consciousness and mood. If the head or torso suffer additional damage equal or greater than their base health, then the victim instantly dies. Mood spells boon/curse table: Only applicable for wizards. 200: +2 on spell attack rolls, advantage on spell attacks 175: +1 on spell attack rolls, advantage on spell attacks. 150: advantage in spell attacks. 100: No benefits or detriments. 75: On a critical miss with a spell attack, meaning a natural 1, you take 20 consciousness damage. 50: Whenever you cast a spell, you roll 1d20. On a 19 or higher, you summon a hostile shadow man. 25: Whenever you cast a spell, you roll a 1d20. On a 16 or higher, you summon a hostile hat man. You have a -1 penalty on magical attacks. You also get a -1 accuracy debuff. 0: Spellcasters go into a catatonic shock. All attacks automatically hit them. The spellcaster must fight an evil shadow demon in their head, meaning they are simultaneously on the physical battlefield and their mind, represented by a 30x30 m² plain. While fighting in their mind, all stats are fully regenerated. It is only when the demon is defeated can the spellcaster wake up. Blood bar debuff table 75: -5 meters of movement, -10 mood 50: -3 dex, -20 mood 25: -1 action, -30 mood 0: DC 10 death save, DC 18 CON save until you die or are stabilized Consciousness debuff table 75: -2 dex 50: -2 accuracy on all attacks, -10 mood 25: -1 action, - 20 mood. 0: unconscious, roll dc15 unconscious check once per turn until you wake up. You recover blood bar and limb health with bandages, you recover consciousness by spending one action to ground yourself, healing 1d20 consciousness while doing so. You can stop continuous bleeding with a bandage or you can slow it down by applying pressure to your wound with both hands, halving the bleeding. For blood loss at -5 applying pressure reduces it to -3. Continuous bleeding from other sources stack, but the maximum continuous bleeding rate is capped at -20 blood, or one fifth of the blood bars maximum health, per turn. When the head is at 75 hp, you lose 10 consciousness, when the head is at 50 hp, you lose 10 more consciousness, when the head is at 25 hp you lose 10 more consciousness. At 0 hp you go unconscious When your torso is at 50 hp you start bleeding at a rate of -5 blood per turn. At 25 hp that rate is increased to -10 blood per turn. UNARMED COMBAT There are two types of unarmed attack. Striking, which involves punches, kicks, and other similar attacks, and grappling, which involves limb breaking, chokes, and other similar attacks. BASIC STRIKES Punch: Deals 1d4 damage +1 for every strength level above 10. Also deals 10 +half of str damage to consciousness on hits to the head. Front Kick: Deals 1d8 damage +1 for every strength level above 10. Also deals 15 + half of str damage to consciousness on hits to the head/body. BASIC GRAPPLING Headlock: Takes 2 actions, roll against opponents strength twice. Each turn they can roll 1d20 against your strength to get out. Each turn they are in a headlock they lose 25 consciousness. Uses both arms. The opponent can attack you while they are in a headlock, automatically hitting all attacks, and can also roll against your strength to get out. While applying a headlock your EV for melee attacks is 0. Strangle: Takes 1 action to complete, can be used with one hand, however using one hand leads to the opponent having an advantage on rolls against your strength. Each turn they can roll against your strength to get out. Each turn in a stranglehold the opponent loses 25 consciousness. If you use one hand to strangle the opponent you can attack them with your free hand. The opponent can attack you, and they automatically hit all attacks. COVER, MOVEMENT & SUPPRESSION FIRE DISENGAGEMENT If you try to move and you are in combat you must disengage, which means the opponenet gets a free attack. COVER If you’re behind full cover, you are immune to any damage. Half cover gives you +5 EV. If you move away from your cover and your opponent has a ranged weapon and has you under suppression fire, they can treat you moving away from cover as a disengagement and shoot at you. This includes running away from the cover or shooting at the opponent from behind cover, which exposes you. Corners count as cover as well, and you are able to shoot from a corner. This is also treated as disengagement by an enemy who has you under suppression fire. MOVEMENT Each movement option costs 1 action. Moving involves three different types of movement. You can charge, which means you move an additional 5 meters but your opponent gets advantage on you and you get disadvantage on ranged attacks. You lose one bonus action when you charge. Disengagement involves moving away from an opponent you are fighting. The opponent gets a free attack when you do so. You can also advance. This is regular movement and you gain no benefits nor detriments. You can also fall back, where you retreat from the enemy. You can sacrifice 5 meters of movement speed to attack back or move with an extra 10 meters but no attacking. Both options allow any enemy able to make one opportunity attack, ranged, melee or otherwise. If you disengage from a melee attack while under suppression fire or while exiting from cover while under suppression fire, both the melee attacker and the suppression firer get a free attack. Suppression fire If you have a gun, you can suppress people by shooting at them while they are in cover. If they try to move in your line of sight, treat every movement action they take as a disengagement, although you suffer -3 accuracy due to suppression fire being inaccurate. Suppression fire costs one action. ARMOUR Armour reduces incoming damage. If you have no armour, then you do not roll any damage reduction unless you are blocking. For example, a kevlar vest will reduce 20 damage from gun attacks. WEAPONS Weapons will have stats such as +1 accuracy, -1 accuracy, -10 blood, -10 consciousness. Accuracy effects your attack roll. blood and consciousness modifiers reduce your opponents blood and consciousness bars respectively. GUNS ! Guns can fire in full auto, semi auto, or single shot. Full auto guns fire their entire magazines, dealing x damage per bullet fired + the base damage, with the number of damage per bullet fired specified in the gun stats. Full auto can be shot in bursts of 1d6, 1d8, or 1d10 bullets, where you choose how what number die you roll, with two full auto bursts per action. Full auto gives a -5 accuracy debuff due to inaccuracy. Semi auto guns fire bullets one after another without the need to reload but not all at once. You can choose between snapshots, which are inaccurate but let you shoot multiple bullets at different targets, or precise shots, which take time to shoot and hit a specific target. When firing with snapshots, you make two attacks per action with a -2 accuracy debuff, with +x damage per bullet onto your weapons base damage. Precise attacks give a +1 accuracy buff. You can fire one precise attack per action. Single shot guns are only fired precisely. shooting precisely with a single shot gun provides a +4 accuracy buff, taking one action to shoot one shot. After each shot you must reload for one action. RELOADING When your guns magazine runs out of ammunition, you must reload if you want to continue shooting, which takes one action with a fully loaded gun, and two actions with an empty magazine and bullets. If you shoot a random amount of bullets and your die roll exceeds the number of bullets in your gun, you shoot all the bullets out. MONEY Each player starts with 10 silver shekels. 10 silver shekels are worth 1 golden ducat. 100 copper agorots are worth 1 silver shekel. DRUGS AND MEDICINES: ! all of these takes one action to use Morphine: recover +20 mood, movement speed is reduced to 5 meters: 10 shekels Bandage: Heal 10 blood damage, heal 5 damage to the body part you applied the bandage to, stops continuous bleeding. 5 shekels Plaster: Heal 5 blood damage. 10 agorots Cocaine: +5 movement, +20 consciousness and mood for 3 turns. +2 actions on the turn you take it. +2 accuracy buff on all attacks for 3 turns. +5 hoodoo, after effects are over you get all of these effects but in the negatives for 3 turns. 50 shekels. Weed: -5 movement, -5 accuracy debuff, +5 mood, +20 hoodoo: 7 shekels Deodorant: -90 consciousness, DC 18 death save, +40 spell damage. 50 agorot Alcohol: -5 movement, -5 accuracy, +5 hoodoo and mood: 5 shekels MDMA: -5 accuracy, +20 hoodoo, +5 damage buff for spells: 30 shekels DMT: -50 consciousness, -5 accuracy, +50 hoodoo, +10 damage buff for spells, +2 bonus on spell attack rolls. 70 shekels Salvia: -90 consiousness, +100 hoodoo, +20 damage buff for spells, +5 bonus on spell attack rolls. 30 shekels Shrooms:-30 consiousness, +30 hoodoo, +10 damage buff for spells. 45 shekels Datura: -50 consiousness, -20 mood. +100 spell damage, +5 on spell attack roll if spell is used next action. If a spell is cast in the same turn that the datura has been taken, roll a 1d20. On a 5 and lower, summon the hat man, hostile to all player characters. 10 shekels Benadryl: -70 consiousness, -50 mood. +200 spell damage on next spell attack. +10 to hit on next spell roll. When taken, the caster must fight a hat man. 10 shekels note:the damage buff for spells only applies for hp damage CYBERNETICS You can purchase cybernetics to enhance yourself or to replace destroyed body parts. Cybernetics can be stacked on top of each other. Crude scrap limb: 50 hp, disadvantage on attacks. -5 consciousness: 30 shekels Iron Eye: +1 accuracy, can see in the dark. -5 consciousness: 100 shekels Steel jaw: +30 maximum head health. bite attack as free action, 1d8 damage. -10 consciousness: 150 shekels. Metal tendons: +2 STR, +10 health for all limbs. -10 consciousness: 100 shekels Plastic limb: 60 hp: 80 shekels Brain soother: +10 maximum consciousness and mood. 130 shekels. Artificial Muscle limb: 90 hp. +10 damage on unarmed attacks. If both legs are replaced, +10 meters movement, +1 movement action per turn. If both arms are replaced, +1 attack action per turn. -5 consciousness for every limb: 230 shekels per limb Reflex Implant: +3 EV, +2 accuracy, -10 consciousness : 200 shekels Light Force field: 10 damage reduction on all attacks. -5 consciousness: 130 shekels Artificial Heart: +1 action, +15 movement. 1000 shekels GENETIC MODIFICATIONS You can get yourself genetically modified at a crispr lab, for a fee of course. Better looks: Makes you look sexy. 600 shekels. Enhanced Healing: Heal 10 damage on each limb at the end of each turn. 900 shekels Enhanced muscles: +10 movement, +4 STR, +10 hp on all limbs: 1200 shekels Higher intelligence: +4 INT, +20 CON and MOOD. 1200 shekels. Second heart: +1 action, +15 movement, +20 torso hp. 1200 shekels Chitin armour: 30 damage reduction on all attacks: 500 shekels. Gills: Allow you to breathe underwater: 800 shekels Fast twitch muscle fibres: +5 EV: 1500 shekels WEAPONS MELEE KNIVES all piercing Kitchen Knife: 1d20 damage, 10 blood damage. 5 shekels Shiv: 1d10 damage, 5 blood damage. 50 agorot Bowie Knife: 1d20 +5 damage, 10 blood damage. 15 shekels Machete: 1d20 +10 damage, 15 blood damage, +2 accuracy. 30 shekels Fighting Knife: 1d12 +8 damage, 10 blood damage, +2 accuracy. 20 shekels SWORDS Longsword: +2 to hit, 1d20 +all of DEX damage, 1d12 blood damage. Two handed. 50 shekels Shortsword: 1d20 + all of DEX damage, 1d8 blood damage, one handed. 35 shekels. Claymore: 2d20 + all of DEX damage, 1d20 blood damage, two handed. 100 shekels. Katana: +3 to hit, 1d20 + all of DEX damage, 16 blood damage, Two handed. 80 shekels Rapier: +4 to hit, 1d10 + DEX damage, 1d20 +5 blood damage. One handed. 70 shekels. BLUNT WEAPONS Mace: +2 to hit, 1d20 +STR damage, 1d10 CON damage. one handed. 40 shekels. Warhammer: 1d20 +STR damage, 1d20 CON damage, one handed. 50 shekels Polehammer: 2d20 +STR damage, two handed, 1d20 CON damage, 100 shekels Morningstar: 2d20 +STR damage, 1d10 CON damage, 1d10 blood damage, two handed. 120 shekels Nunchaku: +3 accuracy, 1d10 +STR damage, 1d10 consciousness damage, one handed. 50 shekels CLUBS Iron pipe: 1d20 +half of strength damage, cannot be used in rapid attacks. 2 shekels Plank: 1d12 +half of strength damage. 1 shekel Baseball bat: 1d20 +half of strength damage, +2 accuracy.  40 shekels Hammer: 1d20 +10 damage. 30 shekels Sledgehammer: 2d20 +10 damage, -4 accuracy, needs two actions per attack. 50 shekels GUNS PISTOL. ALL DEAL 1D20 BLOOD DAMAGE. Revolver: Single shot, 1d20 base damage, +15 damage per bullet. 6 bullets in cylinder. 100 shekels Glock: Semi auto, 1d20 base damage, +10 damage per bullet, 15 bullets in magazine. 150 shekels .44 Magnum: Single shot, 2d20 base damage, +20 damage per bullet 200 shekels RIFLES. AK 47: Full auto, semi auto and single shot. 1d20 base damage, +5 damage per bullet, 30 round magazine, -1 accuracy. 5 blood damage per bullet. 330 shekels M 16: Full auto, semi auto and single shot. 1d20 base damage, +3 damage per bullet, 5 blood damage per bullet.  30 round magazine. 350 shekels. BOLT ACTION RIFLE: Single shot only. 1d20 base damage +10 damage per bullet, 15 blood damage per bullet. +2 Accuracy. 250 shekels. SNIPER RIFLE: Single shot only, 2d20 base damage +30 damage per bullet, 20 blood damage. +2 Accuracy. 500 shekels SHOTGUNS. ALL DEAL 20 BLOOD DAMAGE PER BULLET Double barrel shotgun: Single shot, 1d20 base damage +30 damage per bullet, +20 damage if you are 5 meters or closer to opponent. 300 shekels Pump action shotgun: Single shot, fires 1d6 bullets per turn without needing to reload until the shotgun is out of bullets. 1d20 base damage, +6 damage per bullet, +10 damage if you are 5 meters or closer to opponent, 6 round capacity. 350 shekels. Semi Auto shotgun: Semi auto, 1d20 base damage, +8 damage per bullet, +20 damage if you are 5 meters or closer to opponent. 10 round capacity. 400 shekels MACHINEGUNS. ALL DEAL 5 BLOOD DAMAGE PER BULLET. MP5: Full auto: 1d20 base damage, +5 damage per bullet, fires +1d6 bullets per attack. 250 shekels UZI: Full auto: 15 base damage, +6 damage per bullet, -2 accuracy, fires +1d6 bullets per attack. 300 shekels BULLETS Hollow point round: +10 damage, +20 agorot price increase Pistol/machinegun round: 20 agorot per bullet. Rifle round: 50 agorot per bullet Shotgun shell: 30 agorot per bullet Buckshot: +1 accuracy on attacks, +50 agorot price increase. ARMOUR Riot Helmet: -30 damage on all attacks to the head apart from gun attacks. 500 shekels Riot Greaves: -20 damage on all attacks to the legs apart from gun attacks. 300 shekels Riot Arm Guards: -20 damage on all attacks to the arms apart from gun attacks 300 shekels Kevlar vest: -50 damage on all gun attacks to the torso, -20  damage on melee attacks. 600 shekels Kevlar greaves: -20 damage on all attacks to the legs 500 shekels Kevlar arm guards: -20 damage on all attacks to the arms 500 shekels Bulletproof helmet: -50 damage on all gun attacks to the head, -30 damage on all melee attacks to the head. 1000 shekels Tinfoil Helmet: -20 consciousness and mood damage from spell and 5g wifi ray attacks. 1 agorot. RUNES You can go to the local runesmith to get your gear enhanced with magick. SS victory runes: When carved into a weapon, every enemy killed with that weapon gives a +1 damage buff to the weapon.  50 shekels Life rune: when carved into a piece of armour, the wearer gets an extra +1d10 damage reduction for it. +20 shekels Hakenkreuz: When carved onto a weapon, the weapon deals +5 damage. 40 shekels. Sonnenrad: When carved onto a weapon, the wielder gains +10 hoodoo per turn. 60 shekels Eif rune: When carved onto the body, it increases the maximum consciousness of the person by 10. 50 shekels Leben Rune: When carved onto a body part, that body parts maximum hp is increased by 20. 60 shekels. Toten Rune: When carved onto a weapon, the weapon deals an extra 30 damage if the targetted body part is below half health. 70 shekels Tyr rune: When carved onto a weapon, the weapon deals +20 damage. 50 shekels. Heilszeichen: When carved onto a weapon, you gain an advantage on all attacks with it. 100 shekels Hagall-Rune: when carved into the body, it gives +10 extra consciousness gained when grounding oneself. 60 shekels CLASSES PROFICIENCY TABLE Level 1-2: +1 accuracy, +1d6 damage Level 3-4: +2 accuracy, +1d6 damage Level 4-5: +2 accuracy, +1d8 damage Levsl 6-7: +3 accuracy, +1d8 damage Level 8-9: +4 accuracy, +1d10 damage Level 10: +5 accuracy, +1d12 damage Levelling up is done through milestones which the GM decides. Crack Kwon Do monk You start with a monk staff. It deals 1d10 damage. You deal +5 melee unarmed damage at level 1. You can choose to deal 1d6 more damage in kicks or punches at level 1. You know one special kick and one special punch at level one. You have a +2 accuracy buff on all unarmed melee attacks. Taking cocaine, crack cocaine or meth boosts your damage to +10 melee unarmed damage, with a +5 accuracy buff on all unarmed melee attacks. Knife hand: Deals 1d6 damage +1 for every strength level above 10. Also deals 12 +half of str damage to consciousness on hits to the head. Turning kick: Deals 1d10 damage +1 for every strength level above 10. Also deals 15 + half of str damage to consciousness on hits to the head/body. Everytime you level up, you gain a +1 damage buff onto unarmed melee strikes. At level two you learn the side kick. Deals 1d12 damage +1 for ever strength level above 10. At level 3 you gain the ability dash. This is a bonus action which lets you move an extra 5 meters. At level 4 you learn to punch the throat. On hits to the head with an attack roll of 18 or higher, you deal an extra 10 consiousness damage. At level 5 you gain the ability to combo. This means that every time you make one successful melee unarmed attack, you can make one more attack for free. You cannot make an extra attack after making two attacks in a row. At level 6 you learn the back side kick. Deals 1d12 damage +2 damage for every strength level above 10 At level 7 you gain the ability to deflect attacks. When attacked, you can choose to not dodge. Instead you roll a dexterity check against your opponents dexterity. If you succeed, the attack is deflected and you take no damage. This only works for melee attacks. At level 8 you learn the spinning hook kick, which deals 1d12 damage +3 damage for every strength level above 10 At level 9 you learn the spear finger strike, which deals 1d12 damage +1 damage for every strength level above level 10 At level 10 you gain the ability to do one precise attack per turn, and you also learn the spinning turning kick, which deals 1d12 damage +1 damage for every strength level above 10. It has a +3 accuracy buff. Weeaboo As a weeaboo, you have studied the art of combat. Unlike other weebs, who only practice with foam weapons, you have taken it upon yourself to train as hard as possible to please your tulpa. The lack of food has also made you less fat, resulting in a surprising gain in muscle. You start with a small shield. It blocks 1d10 damage. LEVEL 1 Gain +10 maximum consciousness, +1 STR and DEX. You can use a shield as weapon, dealing 1d10 damage and 1d20 consciousness damage. LEVEL 2 You deal +10 damage on melee attacks if you have charged before making that attack. LEVEL 3 You must choose between becoming a swordsman or a hammerman. As a swordsman, you learn to parry. When an enemy attacks you with a melee weapon, you can roll a 1d20 +DEX modifier to block the attack with your sword. If you roll above the number the enemy rolled to hit you, you avoid getting hit. If you fail to parry, the opponents attack deals an extra 10 damage. You cannot roll to block if parrying. As a hammerman, you learn to expose weakness. When an enemy attacks and misses you with a melee attack, your next melee attack on the enemy deals +10 damage. LEVEL 4 Swordsmen learn how to riposte. After a successful parry, you can attack the opponent on their turn. Hammermen learn how to strike harder, dealing an extra 10 damage on precise attacks. LEVEL 5 Swordsmen learn to half sword. They gain +1 accuracy and deal +10 damage while doing so, but are unable to parry or riposte while half swording. Hammermen learn heavy attacks. They take two actions to accomplish and deal +20 damage for both consciousness and health, however they have a -3 accuracy penalty. LEVEL 6 Swordsmen gain +1 DEX and learn how to target the throat. on critical hits to the head, attacks deal double blood damage. Hammermen gain +1 STR and learn how to target joints. On critical attacks to any limb, that limb is treated as being  destroyed. LEVEL 7 Swordsmen learn how to strike with the hilt as a bonus action, dealing 1d10 damage. Hammermen learn how to strike with the pommel as a bonus action, dealing 1d10 damage. LEVEL 8 Swordsmen learn how to do a follow up attack. On a successful attack, once per turn, the swordsman can follow up with one free attack that deals an extra +20 damage Hammermen learn how to swing back their weapon. After missing their attack, once per turn, they can make another attack with a +2 accuracy bonus LEVEL 9 Swordsmen learn how to disarm their opponent. When they make roll a 20 and above on attacks, including accuracy buffs, the opponent drops their weapon and must spend one action on their next turn to pick it up. Hammermen learn how to swing overhead. The attack requires two actions to complete, but always targets the head. It gives a +1 accuracy buff and a +10 damage buff. LEVEL 10 Swordsmen learn how to parry bullets, giving a damage reduction of 10. Swordsmen cannot riposte after deflecting a bullet. Hammermen learn how to counter attacks. When an enemy makes a successful attack that is blocked by the hammerman, the hammerman can make a free attack on the enemies turn with a +10 damage buff. Crack Wizard ! As a disciple of the magickal arts, you are able to cast strange and powerful spells. You have a bonus stat called hoodoo, which you have a certain amount of, similar to the blood or consciousness bar. The Hoodoo bar decreases when you use spells, and is replenished by taking drugs. When making magickal attacks, you do not add or remove accuracy modifiers to your roll. Instead you add whatever modifiers you get from the drugs you take, or whatever modifiers you have from your own stats. When making magickal attacks you roll against your opponents EV. Your health stats are reduced by 10 for all stats apart from the consciousness bar. You start with a lighter and a bag of weed. 5 uses. For every level up above level 1, your maximum hoodoo limit increases by 10 At level one, the crack wizards hoodoo bar is capped at 50. You can choose three level 1 spells to memorize. These are the only spells you can use. Consult the spells section to choose your spells. At level two you learn one new level one spell. At level three you choose what type of wizard to become. your choices are a witch doctor, a war shaman and a schizo. You can now use spells that only your class can use, however you cannot use other classes spells or abilities. You can learn  one level two spell, and a level two spell specific to your wizard type. Your hp is reduced by 10 because drugs are bad for you. At level four you can either learn two level one spells or one level two spell. You also gain a +1 buff on magickal attack rolls. At level five you learn one level one spell and one level two spell. Your maximum mood increases by 10. At level six you unlock level three spells. You learn one level three spell. Your magickal attack roll buff increases to +2, your magickal attacks also deal +5 damage. At level seven you learn one level three spell and one level two spell. At level eight you learn one level three spell and two level two spells. You maximum mood increases by 5. At level nine you learn level four spells. You learn one level four spell, your magickal attack roll increases to +3 and your magickal attacks also deal +8 damage. At level 10 you unlock level 5 spells. you learn one level four spell, one level 5 spell, and two level three spells. Junkie ! You take tons of drugs and usually need them to function. Drugs also enhance your combat abilities to a greater degree. As a junkie, ALL of your health blocks apart from blood and consciousness are reduced by 10. Your dexterity is increased by 1, and your strength reduced by 1. You start with one syringe of morphine. At level one, you choose a weapon to become proficient in. At level two you gain the abitility dash, a bonus action that lets you travel an extra 5 meters At level three your DEX increases by 1 again At level four your speed increases to 15 meters, you gain the ability to move twice in one turn. At level five you choose your style, drunken master or crackhead. As a drunken master, you deal +1d8 extra damage on melee attacks  and your EV increases by 3 while drunk. As a crackhead, smoking crack increases your speed by 5 meters for 3 turns and your rapid attacks have a -1 accuracy penalty. At level six, a drunken master deals +1d10 bonus damage with an EV bonus of 3 while a crackheads speed bonus increases to a 6 meter bonus. All junkies gain a +2 EV At level seven a drunken master deals 1d10 bonus damage with an EV bonus of 4, while a crackheads rapid attacks accuracy penalty is removed. All junkies can make one unarmed melee bonus attack for free, no action cost needed. At level eight junkies gain +1 DEX. They gain the ability to parry, meaning they can make an attack after successfully avoiding a hit. This attack has a -3 accuracy debuff and deals -5 damage. At level nine, junkies are able to make one movement and one attack in the same action. At level ten, a drunken master deals 1d12 bonus damage with an EV bonus of 5, while a crackheads speed bonus increases to 7 meters and they gain a +1 accuracy buff on rapid attacks. Veteran You fought in a useless war and now you have PTSD or something like that yeah. You also have tons of experience from your army days though so thats good. Consciousness is permanently capped at 90, DEX and STR are increases by 1. You start with an extra 4 shekels. Level one: Choose a gun type to be proficient in, those being rifles, pistols or shotguns. Level two: You gain the ability to snipe. Sniping is only possible with guns, it takes three actions to complete but gives a +4 accuracy buff to attack rolls Level three: You gain the ability to tactically crawl, which reduces movement to 5 meters but gives a +5 EV bonus for ranged attacks. It also gives a -5 EV debuff for melee attacks. Level four: Your movement increases by 5 meters Level five: You become proficient with knives. You start at level one knife proficiency. Level six: You learn how to ambush. If you are behind cover and an enemy passes by, you can attack them on their turn with a +3 accuracy bonus and a +1d10 damage bonus. However you will need to exit cover for this. Level seven: Your DEX or STR increases by 1 Level eight: Your melee attacks deal 5 more damage Level nine:  Your ranged attacks deal 1d10 more damage Level ten: You are mentally toughened or just messed up, you take -20 consciousness damage. You also ignore any accuracy penalties while aiming for the head. Steroid Monster You shot one too many steroids and now you are a hulking monster of meat and monster. Your balls are also gone. You cant wear armour youre so big. You start with a messed up steroid syringe. 1d6 damage for 3 turns, single use. Level one: All of your health stats apart from consciousness is increased by 10. Your skin acts as natural armour, giving 10 damage reduction for melee attacks. Your strength increases by 1 Level two: Your melee attacks deal 6 extra damage Level three: Your health increases by 5 for all stats apart for consiousness Level four: Your movement is capped at 8 meters. Your strength increases by one Level five: You cannot do rapid attacks anymore. Your melee damage bonus is increases to 8 Level six: Your natural armours damage reduction increases to 15. Your strength increases by one Level seven: All health stats apart from consciousness increases by 5. You suffer a -1 accuracy penalty on all attacks Level eight: Your melee damage bonus increases to 10. Your strength increases by 1 Level nine: Your health stats apart from consciousness increase by 5. Your melee damage bonus increases to 12 Level 10: Your natural armour damage reduction increases to 20. Your melee damage bonus increases to 15 SPELLS ! Level one spells Electric bolt: 10 hoodoo. 1d10 damage. Lesser heal: 10 hoodoo. heals 1d10 +5 damage Push: 20 hoodoo. Pushes target 1d6 +2  meters away in a straight line in the direction the spell is cast Fire: 30 hoodoo. 1d6 damage to a enemies in a 3×10 meter area in front of the caster. Confusion: 20 hoodoo. deals 1d6 consciousness damage. Slashing: 10 hoodoo. deals 1d6 bleeding damage Speed: 10 hoodoo. Boosts targets speed by 5 meters for one turn. aid: 10 hoodoo. heals 1d10 damage Level two spells heal: 20 hoodoo, heals 1d10 +10 health (witch doctor spell) thunderbolt: 30 hoodoo, 1d12 +5 damage (war shaman) acid splash: 30 hoodoo, 1d8 damage, -3 EV debuff for target for 1 turn. (schizo) laserbeam: 20 hoodoo, 1d20 damage lesser flight: 40 hoodoo Lets the target fly over any obstacles, cover or enemy with no movement penalties or action cost over a distance of 1d6 +3 meters. piercing: 30 hoodoo, does 1d8 bleeding damage per turn to target for 3 turns. (war shaman) Level three spells Clarity: 50 hoodoo, heals 1d20+10 consciousness. (witch doctor) Coagulation: 60 hoodoo, heals 1d20+15 blood (witch doctor) Sharpness: 60 hoodoo, knife attacks deal +1d10 damage (war shaman) Greater aid: 30 hoodoo, heals 2d12 +5 damage (witch doctor) hysteria: 60 hoodoo, target attacks different target with -3 accuracy debuff. Original target suffers -1d8 consciousness damage. (schizo) battering: 70 hoodoo, 1d20 +10 damage, -5 consciousness.  (war shaman) smite: 70 hoodoo, 1d10 damage, -20 consciousness damage. (schizo) bleeding: 70 hoodoo, 1d20 blood damage. (war shaman) lesser delerium: 70 hoodoo, Target makes DC 16 intelligence save. if fail, -10 consciousness, target walks in direction picked by caster for 1d6 meters.(schizo) poison: 60 hoodoo, target suffers 1d10 torso damage for 1d4 turns. slowing: 60 hoodoo, target is slowed down by 5 meters for 1 turn firewall: 60 hoodoo, a wall of flame 1x3 meters in dimension is created in an area 10 meters away from the caster at most. the flame wall disappears after 2 turns. A person going through the wall suffers 1d20 +5 damage on all body parts. firebolt: 60 hoodoo, 1d8 damage to all body parts of the target icespear: 70 hoodoo, 1d20 damage Level four spells delirium: 80 hoodoo, target must make DC 18 intelligence check. On a failure, the target must spend one action on their turn attacking an imaginary monster. (schizo) magickal buzz: 80 hoodoo, the target gains +10 consciousness, +3 accuracy and +5 movement for one turn.(witch doctor) hallucinations: 90 hoodoo, target must make DC 16 intelligence check. On a failure, the target spends two of their actions on the next turn moving away from a spot the caster chooses. (schizo) greater clarity: 80 hoodoo, heals 2d20 +5 consiousness (witch doctor) greater healing: 80 hoodoo, heals 2d10 +30 health (witch doctor) greater coagulation: 90 hoodoo, heals 1d20 +30 blood (witch doctor) evil poison: 90 hoodoo, deals 1d12 damage to torso for 3 turns (witch doctor) retardation: 100 hoodoo, opponent must make DC 15 intelligence check. On a fail, they take -40 consciousness and suffer -4 intelligence for 3 turns (schizo) super punch: 80 hoodoo, target gains +10 damage on their next melee punch attack. (war shaman) guidance: 90 hoodoo, target gains +3 intelligence, +3 EV and a +1 accuracy buff for 1 turn (war shaman) fireball: 80 hoodoo, upon contact with the target, an explosion 6x6 meters, with the target in the center, deals 1d20 damage to all body parts of everyone in the explosion area. The main target suffers 1d20 +10 damage to a random body part. (war shaman) divine light: 90 hoodoo, the target makes a DC 17 strength check, on a fail, it goes blind and can only move 1 meter and has a -5 accuracy debuff on all attacks for 1 turn. (schizo) burning sun: 90 hoodoo, the target makes a DC 18 strength check. On a fail, the target suffers 1d20 damage to all body parts (war shaman) fire spear: 90 hoodoo, 1d12 +10 damage, deals 1d10 fire damage per turn for 3 turns to the targetted body part. (war shaman) ! Level five spells disintegration: 110 hoodoo, 2d20 damage. Deals 1d4 damage for 5 turns (war shaman) blinding: 100 hoodoo, target makes DC 16 intelligence saving throw, goes blind for three turns on fail, they only move 1 meter and suffer -4 EV, -5 accuracy debuff. (schizo) raking: 100 hoodoo 1d20 damage, 1d10 blood damage insanity: target must make DC 16 intelligence save. On fail, target attacks themself once, automatically hitting. (war shaman) rejuvination: 100 hoodoo, heals 1d20 +5 damage to all body parts, including consciousness and blood. (witch doctor) adrenaline rush: 100 hoodoo, takes two actions to complete,  gives target +10 movement speed, heals 20 consciousness, gives target +3 buffs on accuracy and EV and one extra action for one turn. (witch doctor) ENEMIES Gardai rat: Head : 50 hp         Blood: 100 body: 100 hp         Consciousness: 100 arms: 70 hp each   Movement: 10 meters legs: 70 hp each    Mood:100 STR: 12 DEX: 12 INT: 10 PER: 14 EV:15 Body armour: -10 damage on torso attacks Attacks: Extendable baton. 1d12 +4 damage Council flat mam Head: 40 hp       Blood: 100        Mood:100 body: 90 hp        Consciousness: 100 arms: 60 hp        Movement:10 meters legs: 60 hp          Hoodoo:30 STR:8 DEX:10 INT:5 PER:10 EV:13 Spells: Curse, 10 hoodoo, 1d8 consciousness damage Attacks: Nails, 1d10 damage, 1d6 blood damage Blood lust: When one enemy nearby takes blood damage, ie an enemy within her line of sight, the next attack deals +5 damage, but suffers a -2 accuracy penalty. Yup bro Head: 50 hp        Blood: 100 body: 100 hp       Consciousness: 100 arms: 70 hp each  Movement: 10 meters legs: 70 hp each    Mood:100 STR:13  DEX:12   INT:8   PER: 12   EV:13 Attacks: Switchblade, 1d20 damage, 10 blood damage Has vape, gives nicotine buzz, +1 accuracy and mood for 1 turn. Yup bro kid Head: 25 hp      Blood: 50 Body: 50 hp       Movement: 15 meters Arms: 35 hp each  Consciousness: 100 Legs: 35 hp each    Mood:100 STR:7  DEX:14  INT:6  PER:14   EV:15 Attacks: Stick, 1d10 damage Has vape, gives nicotine buzz, +1 accuracy and mood for 1 turn. Girlo Head: 40 hp  Blood: 90 body: 90 hp  Consciousness: 100 arms: 60 hp  Movement: 12 meters legs: 60 hp     Mood:100 STR:8 DEX:12  INT:6 PER:12 EV:14 Attacks: nails, 1d10 damage, 1d6 bleeding damage Traveller Head:50 hp  Blood: 100 body:100 hp    consciousness: 100 arms:70 hp      movement: 10 meters legs:70 hp       Mood:100 STR:12  DEX:10 INT:7 PER:10 EV:13 Thick skull: Armour reduction of 5 applies to attacks to the head. Attacks: Metal pipe: 1d20 +6 damage Gypsy Lady Head: 30 hp      Blood: 80          Mood:70 Body: 80 hp       Consciousness: 100 Arms: 50 hp        Hoodoo:70 Legs:  50 hp       Movement: 10 meters STR:8  DEX:8 INT:14 PER:8 EV:13 Spells: Gypsy poison: 30 hoodoo, 1d4 damage to target for 1d6 +2 turns. Gypsy future telling: 50 hoodoo, +3 accuracy for targets next attack Gypsy healing: 20 hoodoo, heal 1d10 damage Gypsy curse: 40 hoodoo, 1d20 +5 damage to opponents consciousness. normal attack: knife, 1d20 damage, 5 blood damage Gypsy Man Head: 50 hp     Blood: 100 Body: 100 hp    Consciousness: 100 Arms: 70 hp    Movement: 10 meters Legs: 70 hp      Mood:100 STR:15 DEX:12 INT:5 PER:12 EV:15 Speed burst: 1 action, +10 movement next movement action in the turn Attacks: Sharp Knife, 1d20 +10 damage, +10 blood damage. Gypsy kid Head: 20 hp   Blood: 50 hp Body: 50 hp    Consciousness: 100 hp Arms: 30 hp    Movement: 15 meters Legs: 30 hp      Mood:100 STR:6 DEX:15 INT:5 PER:12 EV:16 Attacks: Stone, 1d10 damage, can be thrown, add perception buff to attack roll when throwing. Old Drunk Head: 40 hp       Blood: 100 Body: 90 hp        consciousness: 70 Arms: 60 hp        Movement: 8 meters Legs: 60 hp          Mood:100 STR:8 DEX:7 INT:7 PER:8 EV:12 Attacks: Broken beer bottle, 1d10 damage, 1d6 bleeding damage. Beer bottle, 1d10 +3 damage Perpetually drunk: the effects of alcohol are permanent for this character. He is always drunk. Give this unit all debuffs associated with alcohol. Crackhead Head: 35 hp      Consciousness: 80 Body: 85 hp       Blood: 100 Arms: 55 hp        Movement: 15 meters Legs: 55 hp         Hoodoo: 20     Mood:100 STR:15 DEX:18 INT:4 PER:12 EV:17 Spells: Crack: 10 hoodoo. The target gets the effects of cocaine for 1 turn, however they gain no hoodoo. Feral chimpout: 10 hoodoo. The target gains +20 damage and -5 accuracy on their next 3 attacks. Fractal teleportation: 20 hoodoo, the target is momentarily teleported into fractal hyperspace. they make a DC 18 difficulty check. On a failure, they lose 30 consciousness. Attacks: broken glass, 1d10 damage, 1d4 poison damage for 1d6 turns to torso. Flakka zombie Head:40 hp          Blood: 100 hp Body: 90 hp           Movement: 15 meters Arms: 60 hp Legs: 60 hp STR:15 DEX:6 INT:1 PER:2 EV:11 Flakka zombie: They do not lose consciousness, even when their body parts are destroyed. The only way to kill them is to reduce their head to -20 hp. Attacks: Claw, 1d10 damage. Bite, 1d8 damage, 1d6 poison damage for 1d8 turns to bitten area. Fentanyl Droid Head: 70 hp              Consciousness: 300 Body: 120 hp             movement: 15 meters Arms: 90 hp Legs: 90 hp STR:15 DEX:15 INT:15 PER:15 EV:15 MD: 14 Mechanical nature: This unit is unaffected by blood loss damage because he has no blood to lose. Armour reduction of 1d20 on all body parts Fentanyl reactor: Taking fentanyl boosts the reactor, giving a +10 damage buff on the next three attacks. However if the body is reduced to half its health, the fentanyl reactor is damaged and the droid loses his armour damage reduction. Attacks: Machinegun: 1d20 base damage, +5 damage per bullet. Can fire full auto or semi auto. 20 bullet magazine. Fist: 1d20 +10 damage. Evil Jewish Robot Head: 70 hp              Consciousness: 300 Body: 120 hp             movement: 12 meters Arms: 90 hp               hoodoo: 30 Legs: 90 hp STR:16 DEX:16 INT:16 PER:16 EV:16 Mechanical nature: This unit is unaffected by blood loss damage because he has no blood to lose. Armour reduction of 20 on all attacks. Jewish magic: When the torso is reduced to half hp, the evil Jewish robot loses his armour reduction SPELLS: Force field: 10 hoodoo: +20 damage reduction on next incoming attack, can only be used when their jewish magic armour reduction is removed. Laser eyes: 20 hoodoo: 2d20 damage, +2 accuracy. ATTACKS: Machinegun hand 666 (left hand): Full auto and semi auto. 1d20 base damage, +5 damage per bullet. 15 round magazine Jewish rabbi ! Head: 50 hp              Consciousness: 100 Body: 100 hp             blood: 100 Arms: 70 hp               movement: 10 meters Legs: 70 hp                hoodoo: 150 STR:10 DEX:14 INT:17 PER:15 EV:18 Psychic Force field: Damage reduction of 10 on all attacks, including spell attacks, only removed when consciousness drops to 25.     Kippah: -10 consciousness damage from spell attacks, advantage on spell attacks and spell checks e.g DC 18 INT check. Spells: Fractal brain wave: 30 hoodoo: Target must make DC 16 INT check, on a fail they lose 1d10 +5 consciousness. Circumcision: 20 hoodoo: Only targets body. 1d10 damage, 1d8 bleeding damage for 1d4 turns Wrath of Moloch: 40 hoodoo: 2d20 damage, 1d12 blood damage Time Travel Abortion: 60 hoodoo: The jew travels back in time and aborts the target. Thankfully the target is unaffected because the jew would never try to abort the target if the target never attacked the jew, thus leading to a paradox. This paradox does do lots of damage though. 2d20 +10 damage consciousness damage, 1d20 +10 damage. Attacks: 5g wifi wave gun: 1d20 damage, 15 consciousness damage. Jewish CyberRabbi Head: 100 hp              Consciousness: 200 Body: 200 hp             blood: 200 Arms: 140 hp               movement: 20 meters Legs: 140 hp                hoodoo: 1000 STR:13 DEX:16 INT:18 PER:19 EV:20 Psychic Force field: Damage reduction of 20 on all attacks, including spell attacks, only removed when consciousness drops to 25.     Super Kippah: -20 consciousness damage from spell attacks, advantage on spell attacks and spell checks e.g DC 18 INT check. Spells: Circumcision: 20 hoodoo: Only targets body. 1d10 damage, 1d8 bleeding damage for 1d4 turns Wrath of Moloch: 40 hoodoo: 2d20 damage, 1d12 blood damage Time Travel Abortion: 60 hoodoo: The jew travels back in time and aborts the target. Thankfully the target is unaffected because the jew would never try to abort the target if the target never attacked the jew, thus leading to a paradox. This paradox does do lots of damage though.  2d20 +10 damage consciousness damage, 1d20 +10 damage. Blood drain: 100 hoodoo. +3 to hit. 2d20 damage, 1d20 blood damage. Laserbolt: 100 hoodoo. +4 to hit. 2d20 +20 damage. Shadow demon ! Head: 60 hp               Blood: 110 Body: 110 hp              Consciousness: 200 Arms: 80 hp                Movement: 20 meters Legs: 80 hp                 Hoodoo: 80 STR:16 DEX:16  INT:15 PER:13 EV:16 Demon: When this creature kills a mortal creature, it heals 10 hp to all its body parts, blood, and consciousness. Spells: Darkness: 70 hoodoo: All creatures within a 10 meter radius of the demon make a DC 18 perception check or are turned blind for 2 turns. Being blinded by darkness reduces movement to 1 meter and gives a -4 accuracy debuff on melee attacks. Ranged attacks get a -6 accuracy debuff. Fear:40 hoodoo: Target must make a DC 18 Strength check or lose 20 consciousness and use one action to flee from the demon. Teleportation: 60 hoodoo: The demon can teleport any target, including themselves, wherever they choose within a 30 meter radius. This includes teleporting an enemy to themself, however the target may make a STR DC 16 saving throw to avoid being teleported Stabbing: 20 hoodoo: 1d20 damage, 1d20 blood damage Attacks: spear, 1d20 +10 damage, 1 meter reach, meaning the enemy does not have to be adjacent to the demons location, but can be 1 meter away. Imp Head: 40 hp         Blood: 100 Body: 90 hp          Consciousness: 150 Arms: 60 hp          Movement: 10m on foot. 30m flying Legs: 60 hp           Hoodoo: 30 Wings: 60 hp STR:8 DEX:16 INT:18 PER:12 EV:18 Demon: When this creature kills a mortal creature, it heals 10 hp to all its body parts, blood, and consciousness. Spells: Zap, 10 hoodoo. 1d10 damage. Attacks: Pitchfork, 1d20 damage, 1d6 poison damage for 1d4 turns Infernal Demon Head: 70 hp               Blood: 120 Body: 120 hp              Consciousness: 200 Arms: 90 hp                Movement: 10 meters Legs: 90 hp                 Hoodoo: 50 STR:17 DEX:13  INT:6 PER:13 EV:15 Demon: When this creature kills a mortal creature, it heals 10 hp to all its body parts, blood, and consciousness. Spells: Satanic flame, 20 hoodoo, 1d12 +5 damage to all body parts of the target. Portal to hell, 30 hoodoo, for a brief moment the caster makes a tear in reality, showing hell to one unlucky person. the target must make a DC 16 PER save or lose 1d10 +10 consciousness. Satanic bloodlust, 10 hoodoo, can only cast if the person they are fighting with have taken blood damage in the previous turn. The caster deals 1d6 extra damage on all attacks, as well as a +2 accuracy buff. ATTACKS: Scimitar: 2d20 damage, 1d10 blood damage. Fire breath: 1d8 damage to all body parts of the target. Mutant runt Head: 30 hp               Blood: 80 Body: 60 hp              Consciousness: 100 Arms: 40 hp                Movement: 10 meters Legs: 40 hp                  Mood:50 STR:9 DEX:12  INT:6 PER:13 EV:14 Mutations: roll 1d6 to decide what mutations it gets 1: Cancer: -10 on all health, blood, consciousness. -5 on movement. -5 damage on all attacks. 2: Sharp fangs: +5 damage on unarmed melee attacks 3: Malfunctioning organs: Runt Rolls DC 14 strength check every turn. On a fail it dies. 4: Minor regeneration: heals 1d4 damage to all body parts once per turn. Takes one action to complete 5: Blindness: 1 meter movement. -5 accuracy on all attacks. 6: Scales: 1d4 damage reduction Attacks: Claw: 1d6 damage, 1d4 blood damage. Mutant Head: 50 hp               Blood: 100 Body: 100 hp              Consciousness: 90 Arms: 70 hp                Movement: 10 meters Legs: 70 hp                 Mood:100 STR:12 DEX:12  INT:10 PER:13 EV:15 Mutations: roll 1d6 to decide what mutations it gets 1: Cancer: -10 on all health, blood, consciousness. -5 on movement. -5 damage on all attacks. 2: Infrared vision: +3 accuracy on all attacks 3: Chitin: armour reduction of 10 on all attacks. 4: Regeneration: heals 1d12 damage to all body parts once per turn. Takes one action to complete 5: Third arm: +1 attack action 6: Canine fangs: +10 damage on all unarmed melee attacks Attacks: Claw: 1d10 damage, 1d8 blood damage. Hulking Mutant Head: 60 hp               Blood: 100 Body: 110 hp              Consciousness: 100 Arms: 80 hp                Movement: 10 meters Legs: 80 hp                  Mood:100 STR:15 DEX:10  INT:10 PER:13 EV:14 Mutations: roll 1d6 to decide what mutations it gets 1: Retardation: -5 INT, can't use guns. 2: Advanced musculature: +5 damage on all melee attacks 3: Armoured Scales: armour reduction of 1d20 on all attacks. 4: Advanced Regeneration: heals 1d20 damage to all body parts once per turn. Takes one action to complete 5: Four arms: +2 attack actions that use arms. 6: Unguligrade legs (the ones deer have): +10 meters movement, unlock dash bonus action, move 5 meters for free. Attacks: Claw: 1d20 damage, 1d10 blood damage. Kick: 1d10 +speed damage. Stray dog Head: 20 hp               Consciousness: 50 Body: 60 hp                Blood: 60 Front Legs: 40 hp      Speed: 20 meters Hind Legs: 40 hp STR:6 DEX:4 INT:2 PER:6 EV:14 Attacks: Bite: 1d10 damage Tranny Head: 40 hp               Blood: 100 Body: 80 hp              Consciousness: 100 Arms: 60 hp                Movement: 10 meters Legs: 60 hp                Mood:100 STR:6 DEX:4 INT:5 PER:6 EV:12 Attacks: Estrogen syringe: 1d4 damage, 1d8 poison damage for 1d4 turns, -5 movement and strength for 3 turns. ! Somali pirate Head: 50 hp               Blood: 100 Body: 100 hp              Consciousness: 100 Arms: 70 hp                Movement: 10 meters Legs: 70 hp                  Mood:100 STR:12 DEX:13 INT:3 PER:11 EV:12 Attacks: AK 47: Full auto, semi auto and single shot. 1d20 base damage, +5 damage per bullet, 5 blood damage per bullet. 30 round magazine, -1 accuracy Fractal hyperspace lizardman Head: 50 hp               Blood: 100 Body: 100 hp              Consciousness: 100 Arms: 70 hp                Movement: 10 meters Legs: 70 hp                  Hoodoo: 100 STR:12 DEX:13 INT:18 PER:13 EV:15 Spells: Fractal teleportation: 30 hoodoo: The caster may teleport to any location they wish, including hyperspace. Hypersense: 50 hoodoo: Time slows for the caster, reflexes increase. +5 EV on next attack from enemy, +5 accuracy on next attack. Warp tunneling: 20 hoodoo: Open a tunnel to hyperspace and send target to it for a brief moment. Target must make a DC 18 INT save, on fail take 1d20 +10 damage to consciousness, on success gain 1 INT. Attacks: Light sword: 2d20 +5 damage. Shadow Man Head: 50 hp Body: 100 hp Arms: 70 hp                Movement: 10 meters Legs: 70 hp                  Hoodoo: 200 STR:12 DEX:13 INT:18 PER:13 EV:16 Spells: Fear:40 hoodoo: Target must make a DC 18 Strength check or lose 20 consciousness and use one action to flee from the shadow entity. Choking: 50 hoodoo: The target must make a DC 15 Strength save or lose 20 consciousness. While choked, the target must make a DC 15 strength check to get out until the target is either freed or is reduced to 0 consciousness. Each time the target makes a strength check, the shadow entity loses 10 hoodoo. Hat man Head: 60 hp Body: 110 hp Arms: 80 hp                Movement: 15 meters Legs: 80 hp                  Hoodoo: 300 STR:15 DEX:12 INT:19 PER:13 EV:17 Spells: Terror: 100 hoodoo: Target must make a DC 18 strength check or lose 20 consciousness and mood and use 2 actions on their next turn to flee from the Hat man. Freezing Gaze: 50 hoodoo: Target must make a DC 19 strength check. On a fail, the target may not attack the hat man on their first action and must make another action. Madness: 30 hoodoo: Target must make a DC 16 intelligence check. On a fail, the target must make one attack on themselves. The target automatically hits any attacks to themself. Martian: Head: 50 hp Body: 100 hp       Consciousnes: 100 Arms: 60 hp                Movement: 15 meters Legs: 60 hp STR:8 DEX:12 INT:20 PER:13 EV:15 Attacks: Laser blaster: 2d20 +10 damage. Four dimensional Mathematical Creature entity Shape: 1d100 +100 hp Consciousness: 100 Hoodoo: 500 STR:13 DEX:15 INT:20 PER:17 EV:16 Four dimensional: The creature may teleport wherever it wishes at the cost of one action. The creature can only be harmed by special attacks and spells. attacks: astral projection: 50 hoodoo: Target must make a DC 18 INT check. On a fail, the target is possessed by the caster and must do whatever the caster wishes for one action on the casters turn that they cast the spell. 4 dimensional time warp: 100 hoodoo: The target must make a DC 19 INT check. On a fail, the caster shows the target most of the universes history, dealing 1d20 consciousness damage and 20 mood damage in the process. Micro Singularity: 60 hoodoo: The caster summons a temporary black hole, dealing 1d20 damage to each body part on every mortal within 20 meters of it. !

Public Last updated: 2026-04-01 09:42:02 PM