THE HOGFATHER
Woe, hogs be upon thee
Woe, hogs be upon thee
The ground shakes with a thousand hoofbeats.
The air is torn by a chorus of maddened squeals.
In the distance, a great mound rises above the horizon, a glacier of flesh and fur and fury moving ever closer.
The Hogfather comes, and its children flee before its fury. It blots out the sun, and casts Finweald into shadow.
You are the last line of defense.
Be ready.
ENEMY CYCLE
- BATTLE START
- You may start in any of the squares marked in Blue
- Mastery Ranks: 1x S, 2x A, 2x B, 1x C
- Equipment Ranks: B x3
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《 EMISSARY OF THE SWINEGULARITY 》
THE HOGFATHER
TUSKS <Physical>❰ 1000 / 1000 ❱
BODY <Bound>❰ 1000 / 1000 ❱
WILL <Outer>❰ 1000 / 1000 ❱
❰ 5000 / 5000 ❱
ATTRIBUTES
Move: 1 | Range: 3 | Taunt DC: 200
While BREAK is up, the Hogfather has Resistance against all attacks. Break bars can only be targeted by their Break element. When a bar is broken, the Hogfather loses resistance to the broken bar's Break element.
The Hogfather will become ENRAGED if either of the following conditions are met:
- All Break Bars are broken
- A total of 2500 HP damage is dealt to the Hogfather
ACTIONS
- Great Tusk. Attack. The Hogfather deals 10d20 to target dealing highest damage OR target with highest successful Taunt. If Tusks are broken, replace with Wild Charge.
- Bellow. Control. The Hogfather summons 1d4 WILD HOGS each round in any adjacent square. If Body is broken, replace with Beckon.
- Terrorize. Area. The Hogfather applies 1d3 Terror stacks to each minion within 2 RANGE. If Will is broken, replace with Frenzy
- Churn. Move. The Hogfather creates MUD terrain when it leaves a Zone.
- (Locked) Wild Charge. Attack. The Hogfather charges 3 zones towards target dealing highest damage, dealing 5d20 damage to first target hit and 5d20 split between remaining targets. Cannot be Taunted.
- (Locked) Beckon. Control. The Hogfather spawns 1d6 HOGSPAWN in squares adjacent to itself or existing Minions.
- (Locked) Frenzy. Area. The Hogfather applies Frenzy to all minions.
- (Locked) Hoglimation. Area. The Hogfather deals 10 flat damage per minion on field to all targets, including minions.
Action Order: Move > Control > Area > Attack
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ENEMIES
Wild Hog
Status
Normal
❰ 0 / 200 ❱
ACTIONS
- Move: 2 | Targeting: Last Attacker
- Tusk Attack. Attack. 1d8 exploding.
- Churn. Move. Hog creates MUD terrain when moving Zones.
Hogspawn
Status
Normal
❰ 0 / 3 ❱
ACTIONS
- Move: 1 | Targeting: Nearest
- Hog. Passive. Takes 1 damage from any attack. DC 150 to instantly defeat it.
- Hog. Attack. 1d8 True damage.
- Hog. Move. Hogspawn creates HOG terrain in its zone at the start of Enemy Cycle.
CONDITIONS
TERROR
Fearful of the Hogfather's wrath
Enemies with TERROR gain an additional die per stack, which can be split between targets.
TERROR is reduced by one per unique target struck or when attacked.
FRENZY
Rallied by the Hogfather's fury.
Enemies with FRENZY gain advantage on their next attack.
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MAP
TERRAIN
MUD
The earth has been churned by sharp hooves.
MUD requires 1 additional movement to exit.
HOG
Hog.
If you end a turn in HOG terrain, you take 1d10 flat damage.
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LOG
- Enemy 1 does Action on Target
-
Break Bar Elements
Elemental: Aeromancy, Geomancy, Cryomancy, Electromancy, Pyromancy, Hydromancy
Bound: Beast Arts, Holy Magic, Harmonic Magic, Lore Magic, Natural Magic, Gravimancy
Outer: Hemomancy, Shadow Arts, Astramancy, Animancy, Divination, Spirit Magic, Dark Magic
Construct: Arcanamancy, Chronomancy, Illusion Magic, Spellbane, Alchemy, Tinker
Physical: Guard Arts, Power Techniques, Precision Techniques, Speed Techniques, Martial Arts, Ranged Techniques, War Arts
OOC
Cycle 1
- No character limit, but please keep things short. Playtesting is the focus here, and I won't be paying as much attention to narrative flourishes.
- Speaking of playtesting, things may or may not be balanced. We're throwing hogs at the wall here.
- For the love of god make sure I can see your numbers.
- 3.07 Playtest Sheet
- Build Sheet
Code:
[hp=current]max[/hp]
[status]<statuses go here>[/status]
<post goes here>
[action]
[move]A1 > A2 (Action)[/move]
<action code goes here>
[/action]
[b]Enemy HP:[/b] <current>/<max>
[b]Enemy SP:[/b] <current>/<max>
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