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Name: ATTACK

he xag n rpg Main Weapon Types Damage Type Weight


Craving: O p p o n e n t S h e e t

Size:
Morphology:
P. Behavior:
B. Behavior:
Dual Wield
Vulnerability:
Resistances: Damage

Action Combo

Malus DEFENSE
Shield
Armor Chest Right Arm Right Leg

OTHER SKILLS/TREASURES/MINIONS DESCRIPTION Left Arm Left Leg


LETHAL FACTOR DEADLY SKILLS
Multiply Movement Points Cost

Death Aura Mega Strike


X Movement
Revival Combo Killer
X
Restitution Life Drain
X
Parry
Movement Eater Energy Drain
X
Dodge
Combo Eater Nullify
X
Counter
Equalizer Stealer
X
Hidden Heart Auto Defense
Life Points
X
Damage Areas Sentence
X Energy Points
Others Others
X
LEVEL
X XP players will receive. Hexagon Role Playing Game. Copyright 2019-2020 Diego Pisa. All Rights Reserved.
GAME INSTRUCTIONS FOR OPPONENTS CREATION
Use this sheet to create opponents. They can be Inert: This opponent, if not menaced by players, won't act Combo Eater: Same as Movement Eater, but concerning Auto Defense / 1 Movement Point: This opponent will
anything from gigan c monsters to spies or evil against them. It's usually applied for creatures. combo Points. spend his turn (or use combo points) reinforcing his
scholars, just play with all the possibili es and cra Commander: This opponent, while physically or mentally Equalizer: This opponent's Malus field is variable, it'll be defense. The first a ack he receives a er this skill will
worthy enemies for your players. This sheet is used also strong enough to be a valid enemy, will keep a distance always two points higher than his a acker's Malus field. undergo addi onal +2 Malus and damage will be
for creatures that are not par cularly evil but would from players, guiding a guild or just manipula ng people Which makes him a worthy oponent to both low and reduced by 2.
fight against players for some reason. Differently from and circumstances to test and debilitate players characters high Malus players. Sentence / 2 Movement Points: This opponent will use
players, when an opponent arrives at 0 (zero) Life Points mentally, and physically. Hidden Heart: This opponent can only be harmed by "Sentence" to target one player. For each turn passed a er
it dies (without death rolls). Betrayed: This opponent's feelings and beliefs were a acks made against its heart. The heart can be inside targe ng, his Ac on and Malus grows of +2 to be
deluded by one or more players's ac ons. His delusion can his body or wherever. It can be anything, an ar fact, a
Name: Create a name for your opponent. It can be a be real, fruit of a lie, a misunderstanding or triggered by tree, another being. unleashed in an one me ac on against that player. This
specific name or the name of the breed it belongs to fake memories. Damage Areas: This opponent can only be harmed by opponent can s ll make standard ac ons (with standard
in case it's a generic beast. Rival: This opponent rivals one or more players. He can be strikes on certain zones of his body that will carry a Malus and Ac on) against the sentenced player while the
guided by envy or just the desire to prove himself be er percentage of his Life Points (split them by the number of sentence is boosted.
Craving: There's something your opponent desires or than the target of his rivalry. Damage areas you would like it to have). Hi ng a Damage Other: Make your own Deadly Skill.
does that will create a conflict between him and your Controlled: This opponent is controlled by an individual or area imposes a ‐2 Reducer on Ac on Rolls. Damage Areas
players. What is it? a force that drives him to be an enemy of the players. He is especially used with gigan c and colossal opponents. Adding Flavour: Though this list presents the mechanical
can be both conscious or unconscious of his deeds and the Other: Make your own Lethal Factor. Take inspira on from knowledge for Lethal factors and Deadly SKills, the flavor
Size: The bigger size of an opponent in height or length. source of this control can be anything from a kidnapped the above op ons and from media. Books, video games, explana on of how that happens in game remains to the
The size er chosen will give this opponent improvements dear one to a cursed ar fact or an evil tutor. movies and anime are amazing sources. game master and is op onal, but explaining it can add
on his opponent sheet. Ac on and Malus bonuses can be Other: The passive behavior of this opponent is different consistency to the game. For Example: Death Aura causes
interchanged. from everything on this list. This op on is used when the To make a Lethal Factor stronger, you can mul ply it. Just the players to lose 1 Life Point per turn, it could happen
Short: Less than four feet. This opponent gets +4 in Ac on opponent doesnt't follow any rule, or in case you want to place an X plus the amount of mes the standard power because of destruc ve energy coming out of the
or Malus at crea on. create your own passive behavior, if you can name it, use a should be mul plied, for example: Death Aura x3. It means opponents body, dozens of sharp tentacles moving
Medium: More than four feet an less than seven feet. This name instead of "other". that players will lose 3 Life Points per turn instead of 1. ferociously all round, acid rain... When chosing the Lethal
opponent gets +4 in Ac on or Malus at crea on.
Big: More than ten feet an less than twenty feet. This Battle Behavior: The main conduct code of this opponent Deadly Skills: While Lethal Factors are passive and always Factor or Deadly Skill of an enemy, remember to add the
opponent gets +3 in Ac on or Malus and +5 in Life inside combat. Choose one or more from the list. ac ve, deadly skills are triggered by the opponent at will. flavor informa on between parentesis in front of it, just like
Points at crea on. Hunter: This opponent will track and follow players Deadly skills require an Ac on Roll to be ac vated and this example: Death Aura (Acid Rain).
Huge: More than twenty feet an less than fourty feet. from a distance, learn everything he can, and then, consumes Movement Points. Opponents can mul ply the
This opponent gets +2 in Ac on or Malus and +10 in Life when they least expect it, he'll strike. expense in Movement Points per 2, per 3, per 4... to make Creating an Opponent: Just like with players' characters, you
Points at crea on. Assassin: This opponent will kill anyone he finds an easy the skill as strong as they want it to be. When a deadly start with 20 Hexagons and follow the same process to
Gigan c: More than fourty feet an less than eighty feet. prey first, especially harmed characters. skill has a possible defense against its effects, it will be create an opponent, some fields as you have already seen
This opponent gets +1 in Ac on or Malus and +15 in Life Strategist: This opponent will make every move based clearly included in the skill descrip on, otherwise its though, are different but the overall procedure is the alike.
Points at crea on. on calcula on. effects are automa c.
Colossal: More than eighty feets on. This opponent gets Burner: This opponent will burn all of its assets in order to Mega Strike / 2 Movement Points: This skill is added a er Minions: Minions are secondary opponents that show their
+25 in Life Points at crea on. win the ba le in the shortest me possible. a successful hit with a standard a ack by this opponent. real strength in their number. They o en follow the orders
Other: Same as for Passive Behavior. It'll double the standard damage. If the target successfully of a standard opponent but can be found independently
Morphology: Represents the form and cons tu on of this pair, he'll avoid the double damage but will s ll get the also. Minions will divide into groups to a ack one or more
opponent's body. The morphology er chosen will give Vulnerabilities: When inflicted damage of a certain standard damage, if the target dodge, he'll get half the players. To a ack with each group of minions, instead of
this opponent improvements on his opponent sheet. type, this opponent will suffer 50% more damage. standard damage. Counter is not allowed against Mega making mul ple Ac on Rolls, you make an only one for all
Humanoid: Generally Bipeds similar to humans, any Example of vulnerabili es: Slash, pierce, impact, Strike. Manipula ons and other skills that decreases
animal varia on is allowed. This opponent gets +3 in water, electricity, damage inflicted when it's day/ inflicted damage can s ll be used a er a pair/dodge to the minions in that group. Players, instead, must make
Ac on at crea on. night, damage inflicted during a period of the month/ absorb the remaining damage. one separate defense for each minion in a group, the same
Beas al: Beings that stands on four legs or more, and year. Be weird on it if you feel, it's cool and will get Combo Killer / 1 Movement Point: This opponent will stop stands for a acking a minion. Minions don't have ac ve
bipeds that doesn't fit a humanoid form. This category your players wondering what it is. Each opponent a player's combo, the player will lose the combo point he defenses but will fall with a successful hit from a player.
includes legless creatures also. This opponent gets +3 in should have at least one vulnerability. tried to use. The cost in movement points to use Combo Empty Minion Group Stats: Ac on 10 and Damage 1. For
Malus at crea on. Killer against the same player increases of +1 for each me any minion you insert in a group, add +1 in Ac on. It
Elemental: Beings whose core is empowered by an Resistances: When inflicted damage of a certain type, it's used. means a group of five minions a acking one player
element, their body morphologies can follow the one of the amount will be halved. Example of resistances: Life Drain / 1 Movement Point: This opponent will drain 2 represents the following stats: Ac on 15, and Damage 1
any other category but they'll s ll be named under the Same as for Vulnerabili es. Life points from each player on the ba lefield near or (inflicted five mes, which will require five defenses (pair/
Elemental category. Elementals can also have an intangible distant (requires an only Ac on Roll for all). If this dodge/counter or skills that reduces damage, from the
body. This opponent gets +3 in Energy at crea on, Lethal Factor: Lethal factors are special characteris cs of opponent prefers, he can drain the ammount of all players player). For each minion that falls, decrease 1 in Ac on
resistance on its element and +2 in damage (damage type an opponent that make figh ng them deadly. Lethal against an only one, which means 6 Life points if there are from that group.
elemental). An elemental does not necessarily gain factors are an assuranse that no ma er how strong 3 players on the ba lefield. A successful Ac on Roll from
vulnerability to an opposing element by default. players get, oponents will always be hard to beat, for this each player or from the only target will halve the Life XP: An opponent will grant 2 XP Circles when defeated. For
Draconian: All types of dragons and similars. This reason, Lethal Factors can't be contrasted by players. Points drainage. each Resistance, Lethal Factor, Deadly Skill or Lethal Factor
opponent gets +2 in Life and Energy Points and +1 in Malus Death Aura: For each turn in combat against this Energy Drain / 1 Movement Point: The same of Life drain,
at crea on. but for Energy Points. Mul ply value it has, add 1 XP. If you insert addi onal
Necro: Beings of the darkness. Their bodies can both be opponent, every player on the ba lefield will Nullify / 1 Movement Point: This opponent can nullify Hexagons on his opponent's sheet, for each 5 hexagons
ethereal or composed of necromateria—the a empt of automa cally lose 1 Life Point. players' a acks or defenses. In case of a standard a ack more, add 1 extra XP (from 1 to 5 hexagons added: 1 XP,
the world of darkness to recreate materia as we know, the Revival: When all of this opponent's Life Points end, the cost will be of 1 Movement Point. In case of pair/ from 6 to 10: 2 XP, and so on). If players menage to defeat
result is o en a macabre version of it. This opponent gets he'll not die, but will wake up again with all his fields dodge/counter or special a acks and defense skills, this an opponent, the amount of XP is divided between them.
+2 in Malus and resistance to any non‐sacred damage (Life Points, Combo, Movement...) restored. opponent will have to pay the same ammount a player has If the division results in a number lower than 1, keep 1
(sacred damage comes from blessed weapons). Res tu on: For every a ack placed against this opponent, spent in Movement Points plus 1. Nullifying more ac ons instead, for decimal values, always round down.
the a acker will receive back half the damage he inflicts. of the same player will cause an addi onal increase of +1
Passive Behavior: What is the main conduct code of this Movement Eater: Any skill that consumes movement in Movement points expense per new nullifica on. Treasures: As a law of combat, when an opponent is
villain outside combat. Choose one or more from the list. points both to harm or to defend against this opponent Stealer / 1 Movement Point: This opponent will rob one defeated, his weapons, armor or raw material in case of
Deceiver: He'll be at the sight of players all the me, ac ng will cost the player 1 movement point more than the item from a player. This skill will seem a standard a ack, creatures belong to the winner. Each opponent should
in a way they would never get his real inten ons, un l it's standard amount. For example, dodging against this but, if a er the player's defenses, even 1 damage passes, leave a treasure, as simple as it can be.
me to show his real self. opponent will require 3 Movement points instead of 2. the player will lose one item from his inventory.
Hexagon Role Playing Game. Copyright 2019-2020 Diego Pisa. All Rights Reserved.

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