Berzul

Classes

Nov 20th, 2016
99
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 31.78 KB | None | 0 0
  1. 1a)The scenery that is most nostalgic to me... (Major attribute)
  2.  
  3. A>Green endless plains. (Offence)
  4. B>Snow covered mountains. (Armour)
  5. C>Lush mysterious forest. (Knowledge)
  6. D>Rippling waves of the coast. (Willpower)
  7.  
  8. 1b)The second most scenery that is nostalgic to me... (Secondary attribute, can't pick the same one as in 1a)
  9.  
  10. A>Green endless plains. (Offence)
  11. B>Snow covered mountains. (Armour)
  12. C>Lush mysterious forest. (Knowledge)
  13. D>Rippling waves of the coast. (Willpower)
  14.  
  15. 2)I keep contact with other people because... (Extra choices)
  16.  
  17. A>I value friends the most. (One extra choice when picking units)
  18. B>There are things I can't do. (One extra choice when picking skill)
  19. C>Variety is the spice of life. (One extra choice when picking spells)
  20. D>I rather have less enemies than allies. (One extra choice when picking class) (Go to 2d)
  21.  
  22. 2a)What brings me happiness is... (Extra unit questions)
  23.  
  24. A>Happiness of others. (Defence type)
  25. B>Meeting other people. (All around type)
  26. C>That people can change. (Special attack type)
  27.  
  28. 2b)What is the most important strength that allows you to be successful on the battlefield? (Extra skill questions)
  29.  
  30. A>Survivability (Combat expertise)
  31. B>Speed (Archery expertise)
  32. C>Cunning (Mysticism expertise)
  33.  
  34. 2c)Which fruit would you rather eat? (Extra spell questions)
  35.  
  36. A>An apple (Attack spell)
  37. B>A pomegranate (Buff spell)
  38. C>A berry (Debuff spell)
  39.  
  40. 2d)Ideals are born from... (Extra class questions)
  41.  
  42. A>Faith (Priest/Support class)
  43. B>Determination. (Cavalier/Mounted class)
  44. C>Empathy for other. (Ground/Defence class)
  45. D>Understanding the laws. (Mage/Controller class)
  46.  
  47. 3)If you were able to turn into an animal... (Class choices)
  48.  
  49. A>Bird. (More likely to become a flying type)
  50. B>Deer. (More likely to become a cavalry type)
  51. C>Fish. (More likely to become a navy type)
  52. D>Fox. (More likely to become a ground type)
  53.  
  54. 4)What utensil you value the most? (Secondary class choices)
  55.  
  56. A>Fork. (More likely to get spear type)
  57. B>Knife. (More likely to get grunt type)
  58. C>Spoon. (More likely to get mount type)
  59. D>Hand. (More likely to get magic type)
  60.  
  61. 5a)How do you fight with depression? (Physical skill choices)
  62.  
  63. A>I challenge it. (Combat skill)
  64. B>It's unavoidable, I lessen the effects that causes it. (Archery skill)
  65. C>It Doesn't concern me. (Go to 5b)
  66. D>At that time I try to learn more about myself. (Mysticism expertise)
  67.  
  68. 5b)Which of the following is the most formidable? (Magical skill choices)
  69. A>Passion. (Fire magic)
  70. B>Briskness. (Air magic)
  71. C>Survivability. (Nature magic)
  72. D>Hospitality. (Life magic)
  73.  
  74. 6a)Which of these school clubs would you rather join? (Spell choices)
  75.  
  76. A>Gardening club. (Fine)
  77. B>Smithing club. (Protection)
  78. C>Sports club. (Fire ball)
  79. D>Pottery club. (Thunder)
  80. E>Apothecary club. (Heal)
  81. F>Drama club. (Bless)
  82. G>I'm not interested. (Go to 6b)
  83.  
  84. 6b)Then what are your hobbies? (Minor buffs)
  85.  
  86. A>Chess. (Command range +1)
  87. B>Cards. (+ 5 max MP)
  88. C>Arm wrestling. (+1 to commander's attack and defence)
  89. D>Skipping school. (+1 to commander's movement)
  90.  
  91. 7)What would you do in order to make the world a better place for those in need? (Secondary skill)
  92.  
  93. A>The power is within those with action. I will only point my hand but its up to them if they follow. (Leadership skill)
  94. B>Everyone is equal, I leave others to themselves. (Pathfinding skill)
  95. C>I follow chivalry, my goal is to protect the weak. (Resistance skill)
  96. D>I pity those in need, I want to ease their pain. (Rally skill)
  97.  
  98. 8)What is the number one thing you would like to leave for future generations? (Attribute curve)
  99.  
  100. A>Knowledge. (1st Curve, primary rapid)
  101. B>Sense of belonging. (2nd Curve, secondary rapid)
  102. C>Freedom. (3nd Curve, balanced)
  103.  
  104. 9)When do you think it is necessary to change your ways, yourself? (Skill curve)
  105.  
  106. A>I'm always learning, always adapting. (New skills at second class level)
  107. B>Day by day life suits me, if I change I don't even notice it. (New skills at third class level)
  108. C>Only on rare occasions. (New skills at fourth class level)
  109.  
  110. 10)Lastly, if you were able to make a wish, what would you wish for? (Minor buff)
  111.  
  112. A>To live with others. (+ 2 Commander Defence)
  113. B>To crave my own path. (+ 2 Commander Attack)
  114. C>To become independent. (+ 1 Commander movement)
  115. D>To find a different place to live in. (Commander is not affected by movement penalties)
  116. E>To be invincible. (+ 5 max mp)
  117. F>To see ahead of myself. (Spell range increases by 1)
  118.  
  119. 11)Also, Aniki wants to know which of the muscle is your favourite to look at? (Completely unrelated question)
  120.  
  121. A>Biceps
  122. B>Trapezius
  123. C>Gastrocnemius
  124. D>Gluteal
  125.  
  126.  
  127. =================================
  128.  
  129. Spells:
  130. Nature Spells:
  131.  
  132. [Summon Creature] MP: 6/8/10/15 Range: 4/4/4/4 Area: 1/1/1/1
  133. A>Summons a Pixie in target location. (You can control only one summon at one time)
  134. B>Summons a Satyr in target location.
  135. C>Summons a Phoenix in target location.
  136. D>Summons a Valkyrie in target location.
  137.  
  138. [Thorns] MP: 4/6/-/- Range: 2/4/-/- Area: 1/P/-/-
  139. A>Deals 2 damage to a target, reduces its movement by 2 next turn. (Requires 1 d10 dice that is 4 or higher to be successful)
  140. B>Deals 2 damage to targets, reduces their movement by 2 next turn. (Requires 1 d10 dice that is 4 or higher to be successful)
  141.  
  142. [Fine] MP: 4/-/-/- Range: 5/-/-/- Area: P/-/-/-
  143. A>Removes one negative effect from the targets. (Requires 1 d10 dice that is 1 or higher to be successful)
  144.  
  145. [Poison] MP: -/-/6/10 Range: -/-/4/4 Area: -/-/1/P
  146. C>Poisons the target, for a number of turns. The target suffers up to 12 damage 2 damage at the start of each round. (Requires 1 d10 dice that is 10 to be successful)
  147. D>Poisons the targets, for a number of turns. The target suffers up to 12 damage 2 damage at the start of each round. (Requires 1 d10 dice that is 10 to be successful)
  148.  
  149. [Protection] MP: 4/6/8/10 Range: 4/5/6/7 Area: P/P/P/P
  150. A>Increases the targets defence by up to 2 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  151. B>Increases the targets defence by up to 3 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  152. C>Increases the targets defence by up to 4 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  153. D>Increases the targets defence by up to 5 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  154.  
  155. [Sleep] MP: -/6/8/12 Range: -/2/4/6 Area: -/1/P/P
  156. B>Puts a target to sleep. (Requires 3 d10 dice that are 6 or higher to be successful) (Sleep prevents movement for the duration of the sleep, you can remove sleep by a spell or by having an ally move within melee range of the asleep target)
  157. C>Puts targets to sleep. (Requires 3 d10 dice that are 6 or higher to be successful)
  158. D>Puts targets to sleep. (Requires 3 d10 dice that are 6 or higher to be successful)
  159.  
  160. Fire Spells:
  161.  
  162. [Fire Ball] MP: 4/6/8/12 Range: 4/6/8/10 Area: 1/3/5/7
  163. A>The target suffers up to d4 damage.
  164. B>The targets suffer up to d4 damage.
  165. C>The targets suffer up to d6 damage.
  166. D>The targets suffer up to d8 damage.
  167.  
  168. [Frenzy] MP: -/-/8/12 Range: -/-/6/6 Area: -/-/1/3
  169. C>The target becomes confused. (Requires 3 d10 dice that are 7 or higher to be successful) (Confused victims move and attack targets designated by the caster. They can only attack targets they would normally be able to reach and attack on their turn)
  170. D>The targets become confused. (Requires 3 d10 dice that are 7 or higher to be successful)
  171.  
  172. [Meteor] MP: -/12/18/22 Range: -/10/13/16 Area: -/6/8/10
  173. B>The targets suffer up to d4 damage.
  174. C>The targets suffer up to d6 damage.
  175. D>The targets suffer up to d8 damage.
  176.  
  177. [Haste] MP: -/4/6/8 Range: -/5/5/5 Area: -/P/P/P
  178. B>The targets gain additional 1 movement.
  179. C>The targets gain additional 2 movement.
  180. D>The targets gain additional 3 movement.
  181.  
  182. [MP Drain] MP: -/4/-/- Range: -/5/-/- Area: -/1/-/-
  183. B>Drain up to 10 MP from target. (Drain 2 mp for each d10 dice that are 6 or higher or 1 MP for if the result is 4 or 5)
  184.  
  185. [Burn] MP: -/6/8/10 Range: -/6/6/6 Area: -/3S/6S/9S
  186. B>3 (S)elected squares deals 2 damage to all units that end their turn on that square. (The squares have to be connected to at least one other square) (You can only have one effect of this spell active at one time)
  187. C>6 (S)elected squares deals 2 damage to all units that end their turn on that square.
  188. D>9 (S)elected squares deals 2 damage to all units that end their turn on that square.
  189.  
  190. Air Spells:
  191.  
  192. [Thunder] MP: 4/6/8/10 Range: 3/5/7/10 Area: 1/1/1/1
  193. A>The target suffers up to d4 damage.
  194. B>The target suffers up to d6 damage.
  195. C>The target suffers up to d8 damage.
  196. D>The target suffers up to d10 damage.
  197.  
  198. [Chain Lighting] MP: -/-/10/15 Range: -/-/7/10 Area: -/-/4S/4S
  199. C>(S)elect consequent targets that are not further than 3 squares away from the previous one. Those targets suffer up to d6 damage.
  200. D>(S)elect consequent targets that are not further than 5 squares away from the previous one. Those targets suffer up to d6 damage.
  201.  
  202. [Wind Shield] MP: -/4/6/8 Range: -/5/7/10 Area: -/P/P/P
  203. B>Under this effect ranged attacks deal 2 less damage against the target. (Requires 2 d10 dice that are 5 or higher to be successful)
  204. C>Under this effect ranged attacks deal 2 less damage against the target. (Requires 2 d10 dice that are 5 or higher to be successful)
  205. D>Under this effect ranged attacks deal 2 less damage against the target. (Requires 2 d10 dice that are 5 or higher to be successful)
  206.  
  207. [Teleport] MP: -/-/-/10 Range: -/-/-/10 Area: -/-/-/P
  208. D>The targets are transported to the location within the range of this spell. (They are allowed to regroup within 3 squares area) (Requires 2 d10 dice that are 8 or higher to be successful as well as enough space to fit all the teleported units into a 3x3 square area)
  209.  
  210. [Mute] MP: -/8/12/- Range: -/4/6/- Area: -/1/1/-
  211. B>The target is silenced. (Silence prevents the target to use spells. You can remove this effect by sleep or by rally command) (Requires 2 d10 dice that are 7 or higher to be successful)
  212. C>The target is silenced. (Requires 2 d10 dice that are 7 or higher to be successful)
  213.  
  214. [Resist] MP: -/4/6/- Range: -/8/10/- Area: -/P/P/-
  215. B>The target receives 1 less damage from enemy spells. (Requires 3 d10 dice that are 3 or higher to be successful)
  216. C>The target receives 2 less damage from enemy spells. (Requires 3 d10 dice that are 3 or higher to be successful)
  217.  
  218. Life spells:
  219.  
  220. [Heal] MP: 4/6/8/10 Range: 4/4/6/6 Area: 1/P/P/P
  221. A>The target recovers up to d4 hit points.
  222. B>The targets recover up to d4 hit points.
  223. C>The targets recover up to d6 hit points.
  224. D>The targets recover up to d8 hit points.
  225.  
  226. [Bless] MP: 4/6/8/10 Range: 4/5/6/7 Area: P/P/P/P
  227. A>Increases the targets attack by up to 2 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  228. B>Increases the targets attack by up to 3 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  229. C>Increases the targets attack by up to 4 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  230. D>Increases the targets attack by up to 5 points. (Requires 2 d10 dice that are 4 or higher to be successful)
  231.  
  232. [Holy Blaze] MP: 6/8/10/12 Range: 4/6/6/8 Area: P/P/3/5
  233. A>The targets suffer up to d4 damage.
  234. B>The targets suffer up to d4 damage.
  235. C>The targets suffer up to d6 damage. Allies within the range are healed by 1 hit point.
  236. D>The targets suffer up to d8 damage. Allies within the range are healed by 1 hit point.
  237.  
  238. [Restore] MP: 4/6/8/- Range: 4/6/6/- Area: P/P/5/-
  239. A>Removes all negative effects from the targets. (Requires 1 d10 dice that is 4 or higher to be successful)
  240. B>Removes all negative effects from allies or removes all beneficial effects from enemies. (Requires 1 d10 dice that is 4 or higher to be successful for allies, 2 d10 dice that are 6 or higher to be successful for enemies)
  241. C>Removes all negative effects from allies or removes all beneficial effects from enemies. (Requires 1 d10 dice that is 4 or higher to be successful for allies, 2 d10 dice that are 6 or higher to be successful for enemies)
  242.  
  243. [Return] MP: -/-/10/- Range: -/-/15/- Area: -/-/P/-
  244. C>The targets are transported to the location chosen by the caster that is 3 square or less away from the caster. (They are allowed to regroup within 3 squares area) (Requires 2 d10 dice that are 7 or higher to be successful as well as enough space to fit all the teleported units into a 3x3 square area)
  245.  
  246. [Decline] MP: -/4/6/8 Range: -/7/10/12 Area: -/P/3/5
  247. B>Adds an additional magic dice against spells cast upon the affect targets. (Requires 2 d10 dice that is 6 or higher to be successful)
  248. C>Adds an additional magic dice against spells cast upon the affect targets. (Requires 2 d10 dice that is 6 or higher to be successful)
  249. D>Adds an additional magic dice against spells cast upon the affect targets. (Requires 2 d10 dice that is 6 or higher to be successful)
  250.  
  251. =======
  252.  
  253. Skills:
  254.  
  255. [Leadership]
  256. Basic: + 1 to command range.
  257. Advanced: Ability to recruit mixed units.
  258. Expert: + 1 to troop size.
  259.  
  260. [Pathfinding]
  261. Basic: Ability to move through rough terrain and slopes without penalty.
  262. Advanced: Ability to move through sand and snow without penalty.
  263. Expert: Ability to move through rough forests without penalty.
  264.  
  265. [Resistance]
  266. Basic: Commander takes 2 less damage from magic spells.
  267. Advanced: Spells against troop receive one less magic dice.
  268. Expert: Troop take 2 less damage from magic spells.
  269.  
  270. [Rally]
  271. Basic: Ability to restore up to 3 hit points for troop at the end of turn. You can use this ability only if the commander didn't attack during that turn.
  272. Advanced: Restores 2 mp when using this ability.
  273. Expert: Additional 1 square of movement when regrouping.
  274.  
  275. [Nature magic]
  276. Basic: - 1 to cost of all Nature spells.
  277. Advanced: - 2 to cost of all Nature spells.
  278. Expert: - 3 to cost of all Nature spells.
  279.  
  280. [Fire magic]
  281. Basic: - 1 to cost of all Fire spells.
  282. Advanced: - 2 to cost of all Fire spells.
  283. Expert: - 3 to cost of all Fire spells.
  284.  
  285. [Air magic]
  286. Basic: - 1 to cost of all Air spells.
  287. Advanced: - 2 to cost of all Air spells.
  288. Expert: - 3 to cost of all Air spells.
  289.  
  290. [Life magic]
  291. Basic: - 1 to cost of all Life spells.
  292. Advanced: - 2 to cost of all Life spells.
  293. Expert: - 3 to cost of all Life spells.
  294.  
  295. [Combat expertise]
  296. Basic: 1 Extra defence and attack for the commander.
  297. Advanced: 2 Extra defence and attack for the commander.
  298. Expert: 3 Extra defence and attack for the commander.
  299.  
  300. [Archery expertise]
  301. Basic: Increase the range of ranged attacks made by troop by 1 square.
  302. Advanced: Increase the range of ranged attacks made by troop by 2 square.
  303. Expert: Ability to make a ranged attack at - 4 attack and 4 range.
  304.  
  305. [Mysticism expertise]
  306. Basic: Restore 1 mp at the end of each turn.
  307. Advanced: Restore 2 mp at the end of each turn.
  308. Expert: Restore 3 mp at the end of each turn.
  309.  
  310. =================================
  311.  
  312. Units:
  313. :Attack/Defence: :Move: :Special:
  314.  
  315. [Footman] (Grunt)
  316. 12/9 5Sq
  317.  
  318. [Swordsman] (Grunt)
  319. 13/8 5Sq
  320.  
  321. [Pikeman] (Spear)
  322. 11/10 5Sq
  323.  
  324. [Phalanx] (Spear)
  325. 9/12 5Sq
  326.  
  327. [Cavalry] (Mounted)
  328. 15/5 7Sq
  329.  
  330. [Dragoon] (Mounted)
  331. 16/3 8Sq
  332.  
  333. [Unicorn] (Balanced Melee)
  334. 11/8 7Sq (Can't be affected by negative spell effects.)
  335.  
  336. [Bowman] (Short range archer)
  337. 8/4 4Sq (Ranged attack 4 Sq)
  338.  
  339. [Crossbowman] (Short range archer)
  340. 10/2 4Sq (Ranged attack 4 Sq)
  341.  
  342. [Elf] (Long range archer)
  343. 8/1 5Sq (Ranged attack 6 Sq)
  344.  
  345. [Sniper] (Long range archer)
  346. 11/0 4Sq (Ranged attack 5 Sq)
  347.  
  348. [Centaur] (Balanced archer)
  349. 7/4 6Sq (Ranged attack 3 Sq)
  350.  
  351. [Griffon] (Air-ground)
  352. 16/2 8Sq (Flying)
  353.  
  354. [Angel] (Air-ground)
  355. 14/4 8Sq (Flying)
  356.  
  357. [Sprite] (Anti-air)
  358. 10/8 10Sq (Flying)
  359.  
  360. [Hawk] (Anti-air)
  361. 12/6 10Sq (Flying)
  362.  
  363. [Winged Serpent] (Balanced air)
  364. 12/8 6Sq (Flying, no bow weakness)
  365.  
  366. [Witch] (Manahoar, Magician)
  367. 9/5 5Sq (Restores 1 MP at the end of the turn, ranged attack 3 Sq, magic attack)
  368.  
  369. [Monk] (Manahoar, Holy, Magician)
  370. 11/9 5Sq (Restores 1 MP at the end of the turn, magic attack)
  371.  
  372. [Crusader] (Holy, Magician)
  373. 12/9 5Sq (Magic attack)
  374.  
  375. [Merman] (Sea Grunt)
  376. 13/8 8Sq (4Sq land)
  377.  
  378. [Turtle] (Sea Spear)
  379. 11/10 8Sq (4Sq land)
  380.  
  381. [Seahorse] (Sea Mount)
  382. 16/4 12Sq (6Sq land)
  383.  
  384. [Blowfish] (Sea Archer)
  385. 11/1 7Sq (3Sq land, Ranged attack 5 Sq in water 3 Sq on land)
  386.  
  387. [Mermaid] (Sea, Magician)
  388. 15/6 7Sq (4Sq land, Magic attack)
  389.  
  390. [Pixie] (Air-ground)
  391. 8/8 8Sq (Flying, Immune to magic)
  392.  
  393. [Satyr] (Mount)
  394. 13/6 8Sq (Ignores penalties from forests)
  395.  
  396. [Phoenix] (Air, Magic user)
  397. 15/0 8Sq (Can cast [Fireball] up to the 3rd version, 16 MP)
  398.  
  399. [Valkyrie] (Spear, Magic user)
  400. 8/9 5Sq (Can cast [Heal] and [Holy Blaze] both up to the 2nd version, 16 MP)
  401.  
  402. =================================
  403.  
  404. Commanders:
  405. :Attribute in order: :Units: :Skills: :Spells: O>Offence A>Armour W>Willpower K>Knowledge
  406. :Attack/Defence: :Move: :Special:
  407.  
  408. [Mystic] (Balanced magic user)
  409. K>W>A : [Footman] and [Monk] : [Mysticism expertise] : [Fire Ball] and [Heal]
  410. 11/8 : 5Sq
  411.  
  412. [Wizard] (Defence magic user)
  413. W>K>O : [Witch] : [Air magic] : [Thunder] and [Wind Shield]
  414. 10/9 : 5Sq
  415.  
  416. [Mage] (Attack magic user)
  417. W>K>A : [Witch] : [Fire magic] : [Fire Ball] and [Thunder]
  418. 14/5 : 5Sq
  419.  
  420. [Fighter] (Spear type)
  421. O>A>K : [Pikeman] : [Leadership] or [Resistance]
  422. 12/11 5Sq
  423.  
  424. [Warrior] (Grunt/Spear type)
  425. A>O>K : [Footman] and [Pikeman] : [Combat Expertise]
  426. 13/10 5Sq
  427.  
  428. [Barbarian] (Grunt type)
  429. O>A>W : [Footman] and [Swordman] : [Rally]
  430. 17/6 5Sq
  431.  
  432. [Knight] (Grunt/Mount type)
  433. O>A>W : [Footman] and [Cavalry] : [Leadership]
  434. 18/4 8Sq
  435.  
  436. [Paladin] (Monk/Mount type)
  437. A>O>K : [Footman] and [Cavalry] : [Life Magic] : [Holy Blaze]
  438. 14/9 7Sq (Magic attack)
  439.  
  440. [Chevalier] (Mount type, Magician)
  441. O>A>K : [Cavalry] : [Combat Expertise]
  442. 19/5 8Sq (Magic attack)
  443.  
  444. [Ranger] (Archer/Spear type)
  445. A>O>W : [Pikeman] and [Bowman] : [Pathfinding]
  446. 13/8 5Sq
  447.  
  448. [Spy] (Archer/Grunt type)
  449. O>A>K : [Footman] and [Bowman] : [Archery Expertise]
  450. 16/5 5Sq
  451.  
  452. [Pegasus knight] (Air-ground type)
  453. O>A>W : [Griffon] : [Resistance]
  454. 16/5 7Sq (Flying)
  455.  
  456. [Beast Flier] (Air-Air type)
  457. A>O>K : [Hawk] : [Leadership]
  458. 13/9 6Sq (Flying)
  459.  
  460. [Warlock] (Air-mage type, Magician)
  461. W>O>K : [Sprite] : [Air Magic] : [Lighting] and [Mute]
  462. 15/4 7Sq (Flying, Magic attack)
  463.  
  464. [Mermaid/Merman Lord] (Sea-mage/Grunt type, Magician)
  465. O>W>K : [Mermaid] : [Nature Magic] : [Sleep]
  466. 11/8 8Sq (5Sq on land, Magic attack)
  467.  
  468. [Wyrm Rider] (Sea/Mount type)
  469. A>O>W : [Seahorse] : [Pathfinding]
  470. 20/3 12Sq (6Sq land)
  471.  
  472. [Pirate] (Sea/Spear type)
  473. A>O>K : [Merman] and [Turtle] : [Rally]
  474. 17/4 9Sq (6Sq land)
  475.  
  476. [Priest/Sister] (Support magic user)
  477. K>A>O : [Monk] : [Life Magic] : [Heal] and [Bless] and [Decline]
  478. 12/7 5Sq
  479.  
  480. [Shaman] (Support magic user/Archer type)
  481. K>W>O : [Bowman] : [Nature Magic] : [Summon Creature] and [Protection]
  482. 13/6 5Sq
  483.  
  484. [Druid] (Support magic user/Archer type)
  485. K>A>W : [Elf] : [Life Magic] and [Archery Expertise] : [Restore]
  486. 9/9 6Sq
  487.  
  488. ===========================================
  489.  
  490. Basic outline of rules:
  491. [Initiative]
  492.  
  493. Initiative, at the start of combat every commander throws 20 to determine when they are allowed to move. The one with the highest roll moves first, followed by their enemy with the highest score. After that the process repeats, going through the second highest and switching to the second highest enemy, until every commander on the map is placed on the initiative queue. (Highest result>Highest enemy>2nd highest>2nd highest enemy>Etc...) If there are ties, one side has more commanders, it's up to GM to decide the order manually.
  494.  
  495. [Tiles and movement]
  496.  
  497. On your turn you can move, cast a spell, or use a skill if you have one (Like Rally). Movement is performed in Manhattan rules, no diagonal moves are allowed. You move each unit individually, and they can move up to their speed listed in squares. Moving out of certain squares on the map cost more than 1 square. For example if you were to move into a water square it would take only 1 move, but if you were to leave it it would take 4.
  498.  
  499. Some tiles are special, they provide a bonus to defence. That bonus will decrease the maximum damage that can be dealt to that unit by a single attack.
  500.  
  501. [Terrain movement and terrain advantages]
  502.  
  503. Slopes: Leaving a slope tile while moving upwards requires extra 1 movement, while moving down doesn't. While attacking a unit that is on a higher elevator the attacker maximum damage is decreased by 1.
  504.  
  505. Water: Moving out of the water tile requires 3 extra movement. Attacking navy units that are on water tiles suffers a -3 penalty to maximum damage.
  506.  
  507. Trees: Only Cavalry units moving outside of forest have to spend 1 extra movement. Attackers striking at troops positioned in forests suffer a -2 penalty to maximum damage.
  508.  
  509. Craters and depressions: All units moving outside craters or depressions have to spend 1 extra movement. Attackers striking at troops positioned in them suffer a -1 penalty to maximum damage.
  510.  
  511. Impassible terrain: Walls and fissures are tiles you can't move through or enter. The exception is for air units, although some walls can be still inaccessible for them.
  512.  
  513. Snow, mud, sand, rough terrain: Terrain that is hard to pass might affect all units of just cavalry. Moving from those tiles might cost 1 extra movement for certain units, but they don't provide extra bonuses.
  514.  
  515. Walls: Moving from a wall tile requires 5 extra movement. Attackers that strike unit positioned on walls suffer a - 4 penalty to their maximum damage.
  516.  
  517. Air and navy units advantage: While air units attack or defend against ground units their foes always suffer a - 2 penalty to their maximum damage. This penalty is not applied to other air units or archers. Consequently, navy units that are in water don't get a penalty for attacking another navy unit that is positioned on water.
  518.  
  519. Special movement: Air units don't receive penalties for movement because they are in air. Navy units have two different speeds, land and swimming speeds. Provided they don't move over their land speed, they can benefit from their swimming speed, moving in and out of water on the same turn. For example a [Seahorse] can move 5 squares through the land, moving inside a water tile, then move 6 more squares while swimming towards the shore and then move 1 more square on land.
  520.  
  521. [Attacking]
  522.  
  523. After an unit made its move, it can attack adjacent enemies. This only includes the 4 directions, not diagonal angles.
  524.  
  525. If you choose to use an ability with certain range you can target anyone that range, any enemy unit that is X number of squares away from the current position of that unit. While using ranged attacks allows you to move before you make the attack, using a spell requires the unit to not move in their correct turn.
  526.  
  527. During the attack the unit makes multiple strikes, which translates to rolling a d10 dice X number of times where x is the HP of the unit. In case of Commanders, they use a different table.
  528.  
  529. 10 HP>10 Dice
  530. 9,8 HP>9 Dice
  531. 7,6 HP>8 Dice
  532. 5,4 HP>7 Dice
  533. 3,2 HP>6 Dice
  534. 1 HP>5 Dice
  535.  
  536. Depending of the difference between attack (Of the attacker) and the defence (Of the defender) you need to roll above a certain number for the strike to deal damage. This is refereed as a success. Each success is equal to dealing 1 damage, but some spells require certain number of dice above a number to be successful.
  537.  
  538. If the attacker's attack - Defenders defence is 0, all strikes miss. By each value above 0 the chance for success rises.
  539.  
  540. If your attack value is 1 more than the enemy's defence, each strike you rolled as 1 earns one success.
  541. If your attack value is 2 more than the enemy's defence, each strike you rolled as 1 or 2 earns one success.
  542. If your attack value is 3 more than the enemy's defence, each strike you rolled as 1 or 2 or 3 earns one success.
  543. ...
  544. If your attack value is 9 more than the enemy's defence, each strike you rolled as 1,2,...,9 earns one success.
  545. If your attack value is 10 more than the enemy's defence, each strike automatically hits and if the enemy is annihilated (Doesn't decrease maximum damage but terrain) then you use annihilation rules instead of retaliation.
  546.  
  547. [Advantage and First Strike]
  548.  
  549. Certain types are stronger against certain units. Grunt types are strong against spear, Spear are strong against cavalry, and Cavalry is strong against grunts. Anti-air and archer units gain advantage against flying units. Whenever a units attack or retaliates with an advantage, they receive 3 extra strikes. Despite the extra successes you can gain from having an advantage the damage maximum damage the unit can deal does not increase.
  550.  
  551. Additionally, whichever unit has the advantage it is also granted the First Strike. That ability allows the unit to perform their strikes before the enemy and forces the enemy to apply the damage before they retaliate.
  552.  
  553. [Retaliation and annihilation]
  554.  
  555. After an attack but before damage it applied the unit retaliates by attacking back at the aggressor. Rules for that are exactly the same as for attacking. Once both parties finishing their rolls and count damage, they both apply their respective damage. Note that you can retaliation happens if both units are in range to attack. A melee unit won't be able to reply to a ranged attack, but if a ranged unit attacks another ranged unit, and they both are in range of each other's ranged attack, then retaliation rules apply normally.
  556.  
  557. If your attack value is 10 more than the enemy's defence, and the damage is enough to destroy the enemy unit, they use annihilation rules. Instead of rolling for your strikes, the enemy rolls for revenge strikes. They roll their strikes normally like in retaliation. On every 10 roll for each of their strike they deal 1 damage to the attacker. Note that placing your unit on protective squares can prevent an instantaneous annihilation, so units with lower defence should be wary of their position.
  558.  
  559. [Defeating enemy commanders and regrouping]
  560.  
  561. If your troop defeats an enemy commander all his or her units also perish. After doing that your troop can regroup. Your commander and all her/his units that attacked the enemy troop that has just been defeated can move 2 squares in any direction, as long as they remain in your command range.
  562.  
  563. [Casting spells]
  564.  
  565. Spells require MP to cast, if you have enough you can pick a spell to cast instead of moving. You pay the cost of the spell first, if you don't have enough MP you can't cast it. Almost every spell can be cast on different levels. You can cast the level 1 spells but for levels 2,3 and 4 you require the corresponding magic skill. For example to cast [Heal] on level 3 you need advanced [Life magic].
  566.  
  567. Additionally, just like with ranged attacks, you can only cast spells on units that are within the spell's range.
  568.  
  569. When the spell is cast you roll the corresponding dice x number of times, there x is the difference between your willpower and the enemy knowledge. However if you target an ally you don't subtract your willpower by your ally's knowledge. For damage spells your highest roll is the damage you will deal with that spell.
  570.  
  571. Certain spells also require you to roll a certain number of successes to take place. If you are too few then the spell is wasted and nothing takes place.
  572.  
  573. There are two types of area of effects, P and numerical area covered in squares originating from the middle where you targeted your spell. Once cast it will affect all the units x squares away from that point. P means party, it affects all the units in a troop and you can only cast those spells on commanders. Note that if you target multiple units with different knowledge values, they might take less damage or not be affected with certain spells.
  574.  
  575. [Attributes and command range]
  576.  
  577. There are 4 main attributes:
  578. [Offence] Increases the attack of your troop. (+ 1 for each point)
  579. [Armour] Increases the defence of your troop against normal attacks. (+ 1 for each point)
  580. [Willpower] Increases the number of magic dices you roll when casting magic. (one extra dice for each point)
  581. [Knowledge] Increases the maximum MP. (+ 5 mp for each point) Decreases the number of dice spell casters receive against your troop. (one less dice for each point) Increases the defence of your troop against magic attacks. (+ 1 for each point)
  582.  
  583. Your units can receive bonuses from your attributes as long as they remain within your command range. The standard command range is 3 but it can be increased by [Leadership] or by other various bonuses.
  584.  
  585. [Experience and classing]
  586.  
  587. Almost every time you level up you get an attribute point. They depend on your choice of the leveling curve. You get 2 choices from the one you picked during the quiz and one extra specific to class. Once you made the choice, you can't change that curve until you change your class. (lowest and highest depends from when you chosen the curve, in case of ties the player picks)
  588.  
  589. 1st Curve: 1st, 2nd, 3rd and 4th time > One point towards your primary attribute
  590. or 1st, 2nd and 4th time > One point towards your primary attribute : 3rd time > One point towards your secondary attribute
  591.  
  592. 2nd Curve: 1st and 3rd time > One point towards your secondary attribute : 2nd and 4th time > One point towards your primary attribute
  593. or 1st and 2nd time > One point towards your secondary attribute : 3rd time > One point towards your lowest attribute : 4th time > One point towards your primary attribute
  594.  
  595. 3rd Curve: 1st and 3rd time > One point towards your lowest attribute : 2nd and 4th time > One point towards your second lowest attribute
  596. or 1st and 3rd time > One point towards your lowest attribute : 2nd and 4th time > One point towards your highest lowest attribute
  597.  
  598. Class Curve: Each class has a curve, for example A>O>K. It lists 3 attributes in order (O is Offence, A is Armour, W is Willpower and K is Knowledge) which you will gain by choosing this curve. In case of our example, you would gain 1 Armour the first time, 1 Offence the 2nd time and 1 Knowledge the 3rd time you gain an attribute in this class. The 4th attribute is selected freely by the player.
  599.  
  600. Also, each certain time (at 2nd,3rd or 4th level of your current class) commander level up you get a skill point. You can spend the skill point on any skill to upgrade or pick a new one from the list. You are not limited to which skill you can pick.
  601.  
  602. Each 5 levels your commander gains you change your class. You can pick your new class from a similar class, like a class that uses grunt type units or a spell caster class etc... rules for that are not really set in stone, they depend on the GM.
  603.  
  604. After you change your class, you gain a new unit you can recruit and one spell. You are not restricted with what spell you can learn. Your attack and defence values also change to your new class.
  605.  
  606. [Recruiting units]
  607.  
  608. Your troop can hold up to 3 units, which have to be the same type of unit. For example you can recruit up to 3 [Footman]. However if you have at least advanced [Leadership] you can recruit mixed units. For example you can have 2 [Footman] and 1 [Bowman]. Naturally you can only add units to your troop that your commander is able to recruit.
  609.  
  610. ===========================
  611.  
  612. [Passion] Drive to be the leading in doing something. Bad example: Wanna go to a shop? Good example: Let's do something! Like go to a shop.
  613. Aggression/Attack Stat
  614. [Sympathy] Kindness to look through others' perspectives. BE: You look tired, where have you been? GE:You look tired, do you want a drink?
  615. Defensive/Tank Stat
  616. [Heed] Thought to perceive reasons for others' actions. BE: Noticing someone is hungry. GE:Someone is not eating well, because of something.
  617. Buff/Support Stat
  618. [Recognition] Perspective for others' actions toward you. BE: Notice that someone is being nice. GE: That someone wants you to do something.
  619. Debuff/Stall Stat
  620. [Constraint] Reserve to take emotion driven actions. BE: Helping someone that is clearly in need of help. GE: Trying to hear them out first.
  621. Resistance/Survival Stat
  622. [Discretion] Caution to cause unintended troubles. BE: Pressing your issues before a person. GE: Asking questions that won't offend the person.
  623. Movement/Mobility Stat
  624. [Judgement] Sense to realise the gravity of a situation. BE: Someone has apparently stole your milk. GE: The Milk is simply gone.
  625. Critical/Weak point Stat
Add Comment
Please, Sign In to add comment