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STATS: HP: Health Points STR: Strength, for Blades and for countering Weight MND: Mind Power, for Crystal/Dark Matter Magic ACC: Accuracy, for Hit Rate SPD: Speed, for evasion and attack speed DEF: Defense vs Weapons RES: Resistance vs Magic LEVELS AND STATS CAPS: First class: max HP 40, max other stats 20, default MOV 5 Promoted class: max HP 50, max Primary Stat 25, max other stats 20, default MOV 6 Each class can have up to 15 levels. Promotion available from level 5 up of First Class. PROGRESSION RATES AND RACES/CLASSES: Each Class have different Stat Progressions. Few races give Progression Bonus in one or two stats. Base Stats are based on Race + Class Bonus. Each Character also have 4x10% Progression to place in any of the Stats. Max is +20% Progression. RACES: 1. Humans: The inventors, the soldiers, the builders. Also, the destroyers - it's because of Humanity War that Terra is uninhabitable place and the remainder of the Humans (and other races) have to live in Star Cities. Humans are stout, bright people, with variety of skin, hair and eye colour. They are good at every job but rarely excel in any. Their life expectancy is around 100 years. Base Stats: HP STR MND ACC SPD DEF RES 18 5 3 3 3 2 1 Race traits: +10% STR Progression +10% HP Progression 2. Numans: Product of late Terran genetical engineering, a new, upgraded version of Humans - these are Numans, excellent soldiers, brilliant scientists and wise governors. Unfortunately, due to artificial origins, Numans are disconnected from the Ether Space and thus cannot cast any Magic. This problem persists even in their descendants. Numans, until only recently, weren't considered fully human and had limited rights and priviledges. That have changed thirty years ago, but some Humans still view Numans as 'freaks' and 'mutants'. Numans' tweaked DNA allows them for longer lifespan; there are already Numans who have more than 150 years. Interesing fact is that children born from Human-Numan union will always be genetically Numan themselves. Base Stats: HP STR MND ACC SPD DEF RES 19 6 - 5 4 3 0 Race traits: Cannot use Magic +10% STR Progression +10% ACC Progression +10% SPD Progression 3. Myrkh An ancient race of forest-dwellers who once shunned technology. However, during the War, some Myrkh allied themselves with Guria Empire, built few ships and explored space. Those Myrkh were survivors of Humanity War and thus, descendants of those are now living in Star Cities. Unfortunately, the Human Council have yet to give Myrkh full rights and priviledges - because of that, Myrkh are often servants (if not slaves) to Humans, or are used as cheap labour. Often, Myrkh live in large ghettos, often in poorer districts. Myrkh have 30% shorter lifespan than humans, albeit they give birth to more offspring than Humans, allowing for stable population. Base Stats: HP STR MND ACC SPD DEF RES 15 3 3 4 4 1 1 Race traits: +5% MND Progression +10% ACC Progression +5% SPD Progression 4. Mu In the year 302 of Space Era, a large starship arrived in Solar System and by next month, it crash-landed on Astra, the third moon of Terra and the only one with stable atmosphere. The starship's passengers were Mu, tall, thin, pale humanoids with dark indigo hair and no earlobes. They established peaceful relations with Humans. After the crash-landing, they migrated to Space Cities, their intellect and knowledge boosting the Humans' technology and exposing them to Crystal Magic. According to Mu themselves, they were once powerful beings living on a planet in distant galaxy, but an entity of 'dark matter' threatened the world, so on board of several ships, they began millenia-long treks across the cosmos. By chance, one of those ships arrived on Sol. Mu are weak soldiers but powerful mind beings. They can detect each other from range of half a kilometer, they're also telepathic - they can send messages directly into Human and Myrkh minds, albeit Numans cannot receive them at all, indicating a link between Ether Space and telepathical abilities. Mu rarely eat, sleep and drink, and they are able to absorb energy directly from sunlight, albeit this cannot replace normal nutrition. Their life expectancy is a bit longer than Human, and Mu females always give birth to twins - a boy, and a girl. Base Stats: HP STR MND ACC SPD DEF RES 13 1 5 2 3 0 2 Race traits: +20% MND Progression +5% SPD Progression -5% STR Progression FORMULAS: Weapon Damage: Weapon Might + STR if Blades - Enemy's Defense Magic Damage: Magic Might + MND - Enemy's Resistance Hit Rate: ACCx2 + Weapon Hit Rate - Enemy's Evasion Attack Speed: SPD - (Weapon's Weight - [Character's Rank in Weapon + Strength/2]). Negative values => 0 Critical Rate: ACC/4 + Class Bonus + Weapon Crit Rate. Maximum final Crit rate is 30% Evasion: Attack Speed x2 WEAPONS: Blades: Range 1 weapons Pistols: Range 1-2 weapons Cannons: Range 2-3 weapons MAGIC: Crystal Magic: Buffs&Healing Soul Magic: Light/Effective Damage Dark Matter Magic: Heavy/Status Damage CLASSES LAYOUT: Swordsman (Blades) -> Swordmaster (Blades) Hacker (Pistols, hacking tools) -> Cyberman (Pistols, hacking tools) Armorman (Blades) -> Panzer General (Blades, Cannons) Rifleman (Pistols) -> Sniper (Pistols, few Cannons) Cannoneer (Cannons) -> Artillery General (Cannons) Drake Rider (Blades, mounted) -> Drake Knight (Blades, few Pistols, few Cannons, mounted) Wyrm Rider (Pistols, mounted) -> Wyrm Knight (Pistols, few Blades, mounted) Crystal Mage (Crystal Magic) -> Crystal Paladin (few Blades, few Solar Magic, Crystal Magic) Sol Adept (Solar Magic) -> Solmancer (Solar Magic, few Crystal Magic) Dark Matter Mage (Dark Matter Magic) -> Dark Matter Knight (few Blades, Dark Magic) CHARACTER TRAITS: 'Cost' means that Player have to sacrifice 3 of 4 Progression bonuses to pick this Trait. Aura (Free): Enemies in 3 tile radius of the character with this Trait get -5 Hit, Evade and Critical. Cancel (Free): When you hit the enemy, there's %SPD chance you will force your enemy to skip their counter attack. Charisma (Free): Allies in 3 tile radius of the character with this Trait get +10 Hit and Evade. Owner of this Trait doesn't receive these bonuses. Determination (Cost): If HP of the character with this Trait will go below 30% maximum, his/her ACC and SPD gain 50% bonus. Eagle Eye (Free): Increase Hit Rate bonus from Accuracy to x3. Fortune (Free): Critical Hits cannot be rolled against character with this Trait. Moon Gale (Cost): Gives %SPD chance that after an attack, the character will attack 3 times more. Those extra attacks will not roll for Critical hit. This Trait can only activate during first attack. Nullify (Free): Negates the enemy's weapon Effective bonus. Pass (Free): You can pass through enemy units during movement. You cannot end your move on top of an enemy unit. Regen (Free): At beginning of the Turn, 5 HP is restored. Savior (Free): When carrying/rescuing an unit, your ACC/SPD won't be affected. Solar Wind (Cost): After you make an attack, there's a %SPD chance you will get additional attack in. This Trait doesn't activate on attacks made via this Trait. Tough Skin (Cost): +5 DEF when attacked by non-Laser Weapons. This Trait doesn't work against Vibroblade and AP Cannon as well. Wingfeet (Cost): +2 to MOV. Wrath (Free): If HP of the character with this Trait will go below 30% maximum, he/she gains +20 Crit rate. ITEMLIST: Rnk - Rank Rng - Range Mt - Might Wt - Weight Hit - Hit Rate CR - Critical Hit Rate Ql - Quality Effective: Weapon's Might is tripled before damage is calculated Blades (Blde): Rnk Rng Mt Wt Hit CR Ql Ceramic Shortsword (E) 1 4 2 90 0 40 Laser Cutter (E) 1 6 1 100 5 30 [Ignores User's STR and Enemy's DEF] Ceramic Longsword (D) 1 7 4 80 0 30 Titanium Blade (D) 1 10 6 75 0 25 Cutthroat Razor (C) 1 7 4 65 15 25 [Only for Swordsmen/Swordmasters] Titanium Poleaxe (C) 1 9 7 60 0 25 [Effective vs Armormen/Panzer Generals] Vibroblade (B) 1 8 6 70 0 25 [Effective vs Drakes, Wyrms] Laser Blade (B) 1 12 5 75 5 15 [Ignores User's STR and Enemy's DEF] Trirarium Sword (A) 1 15 11 60 0 20 Crystal Blade (A) 1 12 9 65 0 15 [+5 RES] Pistols (Pstl): Rnk Rng Mt Wt Hit CR Ql Finchester K20 (E) 1-2 9 2 90 0 40 Laser Pistol MkI (E) 1-2 5 1 95 5 30 [Ignores Enemy's DEF] Tri-Shot (D) 1-2 10 3 80 0 30 [Attacks 3 times, but no more] Finchester K40 (D) 1-2 16 5 85 0 30 Plasma Pistol (C) 1-2 13 5 75 0 25 [Inflicts Plasma Burn on hit] Laser Pistol MkII (C) 1-2 9 3 80 5 20 [Ignores Enemy's DEF] Finchester K60 (B) 1-2 21 8 70 0 25 Longshot (B) 1-3 17 6 65 0 20 [Only for Riflemen/Snipers] Tri-Gun (A) 1-2 16 7 70 0 15 [Attacks 3 times, but no more] Laser Pistol MkIII (A) 1-2 13 6 70 5 15 [Ignores Enemy's DEF] Cannons (Cnns): Rnk Rng Mt Wt Hit CR Ql Titanium Cannon (E) 2-3 12 4 85 0 40 Light Laser Cannon (E) 2-3 8 3 85 5 30 [Ignores Enemy's DEF] Spray Launcher (D) 2-3 15 6 95 0 25 [Deals 9-DEF damage to spaces adjacent to Target] Light Howitzer (D) 2-4 18 8 65 0 30 [Only for Cannoneers/Artillery Generals] Plasma Cannon (C) 2-3 17 7 65 0 25 [Inflicts Plasma Burn on hit] AP Cannon (C) 2-3 12 8 60 5 25 [Effective vs Armormen/Panzer Generals, Drakes, Wyrms] Heavy Laser Cannon (B) 2-3 15 5 70 5 20 [Ignores Enemy's DEF] Heavy Howitzer (B) 2-4 22 11 55 0 25 [Only for Cannoneers/Artillery Generals] Cluster Launcher (A) 2-3 20 10 75 0 15 [Deals 14-DEF damage to spaces adjacent to Target] Trirarium Cannon (A) 2-3 26 12 45 0 15 Crystal Magic (Crst): Rnk Ql Effect Live (E) 30 Restores MND+10 HP of one ally Agate (E) 20 Grants +5 STR to one ally Cure (D) 20 Removes Plasma Burn and Silence from one ally Topaz (D) 20 Grants +5 ACC to one ally Hi-Live (C) 20 Restores MND+20 HP of one ally Emerald (C) 20 Grants +5 DEF to one ally Arc-Live (B) 15 Restores MND+10 HP of all adjacent allies Sapphire (B) 15 Grants +5 SPD to one ally Rex-Live (A) 15 Restores all HP of one ally Diamond (A) 15 Grants +5 RES to one ally Solar Magic (Solr): Rnk Rng Mt Wt Hit CR Ql Bolt (E) 1-2 4 3 90 0 40 Photon (E) 1-2 2 2 100 5 30 Sun Blast (D) 1-2 7 4 85 0 30 Star Beam (D) 1-2 5 3 90 5 25 Drakebane (C) 1-2 6 4 75 5 30 [Effective vs Drakes, Wyrms] Soul Slash (C) 1-2 9 6 80 0 25 Cyberbane (B) 1-2 7 4 75 5 30 [Effective vs Hackers/Cybermen] Shooting Star (B) 3-10 9 5 75 0 30 Sun Lance (A) 1-2 14 7 70 0 20 Darkbane (A) 1-2 9 6 75 5 15 [Effective vs Dark Matter Mages/Knights] Dark Matter Magic (Dark): Rnk Rng Mt Wt Hit CR Ql Flux (E) 1-2 6 4 80 0 40 Pentagram (E) 1-2 4 3 90 5 30 Plasma Blast (D) 1-2 8 4 75 0 30 [Inflicts Plasma Burn on hit] Void (D) 1-2 7 3 80 0 30 [Inflicts Silence on hit] Null Blade (C) 1-2 12 5 70 0 20 [Damage reduction formula is (DEF+RES)/2] Luna (C) 1-2 0 6 60 15 20 [Ignores Enemy's RES] Vortex (B) 1-2 15 8 65 0 20 Eclipse (B) 3-10 - 7 60 0 15 [Halves Target's HP on hit, rounded down] Mindflayer (A) 1-2 10 7 65 0 15 [Effective vs Magic users] Singularity (A) 1-2 21 10 50 0 15 Items: Pill Heals 10 HP, 5 uses Tonic Heals all HP, 3 uses Curall Heals negative statuses, 3 uses Hacking Tool Allows opening locked doors, chests, disable forcefields and take control of turrets. Range 1-2. Hackers/Cybermen only. 15 uses. Hacking Module Allows opening locked doors, chests and disable forcefields. 1 use.
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