Any character starting their turn on the same map tile as the Night Terror will receive 2 Horror Hits (potential Sanity Damage)
Warning:Nightmarish is in effect.
Every hit done by a Hellbat will also cause a Horror Hit (potential Sanity Damage)
Hellbats attack. Enemy Type: Demons • Void
Hellbat 1 moves to attack Pastor Jimmy. It swoops through the mine and coils up behind him, taking a bite for 1 HP. Reroll Defense check using 1 Determination? Pastor Jimmy is unafraid of this demonic creature. [E24 -> D6]
Hellbat 2 moves to attack Scare, the Law Holder. It slithers through the air, aiming three precise snaps that Scare dodges entirely. [E21 -> D1]
Hellbat 3 moves to attack Dan. It zooms into the summoning room, it bites twice for 1 HP as Dan dodges out the way but takes a single hit. Reroll Defense check using 1 Determination? Dan is unafraid of this demonic creature. [E16 -> D6]
Hellbat 4 moves to attack Hawkeye Harold. It flies into the Mining Room, it attacks twice, but Hawkeye Harold dodges and only takes 1 HP damage. Reroll Defense check using 1 Determination? Hawkeye Harold is unafraid of this demonic creature. [E22 -> D2]
Hellbat 5 moves to attack Pastor Jimmy. It hisses beside him, and strikes thrice, doing 2 HP Damage. Reroll Defense check using 2 Determination? Pastor Jimmy is unafraid of this demonic creature. [E26 -> D11]
Hellbat 6 moves to attack Aaron Goldfeld. It attacks three times, doing 1 HP damage total. Reroll Defense check using 1 Determination? Aaron Goldfeld is unafraid of this demonic creature. [E29 -> D20]
Note: I will update HP once I know whether people are using Determination to reroll their defense checks this round or not.
10 / 10 HP || 12 / 12 Sanity || 2 / 2 Determination || 120 / 500 XP || 100 Gold || Level 1 A Dead Eye Shot is loaded. Determination: This can be spent to reroll any dice at anytime, and can be spent to use abilities.
Quickdraw:
Anytime a new group of enemies appear, and you have one hand free, you may immediately make a free attack against them.
The Quick and the Dead:
Start with 6 Dead eye shot bullets. At any point you can choose to load one of these bullets into your gun.
Sidebag: 3/5 Slots filled
1x Whiskey 1x Darkstone 1x Dynamite
5/6x Dead Eye Shot Bullets:
Each Bullet does +2 Damage.
Trusty Pipe:
You may take a puff of your pipe to Recover 1 determination any time you gain loot or successfully scavenge..
1/7 Carryweight used
Pistol:
1 Handed Range: 6 Squares Shots: 2 Shot per round Upgrade Slots: 0/2 used Weight: 1 Worth: $100
Cavalry Sabre: Gear • Weapon • Blade One Handed
You may make a melee attack as well as a ranged attack during your turn.
Upgrade Slots: 0/2 Used Weight: 1 Worth: $600
@DeadBeatWalkingHawkeye Harold's turn. He has 5 movement. You may reroll your movement with a determination as usual if you wish
He is in combat range of two hellbats, one on D1 and one on D2. If he wishes to make a ranged attack this turn, he must move away from them and make an escape test to see if he can safely get away first.
>Aaron curses aloud, upon realising that the bats have separated him from the others. One of them catches him in the shoulder. He quickly averts his eyes from the Night Terror. It will do him no good to focus on it.
Would it be possible to discover how much HP the Hellbats have? If not, I shall attack the one at D14, unless it dies, in which case, I step into the space it occupied and attack the one on D20. Both attacks are with my hatchet.