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- Nov 15, 2008
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=HOW TO MAKE A CHARACTER=
1) Pick a Race2) Pick a Class
3) Pick Traits given by Class
4) Pick Equipment,, up to weight limit, every Unit in the group have mirrored equipment
5) Add names and optional images/descriptions/backstory fluff to each Unit
Characters are posted in this thread.
-CHARACTER SHEET-
Code:
=[U][B]Names,Names[/B][/U][[B]Race+Class Designations[/B]]=
[B]Units[/B]: The amount of Units the Group have
[B]Life[/B]: The amount of Life each Unit in the Group have
[B]Act[/B]: The amount of Actions each Unit in the Group can do per turn
[B]Mov[/B]: Amount of Hexes a Group can move per turn
[B]Body[/B]: General stat for all things Physical
[B]Mind[/B]: General stat for all things Magical
[B]Weight[/B]: Weight Limit = 2+Body
[B]Experience[/B]:
(Traits go here, Activated ones first, Passive ones after)
=[U][B]Equipment[/B][/U]=
=[U][B]Spells[/B][/U]= (Remove if theres no elemental affinities)
=[U][B]Description/Background[/B][/U]=
=HOW TO MAKE SENSE OF STATS/HOW SHIT WORKS=
-How to read a race/class/stat-
-???[?]- The letter inside [] denotes the first part of your group designation, this is followed by the letter from your Class, possibly with a number if there are multiple players as the same class
Units: This number shows how many Units there are in this Group. When all Units are downed, you are out for the rest of the battle.
Life: Amount of health each Unit in the Group have, it is adviced to keep track of individual HP. At 0, the Unit is defeated for the rest of the battle. At 0.5HP left, the Unit is unable to Act, but can be healed back to action.
Act: The number of actions each Unit in the Group can do each turn.
Mov: The amount of hexes the Group can move per turn.
Body: A general stat for all things physical
Mind: A general stat for all things magical
Weight: The limit of how much equipment a Unit can have
+???: This denotes an Action, which uses one or more Acts to perform
???(This denotes a passive bonus, sometimes with a clause of when/how it is active, but it never costs an Act to use)
=Explaining Things such as Rounds & Various Acts=
Rounds are broken down into Player, Neutral and Enemy Phases
Player Phase: Player units Move and Act
Neutral Phase: Non-Player, Non-Enemy units Move and Act, along with misc events
Enemy Phase: Enemy units Move and Act
Then the cycle repeats
-Standard Actions-
Attacking: The Attacker rolls 1d10 with appropriate modifiers depending on the attack made, while the Defender rolls a 1d10 with appropriate modifiers depending on the attack done to them. If the Attackers roll meets or exceeds the Defenders roll, the attack is successful and damage is dealt after modified by any applicable damage reduction.
Support/Misc Acts: Sometimes an action or a spell doess not have a Defender to roll against, and then the Unit rolls a 1d10 with appropriate modifiers, and must meet or exceed a result of 10 to be successful.
Overwatch: A player can spend Acts to perform Overwatch actions, such as attacking enemy units that come within range
Examine: Examines an object or creature/person, to try learning more about them.
Running: Mov is doubled for the turn, but can't Act
-Magic Actions-
Draw Mana: The Unit uses an Act to draw an amount of Mana equal to 1+Mind, this Mana can either be held onto to cast a spell with, or fueled directly into an ongoing Ritual cast by a Unit in the Group. Max Mana a Unit can hold onto is the same as the amount they are able to Draw with one act.
Cast Spell: The Unit uses an Act and some Mana to cast a Spell
Cast Ritual: The Unit uses X Mana to cast a Ritual, a powerful ongoing effect that requires drawn Mana as upkeep every turn
=How to read a weapon/attack/spell/misc stats=
[+X] = The Attack Bonus of the action, giving the Attacker a bonus on its roll
x2, X4, etc = The number of rolls to do for the action, which translates into number of potential hits or misses
DX = The damage this attack deals, bonuses from Body/Mind are rounded to nearest half or full value
RX = The range in hexes that the action have, always rounded down
One Unit = Targets one member of a Group at random
One Group = Targets a group in its entirety, affecting it in full or partially
-Attack Types-
Melee = Rolled VS Defenders 1d10 + Evasion + Shield + Other
Projectile = Rolled VS Defenders 1d10 + Evasion + Shield + Cover + Other
Blast = Rolled VS Defenders 1d10 + Shield + Cover + Other
Direct = Direct attack, Rolled VS Defenders 1d10 + Other
Support = Rolled VS 10, must meet or exceed 10 for success
Special = Rolled VS Defenders 1d10
-Damage Types & Modifiers-
Slsh = Slashing, Physical Damage
Prc = Pierce, Physical Damage
Conc = Concussive/Blunt, Physical Damage
Mgc = Magic, Magical Damage, Defenders always gets to add Resistance to their Roll VS this attack
Hvy = Heavy Damage, ignores half of any DR that would reduce damage dealt
-Defense Types & Bonuses-
Shield Bonus = Provides a bonus to Defense Rolls
Cover Bonus = Provides a bonus to Defense Rolls
Evasion Bonus = Provides a bonus to Defense Rolls
Resistance = Provides a bonus to Defense Rolls VS All Mgc-Type Attacks
DR = Damage Reduction, often against a specific damage type, reduces damage recieved equal to DR value
-Terrain Information-
Light Cover = +1 Cover Bonus
Heavy Cover = +2 Cover Bonus
Rough Terrain = -1 to All Rolls, Costs 2 Mov per Hex/to leave, Moving into Costs 1 Hex
Harsh Terrain = -2 to All Rolls, Costs 3 Mov per Hex/to leave, Moving into Costs 1 Hex
-Misc/Other-
Unit = One member of a Group
Group = One 'character', can consist of one to multiple Units
Weight Limit = For every 1 Weight above this, the group takes a -1 Mov penalty
Critical Hit = When rolling a 10, the Attacker automatically confirms the attack, and deals +1 Damage
-???[?]- The letter inside [] denotes the first part of your group designation, this is followed by the letter from your Class, possibly with a number if there are multiple players as the same class
Units: This number shows how many Units there are in this Group. When all Units are downed, you are out for the rest of the battle.
Life: Amount of health each Unit in the Group have, it is adviced to keep track of individual HP. At 0, the Unit is defeated for the rest of the battle. At 0.5HP left, the Unit is unable to Act, but can be healed back to action.
Act: The number of actions each Unit in the Group can do each turn.
Mov: The amount of hexes the Group can move per turn.
Body: A general stat for all things physical
Mind: A general stat for all things magical
Weight: The limit of how much equipment a Unit can have
+???: This denotes an Action, which uses one or more Acts to perform
???(This denotes a passive bonus, sometimes with a clause of when/how it is active, but it never costs an Act to use)
=Explaining Things such as Rounds & Various Acts=
Rounds are broken down into Player, Neutral and Enemy Phases
Player Phase: Player units Move and Act
Neutral Phase: Non-Player, Non-Enemy units Move and Act, along with misc events
Enemy Phase: Enemy units Move and Act
Then the cycle repeats
-Standard Actions-
Attacking: The Attacker rolls 1d10 with appropriate modifiers depending on the attack made, while the Defender rolls a 1d10 with appropriate modifiers depending on the attack done to them. If the Attackers roll meets or exceeds the Defenders roll, the attack is successful and damage is dealt after modified by any applicable damage reduction.
Support/Misc Acts: Sometimes an action or a spell doess not have a Defender to roll against, and then the Unit rolls a 1d10 with appropriate modifiers, and must meet or exceed a result of 10 to be successful.
Overwatch: A player can spend Acts to perform Overwatch actions, such as attacking enemy units that come within range
Examine: Examines an object or creature/person, to try learning more about them.
Running: Mov is doubled for the turn, but can't Act
-Magic Actions-
Draw Mana: The Unit uses an Act to draw an amount of Mana equal to 1+Mind, this Mana can either be held onto to cast a spell with, or fueled directly into an ongoing Ritual cast by a Unit in the Group. Max Mana a Unit can hold onto is the same as the amount they are able to Draw with one act.
Cast Spell: The Unit uses an Act and some Mana to cast a Spell
Cast Ritual: The Unit uses X Mana to cast a Ritual, a powerful ongoing effect that requires drawn Mana as upkeep every turn
=How to read a weapon/attack/spell/misc stats=
[+X] = The Attack Bonus of the action, giving the Attacker a bonus on its roll
x2, X4, etc = The number of rolls to do for the action, which translates into number of potential hits or misses
DX = The damage this attack deals, bonuses from Body/Mind are rounded to nearest half or full value
RX = The range in hexes that the action have, always rounded down
One Unit = Targets one member of a Group at random
One Group = Targets a group in its entirety, affecting it in full or partially
-Attack Types-
Melee = Rolled VS Defenders 1d10 + Evasion + Shield + Other
Projectile = Rolled VS Defenders 1d10 + Evasion + Shield + Cover + Other
Blast = Rolled VS Defenders 1d10 + Shield + Cover + Other
Direct = Direct attack, Rolled VS Defenders 1d10 + Other
Support = Rolled VS 10, must meet or exceed 10 for success
Special = Rolled VS Defenders 1d10
-Damage Types & Modifiers-
Slsh = Slashing, Physical Damage
Prc = Pierce, Physical Damage
Conc = Concussive/Blunt, Physical Damage
Mgc = Magic, Magical Damage, Defenders always gets to add Resistance to their Roll VS this attack
Hvy = Heavy Damage, ignores half of any DR that would reduce damage dealt
-Defense Types & Bonuses-
Shield Bonus = Provides a bonus to Defense Rolls
Cover Bonus = Provides a bonus to Defense Rolls
Evasion Bonus = Provides a bonus to Defense Rolls
Resistance = Provides a bonus to Defense Rolls VS All Mgc-Type Attacks
DR = Damage Reduction, often against a specific damage type, reduces damage recieved equal to DR value
-Terrain Information-
Light Cover = +1 Cover Bonus
Heavy Cover = +2 Cover Bonus
Rough Terrain = -1 to All Rolls, Costs 2 Mov per Hex/to leave, Moving into Costs 1 Hex
Harsh Terrain = -2 to All Rolls, Costs 3 Mov per Hex/to leave, Moving into Costs 1 Hex
-Misc/Other-
Unit = One member of a Group
Group = One 'character', can consist of one to multiple Units
Weight Limit = For every 1 Weight above this, the group takes a -1 Mov penalty
Critical Hit = When rolling a 10, the Attacker automatically confirms the attack, and deals +1 Damage
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