- Joined
- Nov 15, 2008
- Messages
- 1,107
- Reputation score
- 115
This stuff is going to be hosted over at this part of the forum.
So I'm getting terrible ideas as usual, but I figured I'd fish around a little for the heck of it.
This is mostly me wanting to test something, to see how well I'd manage to do/run it, so just putting up a disclaimer: This is undoubtedly not going to be a long-term thing. Big surprise coming from me, eh?
So what am I babbling about? Nyanworld. Hokus pokus nonsense thats what. The premise would be some sort of exploration/survival/tacticool combat thing, on hex-based maps. It would involve catfolks. Or Nyans. Various species and then some classes and equipment thrown ontop of it. As I said, just me having terrible ideas, and wanting to see if I can test things out.
The setting itself would be some "Sortof Tribal Fantasy" getup, dunno dunno about details yet. Characters running around trying to conquer new land and get XP to unlock new hats or something. Oh yeah, and it'd be up to the players how furry or not furry they'd want things to be, I don't mind either way.
The amount of smut this would have is questionable, and likely would be more based on player actions than me throwing things their way. Primarily this is a test on the statty side, but I won't mind trying to add a little fluff to sugarcoat the crunch. Just don't expect miracles as far as me and plot/story goes.
This thread is just to see how many people take the bait, and to get some ideas on what things to focus on before I set things up when I get around to it. My initial queries for those that might be interested in this, is to consider the following and to pick out what they think they'd most likely consider playing as. This includes Species, Class, and Role/Purpose. Feel free to suggest things as I'm still molding stuff.
Edit: This stuff is kinda like Fire Emblem met Hex Grids met Catfolk thrown into a blender, as rough summary.
So I'm getting terrible ideas as usual, but I figured I'd fish around a little for the heck of it.
This is mostly me wanting to test something, to see how well I'd manage to do/run it, so just putting up a disclaimer: This is undoubtedly not going to be a long-term thing. Big surprise coming from me, eh?
So what am I babbling about? Nyanworld. Hokus pokus nonsense thats what. The premise would be some sort of exploration/survival/tacticool combat thing, on hex-based maps. It would involve catfolks. Or Nyans. Various species and then some classes and equipment thrown ontop of it. As I said, just me having terrible ideas, and wanting to see if I can test things out.
The setting itself would be some "Sortof Tribal Fantasy" getup, dunno dunno about details yet. Characters running around trying to conquer new land and get XP to unlock new hats or something. Oh yeah, and it'd be up to the players how furry or not furry they'd want things to be, I don't mind either way.
The amount of smut this would have is questionable, and likely would be more based on player actions than me throwing things their way. Primarily this is a test on the statty side, but I won't mind trying to add a little fluff to sugarcoat the crunch. Just don't expect miracles as far as me and plot/story goes.
This thread is just to see how many people take the bait, and to get some ideas on what things to focus on before I set things up when I get around to it. My initial queries for those that might be interested in this, is to consider the following and to pick out what they think they'd most likely consider playing as. This includes Species, Class, and Role/Purpose. Feel free to suggest things as I'm still molding stuff.
Edit: This stuff is kinda like Fire Emblem met Hex Grids met Catfolk thrown into a blender, as rough summary.
=HOW SOME THINGS WERK MAYBE POSSIBLY=
-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 Act 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)
-How to read a weapon/attack/spell/misc stats-
[X] = The Rating of the action, rolling at or lower with a d10 equals success
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
Slsh = Slashing damage
Prc = Pierce damage
Conc = Concussive/Blunt damage
Mgc = Magic damage
Hvy = Heavy Damage, ignores half of any DR that would reduce damage dealt
Light Cover = +1 Cover Bonus
Heavy Cover = +2 Cover Bonus
Massive Cover = +3 Cover Bonus
Shield Bonus = Reduces enemy rating by X for Physical Attacks
Cover Bonus = Reduces enemy rating by X for Ranged Physical Attacks
Evasion Bonus Reduce enemy rating by X for Physical Attacks
Resistance = Reduces enemy rating by X for Magic Attacks, Gives DRX/2 VS Mgc
DR = Damage Reduction, often against a specific damage type, reduces damage recieved equal to DR value
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
-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
Acts can be used for things outside using a weapon or casting a spell, examples below.
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 *Snortsnort*-
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
-???[?]- 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 Act 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)
-How to read a weapon/attack/spell/misc stats-
[X] = The Rating of the action, rolling at or lower with a d10 equals success
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
Slsh = Slashing damage
Prc = Pierce damage
Conc = Concussive/Blunt damage
Mgc = Magic damage
Hvy = Heavy Damage, ignores half of any DR that would reduce damage dealt
Light Cover = +1 Cover Bonus
Heavy Cover = +2 Cover Bonus
Massive Cover = +3 Cover Bonus
Shield Bonus = Reduces enemy rating by X for Physical Attacks
Cover Bonus = Reduces enemy rating by X for Ranged Physical Attacks
Evasion Bonus Reduce enemy rating by X for Physical Attacks
Resistance = Reduces enemy rating by X for Magic Attacks, Gives DRX/2 VS Mgc
DR = Damage Reduction, often against a specific damage type, reduces damage recieved equal to DR value
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
-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
Acts can be used for things outside using a weapon or casting a spell, examples below.
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 *Snortsnort*-
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
=LOTS OF CRUNCH WITH SHARP EDGES=
=RACES=
=CLASSES=
=EQUIPMENT=
=SPELLS=
-Lion[L]-
Units: 3
Life: 2
Act: 1
Mov: 3
Body: 0
Mind: 0
+Intimidating Roar(L): [6], R2 Circle AoE, -1 Rating to Enemies, Lasts 1 Turn
Leadership(+1 Rating for all Allies(including self) within 2 Hexes range of the Group, does not stack, when all Units of this Group is conscious)
-Cheetah[C]-
Units: 3
Life: 1
Act: 1
Mov: 5
Body: 0
Mind: 0
Skirmish(+1 Offensive Rating for the turn after moving 2 Hexes away from initial position)
Nimble(+1 Evasion)
Small Target(Cover bonuses are increased by 1)
Lightweight(-1 Act/Mov if wearing Heavy Armor)
-Kityan[K]- (AKA Assorted Housecats)
Units: 3
Life: 1
Act: 1
Mov: 3
Body: 0
Mind: 0
+Cabal Magic: The next one Spell cast by this group this turn gains +1 Rating/Range/Duration & +½ Damage
Attunement(Each Unit of the Group have 1 Elemental Affinity)
Nimble(+1 Evasion)
Small Target(Cover bonuses are increased by 1)
-Jaguar[J]-
Units: 2
Life: 3
Act: 1
Mov: 4
Body: 1
Mind: 0
Feral Warrior(Improved H2H: Claws([5]x2, D1+Body/2, Slsh), Bite([6], D1+Body, Hvy Prc), Kick([6], D1+Body, Conc))
Bloodthirsty(+1 Rating VS Groups that have taken damage)
Instinct(+1 Critical Chance)
-Panther[P]-
Units: 2
Life: 2
Act: 2
Mov: 3
Body: 0
Mind: 0
+Prowl: Undetected Movement, Lasts until Attacking, May not use while detected by enemy
Ambush(+2 Offensive Rating, Only active during Prowl and the turn Prowl is ended)
Nimble(+1 Evasion)
-Tiger[T]-
Units: 1
Life: 6
Act: 2
Mov: 3
Body: 1
Mind: 0
Juggernaught(Double Life Gain, Weapons/H2H gain Hvy Type)
Big Target(Cover/Evasion bonuses are reduced by 1, Counts as Light Cover for Allies)
-Sphinx-
Units: 1
Life: 4
Act: 2
Mov: 4F
Body: 0
Mind: 1
Spell-Weaving(+1 Magic Rating, +1 Mana when Drawing)
Ancestral Ward(+1 Resistance)
Attunement(Each Unit of the Group have 1 Elemental Affinity)
Flight(Ignores Terrain Penalties and Elevation when moving)
Lightweight(-1 Act/Mov when wearing Heavy Armor)
Units: 3
Life: 2
Act: 1
Mov: 3
Body: 0
Mind: 0
+Intimidating Roar(L): [6], R2 Circle AoE, -1 Rating to Enemies, Lasts 1 Turn
Leadership(+1 Rating for all Allies(including self) within 2 Hexes range of the Group, does not stack, when all Units of this Group is conscious)
-Cheetah[C]-
Units: 3
Life: 1
Act: 1
Mov: 5
Body: 0
Mind: 0
Skirmish(+1 Offensive Rating for the turn after moving 2 Hexes away from initial position)
Nimble(+1 Evasion)
Small Target(Cover bonuses are increased by 1)
Lightweight(-1 Act/Mov if wearing Heavy Armor)
-Kityan[K]- (AKA Assorted Housecats)
Units: 3
Life: 1
Act: 1
Mov: 3
Body: 0
Mind: 0
+Cabal Magic: The next one Spell cast by this group this turn gains +1 Rating/Range/Duration & +½ Damage
Attunement(Each Unit of the Group have 1 Elemental Affinity)
Nimble(+1 Evasion)
Small Target(Cover bonuses are increased by 1)
-Jaguar[J]-
Units: 2
Life: 3
Act: 1
Mov: 4
Body: 1
Mind: 0
Feral Warrior(Improved H2H: Claws([5]x2, D1+Body/2, Slsh), Bite([6], D1+Body, Hvy Prc), Kick([6], D1+Body, Conc))
Bloodthirsty(+1 Rating VS Groups that have taken damage)
Instinct(+1 Critical Chance)
-Panther[P]-
Units: 2
Life: 2
Act: 2
Mov: 3
Body: 0
Mind: 0
+Prowl: Undetected Movement, Lasts until Attacking, May not use while detected by enemy
Ambush(+2 Offensive Rating, Only active during Prowl and the turn Prowl is ended)
Nimble(+1 Evasion)
-Tiger[T]-
Units: 1
Life: 6
Act: 2
Mov: 3
Body: 1
Mind: 0
Juggernaught(Double Life Gain, Weapons/H2H gain Hvy Type)
Big Target(Cover/Evasion bonuses are reduced by 1, Counts as Light Cover for Allies)
-Sphinx
Units: 1
Life: 4
Act: 2
Mov: 4F
Body: 0
Mind: 1
Spell-Weaving(+1 Magic Rating, +1 Mana when Drawing)
Ancestral Ward(+1 Resistance)
Attunement(Each Unit of the Group have 1 Elemental Affinity)
Flight(Ignores Terrain Penalties and Elevation when moving)
Lightweight(-1 Act/Mov when wearing Heavy Armor)
=CLASSES=
-Warrior[w]-
Life: +1
Body: +1
Proficiencies: H2H, Sword, Mace, Halberd, Javelin, Shield, Cloth, Light Armor, Heavy Armor
+Shieldwall: +1 Shield Bonus and counts as Heavy Cover for Allies
+Power Strike: -2 Rating, +1 Damage and +Hvy type with any one Weapon or H2H attack, not useable with Dual Wield
Stalwart(When wielding a Shield: Can use Bash([6], D1+Body, Cnc) and gains +1 Shield Bonus VS Ranged and counts as Light Cover for Allies)
Dual Wield(Can wield two 1H Melee Weapons, can use both per Act with -1 Rating)
Conditioning(+1 Weight Limit)
-Hunter[h]-
Act: +1
Mov: +1
Proficiencies: H2H, Sword, Spear, Bow, Javelin, Cloth, Light Armor
+Vital Strike: Arms([6], -1 Rating, Lasts 2+Body Turns), Legs([6], -1 Mov/Evasion, Lasts 2+Body Turns), deals 1 less Damage than normal attacks, requires Acts = Units of Enemy Group to perform
Swift(Ignores Rough Terrain Penalties)
Killer Instinct(+1 Crit Chance)
Great Aim(+1 Range w/ Javelins & Bows)
-Shaman-
Mind: +1
Proficiencies: H2H, Staff, Cloth, Light Armor
Focus Casting(When Wielding a Staff: Can use Bolt([6], D½+Mind/2, R3+Mind, Mgc, Costs 1 Mana), +1 Spell Range)
Shamanism(Each Unit of the Group have +1 Elemental Affinity)
Life: +1
Body: +1
Proficiencies: H2H, Sword, Mace, Halberd, Javelin, Shield, Cloth, Light Armor, Heavy Armor
+Shieldwall: +1 Shield Bonus and counts as Heavy Cover for Allies
+Power Strike: -2 Rating, +1 Damage and +Hvy type with any one Weapon or H2H attack, not useable with Dual Wield
Stalwart(When wielding a Shield: Can use Bash([6], D1+Body, Cnc) and gains +1 Shield Bonus VS Ranged and counts as Light Cover for Allies)
Dual Wield(Can wield two 1H Melee Weapons, can use both per Act with -1 Rating)
Conditioning(+1 Weight Limit)
-Hunter[h]-
Act: +1
Mov: +1
Proficiencies: H2H, Sword, Spear, Bow, Javelin, Cloth, Light Armor
+Vital Strike: Arms([6], -1 Rating, Lasts 2+Body Turns), Legs([6], -1 Mov/Evasion, Lasts 2+Body Turns), deals 1 less Damage than normal attacks, requires Acts = Units of Enemy Group to perform
Swift(Ignores Rough Terrain Penalties)
Killer Instinct(+1 Crit Chance)
Great Aim(+1 Range w/ Javelins & Bows)
-Shaman
Mind: +1
Proficiencies: H2H, Staff, Cloth, Light Armor
Focus Casting(When Wielding a Staff: Can use Bolt([6], D½+Mind/2, R3+Mind, Mgc, Costs 1 Mana), +1 Spell Range)
Shamanism(Each Unit of the Group have +1 Elemental Affinity)
=EQUIPMENT=
-Weapons-
H2H: Claws([4]x2, D½+Body/3, Slsh), Bite([5], D½+Body/2, Prc), Kick([5], D½+Body/2, Conc)
Sword: Slash([5]x2, D1+Body/2, Slsh), Stab([6], D1+Body, Prc), 1 Weight, 1H
Mace: Smash([6], Conc), D1+Body, 1 Weight, 1H
Halberd: Stab([6], D2+Body, Prc), Sweep([5], Crescent AoE, D1+Body/2, Slsh), 1 Weight, 2H
Bow: [6], D1+Body/2, R3+Body, Prc, 18 Shots, 1 Weight, 2H
Javelin: [6], D2+Body, R2+Body/2, Prc, 6 Shots, 1 Weight, 1H
Shield: 2 Angle Cover, +1 Shield Bonus, 1 Weight, OH
Staff: Starts with an Elemental Affinity, can cast 1 Spell of chosen affinity, 1 Weight, 1H
-Armor-
Hide Cloak: +1 Evasion, Cloth
Hide Armor: +1 Life, DR½ VS Slsh/Conc, 1 Weight, Light Armor
Bone Armor: +2 Life, DR1 VS Slsh/Prc, 2 Weight, Heavy Armor
H2H: Claws([4]x2, D½+Body/3, Slsh), Bite([5], D½+Body/2, Prc), Kick([5], D½+Body/2, Conc)
Sword: Slash([5]x2, D1+Body/2, Slsh), Stab([6], D1+Body, Prc), 1 Weight, 1H
Mace: Smash([6], Conc), D1+Body, 1 Weight, 1H
Halberd: Stab([6], D2+Body, Prc), Sweep([5], Crescent AoE, D1+Body/2, Slsh), 1 Weight, 2H
Bow: [6], D1+Body/2, R3+Body, Prc, 18 Shots, 1 Weight, 2H
Javelin: [6], D2+Body, R2+Body/2, Prc, 6 Shots, 1 Weight, 1H
Shield: 2 Angle Cover, +1 Shield Bonus, 1 Weight, OH
Staff: Starts with an Elemental Affinity, can cast 1 Spell of chosen affinity, 1 Weight, 1H
-Armor-
Hide Cloak: +1 Evasion, Cloth
Hide Armor: +1 Life, DR½ VS Slsh/Conc, 1 Weight, Light Armor
Bone Armor: +2 Life, DR1 VS Slsh/Prc, 2 Weight, Heavy Armor
-Vitas(Life)-
Heal([7], H3, R3+Mind, One Unit)
Area Heal([6]xU, H1, R2+Mind, One Group)
-Firas(Fire)-
Firebolt([6], D2+Mind, R2+Mind, Mgc, One Unit)
Fireball(Target([6], D1+Mind), Splash([4], D½+Mind/2), R2+Mind, Mgc, R1 AoE)
Fireburst([4]x3, D½+Mind/2, R2+Mind, Mgc, One Group)
-Terras(Earth/Plants)-
Stoneskin([6], +1 DR VS Prc/Slsh, Lasts 1+Mind/2 Turns, R2+Mind, One Group)
Shape Earth([6], Creates Light Cover, or remake Light Cover into Heavy Cover, R2+Mind)
Stoning([4]x3, D1+Mind/2, R2+Mind, Conc, One Unit)
-Aerias(Thunder/Wind)-
Wind Ward([6], +1 Evasion, +1 Evasion VS Ranged, Lasts 1+Mind Turns, R3+Mind, One Group)
Jolt([5]xU, D1+Mind/2, R3+Mind, Mgc, One Group)
Thunder([6], D1+Mind, R3+Mind, Mgc, One Unit)
-Aquas(Water/Ice)-
Frost Nova([6], D½+Mind/2, R2+Mind, Mgc, One Group)
Flash Freeze([5]x7, Converts affected Hexes to Rough Terrain, Lasts 1+Mind Turns, R2+Mind, Mgc, R1 AoE)
-Chronos(Time)-
Haste([6], +1 Evasion, +1 Move, Lasts 1+Mind Turns, R2+Mind, One Group)
Slow([6], -1 Evasion, -1 Move, Lasts 1+Mind Turns, R2+Mind, One Group)
-Abysmas(Dark/Death)-
Weaken([6], -1 Damage, Lasts 1+Mind Turns, R2+Mind, One Group)
Bonespear([6], D1+Mind, R3+Mind, Prc, One Unit)
Ghoulhide([6], +1 DR VS Slsh/Conc, Lasts 1+Mind Turns, R2+Mind, One Group)
-Luminas(Light)-
Prismatic Ward([6], +1 Resistance, Lasts 2+Mind Turns, R2+Mind, One Group)
Veil of Secrecy([6], Unit becomes Undetectable until Acting, Lasts 1+Mind/2 Turns, R2+Mind, One Group)
-Pandoras(Chance/Space)-
Fortune's Smile([6], +1 Rating, +1 Evasion, Lasts 1+Mind Turns, R2+Mind, One Group)
Misfortune's Frown([6], -1 Rating, -1 Evasion, Lasts 1+Mind Turns, R2+Mind, One Group)
Heal([7], H3, R3+Mind, One Unit)
Area Heal([6]xU, H1, R2+Mind, One Group)
-Firas(Fire)-
Firebolt([6], D2+Mind, R2+Mind, Mgc, One Unit)
Fireball(Target([6], D1+Mind), Splash([4], D½+Mind/2), R2+Mind, Mgc, R1 AoE)
Fireburst([4]x3, D½+Mind/2, R2+Mind, Mgc, One Group)
-Terras(Earth/Plants)-
Stoneskin([6], +1 DR VS Prc/Slsh, Lasts 1+Mind/2 Turns, R2+Mind, One Group)
Shape Earth([6], Creates Light Cover, or remake Light Cover into Heavy Cover, R2+Mind)
Stoning([4]x3, D1+Mind/2, R2+Mind, Conc, One Unit)
-Aerias(Thunder/Wind)-
Wind Ward([6], +1 Evasion, +1 Evasion VS Ranged, Lasts 1+Mind Turns, R3+Mind, One Group)
Jolt([5]xU, D1+Mind/2, R3+Mind, Mgc, One Group)
Thunder([6], D1+Mind, R3+Mind, Mgc, One Unit)
-Aquas(Water/Ice)-
Frost Nova([6], D½+Mind/2, R2+Mind, Mgc, One Group)
Flash Freeze([5]x7, Converts affected Hexes to Rough Terrain, Lasts 1+Mind Turns, R2+Mind, Mgc, R1 AoE)
-Chronos(Time)-
Haste([6], +1 Evasion, +1 Move, Lasts 1+Mind Turns, R2+Mind, One Group)
Slow([6], -1 Evasion, -1 Move, Lasts 1+Mind Turns, R2+Mind, One Group)
-Abysmas(Dark/Death)-
Weaken([6], -1 Damage, Lasts 1+Mind Turns, R2+Mind, One Group)
Bonespear([6], D1+Mind, R3+Mind, Prc, One Unit)
Ghoulhide([6], +1 DR VS Slsh/Conc, Lasts 1+Mind Turns, R2+Mind, One Group)
-Luminas(Light)-
Prismatic Ward([6], +1 Resistance, Lasts 2+Mind Turns, R2+Mind, One Group)
Veil of Secrecy([6], Unit becomes Undetectable until Acting, Lasts 1+Mind/2 Turns, R2+Mind, One Group)
-Pandoras(Chance/Space)-
Fortune's Smile([6], +1 Rating, +1 Evasion, Lasts 1+Mind Turns, R2+Mind, One Group)
Misfortune's Frown([6], -1 Rating, -1 Evasion, Lasts 1+Mind Turns, R2+Mind, One Group)
=HOW CHAR MAKE WERKS MAYBE SORTOF=
Step 1) Pick a Race
Step 2) Pick a Class
Step 3) Mash stats together on sheet
Step 4) Choose equipment up to weight limit, equipment is mirrored for all Units in a Group
Step 5) If assigning elements, pick out spells equal to 1+Mind that each Unit
Step X) Add names and optional images/descriptions for each Unit in the Group
Sheet found below w/ asplanation of statstuffs
=EXAMPLE CHARACTER=
Step 2) Pick a Class
Step 3) Mash stats together on sheet
Step 4) Choose equipment up to weight limit, equipment is mirrored for all Units in a Group
Step 5) If assigning elements, pick out spells equal to 1+Mind that each Unit
Step X) Add names and optional images/descriptions for each Unit in the Group
Sheet found below w/ asplanation of statstuffs
=Names,Names[Race+Class Designations]=
Units: The amount of Units the Group have
Life: The amount of Life each Unit in the Group have
Act: The amount of Actions each Unit in the Group can do per turn
Mov: Amount of Hexes a Group can move per turn
Body: General stat for all things Physical
Mind: General stat for all things Magical
Weight: Weight Limit = 2+Body
=Equipment=
=Spells=
-Name's Spells-
=Fluff/Roleplay Things=
Units: The amount of Units the Group have
Life: The amount of Life each Unit in the Group have
Act: The amount of Actions each Unit in the Group can do per turn
Mov: Amount of Hexes a Group can move per turn
Body: General stat for all things Physical
Mind: General stat for all things Magical
Weight: Weight Limit = 2+Body
=Equipment=
=Spells=
-Name's Spells-
=Fluff/Roleplay Things=
=EXAMPLE CHARACTER=
=Ares,Athena,Artemis[Lw]=
Units: 3
Life: 4, DR½ VS Conc/Slsh
Act: 1
Mov: 2
Body: 1
Mind: 0
Weight: 3
+Intimidating Roar(L): [7], R2 Circle AoE, -1 Rating to Enemies, Lasts 1 Turn
+Shieldwall: +1 Shield Bonus and counts as Heavy Cover for Allies
+Power Strike: -2 Rating, +1 Damage and +Hvy type with any one Weapon or H2H attack, not useable with Dual Wield
Leadership(+1 Rating for all Allies(including self) within 2 Hexes range of the Group, does not stack, when all Units of this Group is conscious)
Stalwart(When wielding a Shield: Can use Bash([6]x1, D1+Body, Cnc) and gains +1 Shield Bonus VS Ranged and counts as Light Cover for Allies)
Dual Wield(Can wield two 1H Melee Weapons, can use both per Act with -1 Rating)
Conditioning(+1 Weight Limit)
=Equipment=
H2H[: Claws([4]x2, D1, Slsh), Bite([5], D1, Prc), Kick([5], D1, Conc)
Javelin: [7], D3, R2.5, Prc, 3 Shots, 1 Weight, 1H
Shield: Bash([7]x1, D2, Cnc), 2 Angle Cover, +1 Shield Bonus, +1 Shield Bonus VS Ranged, Counts as Light Cover for Allies, 1 Weight, OH
Hide Armor: +1 Life, DR½ VS Slsh/Conc, 1 Weight, Light Armor
=Spells=
N/A
=Fluff/Roleplay Things=
Ares is the hotheaded leader!
Athena is the more levelheaded woman!
Artemis is the woman that likes to throw javelins at people!
Units: 3
Life: 4, DR½ VS Conc/Slsh
Act: 1
Mov: 2
Body: 1
Mind: 0
Weight: 3
+Intimidating Roar(L): [7], R2 Circle AoE, -1 Rating to Enemies, Lasts 1 Turn
+Shieldwall: +1 Shield Bonus and counts as Heavy Cover for Allies
+Power Strike: -2 Rating, +1 Damage and +Hvy type with any one Weapon or H2H attack, not useable with Dual Wield
Leadership(+1 Rating for all Allies(including self) within 2 Hexes range of the Group, does not stack, when all Units of this Group is conscious)
Stalwart(When wielding a Shield: Can use Bash([6]x1, D1+Body, Cnc) and gains +1 Shield Bonus VS Ranged and counts as Light Cover for Allies)
Dual Wield(Can wield two 1H Melee Weapons, can use both per Act with -1 Rating)
Conditioning(+1 Weight Limit)
=Equipment=
H2H[: Claws([4]x2, D1, Slsh), Bite([5], D1, Prc), Kick([5], D1, Conc)
Javelin: [7], D3, R2.5, Prc, 3 Shots, 1 Weight, 1H
Shield: Bash([7]x1, D2, Cnc), 2 Angle Cover, +1 Shield Bonus, +1 Shield Bonus VS Ranged, Counts as Light Cover for Allies, 1 Weight, OH
Hide Armor: +1 Life, DR½ VS Slsh/Conc, 1 Weight, Light Armor
=Spells=
N/A
=Fluff/Roleplay Things=
Ares is the hotheaded leader!
Athena is the more levelheaded woman!
Artemis is the woman that likes to throw javelins at people!
Last edited: