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[Tribal Tactics] Mechanics


Smokefish

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=HOW TO MAKE A CHARACTER=​
1) Pick a Race
2) 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
 
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Smokefish

Smokefish

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Re: [Tribal Tactics] Mechanics

=RACES=
-The Felyn Prides-​
-Lion[Li]-
Units: 3
Life: 4
Act: 1
Mov: 3
Body: 0
Mind: 0

+Intimidating Roar(Leader Only): Special[+5], R2 Circle AoE, -2 to Attack Rolls, Only Affects Enemies, Lasts 1 Turn
Leadership(+1 to Offensive Rolls for all Allies(including self) within 2 Hexes range of the Group, does not stack)

-Cheetah[Ch]-
Units: 3
Life: 2
Act: 1
Mov: 5
Body: 0
Mind: 0

Skirmish(+1 to Attack Rolls per 2 Hexes moved)
Nimble(+1 Evasion)
Small Target(Cover bonuses are increased by 1)
Lightweight(-1 to All Rolls & -1 Move when wearing Heavy Armor)

-Kityan[Ki]- (Assorted Housecats)
Units: 3
Life: 2
Act: 1
Mov: 3
Body: 0
Mind: 0

+Cabal Magic: The first spell cast by another Unit in the Group this round gains a +1 Bonus to Magic Rolls/Damage/Range/Duration, Usable once per round per Unit
Attunement(This group automatically gain one Elemental Affinity)
Nimble(+1 Evasion)
Small Target(+1 to Cover Bonuses)

-Jaguar[Ja]-
Units: 2
Life: 5
Act: 1
Mov: 4
Body: 1
Mind: 0

Ferocious Maw(H2H Added: Bite(Melee[+2], D2+Body*2, Hvy Prc))
Bloodthirsty(+1 to Attack Rolls, +1 to Crticial Hit Chance, Active VS Damaged Groups)

-Panther[Pa]-
Units: 2
Life: 4
Act: 2
Mov: 3
Body: 0
Mind: 0

+Prowl: Undetected Movement, Lasts until Acting, May not use while detected by enemy
Ambush(+2 to Attack Rolls, +1 to Critical Hit Chance, Only active during Prowl and the turn Prowl is ended)
Nimble(+1 Evasion)

-Tiger[Ti]-
Units: 1
Life: 10
Act: 2
Mov: 4
Body: 1
Mind: 0

Juggernaught(Double Life Bonuses, Weapons/H2H gain Hvy Type)
Might Makes Right(As long as this Group have a higher (Total Life*Body) than their opposing target, they gain a +1 Bonus to All Rolls)
Imposing Physique(Non-Magical Debuffs last 1 round less on this Group)
Big Target(-1 to Total Cover Bonus)

-Sphinx[Sp]-
Units: 1
Life: 6
Act: 2
Mov: 4F
Body: 0
Mind: 1

Spell-Weaving(+1 to Magic Rolls, +1 to Mana Drawn)
Ancestral Ward(+1 Resistance to Allies, including Self, within 1 Hex Range)
Attunement(This group automatically gain one Elemental Affinity)
Flight(Ignores Terrain Penalties when moving)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)
-The Reptyl Tribes- (Usable w/ GM Permission)​
-Squams[Sq]- (Lizardfolk)(WIP)
Units: 3
Life: 3
Act: 1
Mov: 3w
Body: 0
Mind: 0

Tough Scales(+DR1 VS Prc/Slsh)
Magic Conduit(Spells have +1 to Magic Rolls/Damage/Healing/Duration to Units in this Group, Magic Conduit is Active as long as the group do not have a Bonus to Resistance)
Aquatic(The Group does not suffer from Water-related Terrain Penalties)

-Skinkbold[Sk]-
Units: 3
Life: 2
Act: 1
Mov: 4w
Body: 0
Mind: 0

+Stalk: Undetected Movement, Lasts until Acting, May not use while detected by enemy
Erratic Movement(+2 Evasion)
Small Target(Cover bonuses are increased by 1)
Aquatic(The Group does not suffer from Water-related Terrain Penalties)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)

-Saurian[Sa]- (WIP)
Units: 2
Life: 5
Act: 1
Mov: 3
Body: 1
Mind: 0

Tough Hide(+DR1 VS Slsh/Cnc)
Imposing Physique(Non-Magical Debuffs last 1 round less on this Group)

-Lamia[La]-
Units: 2
Life: 4
Act: 1
Mov: 3w
Body: 0
Mind: 1

+Twin-Cast: The Lamias may choose a single spell that all Units in the Group casts this turn, gaining a +1 Bonus to Magic Rolls/Range/Duration each, each Unit may still choose target individually
Shared Attunement(This group automatically gain one Elemental Affinity, Each Unit in this Group always gains/chooses the same Affinity)
Magical Bond(Mana Drawn is shared between all Units in this Group, +1 Mana Drawn, +1 Resistance, this Group can never gain additional Units)
Aquatic(The Group does not suffer from Water-related Terrain Penalties)

-Draconian[Dr]-
Units: 1
Life: 8
Act: 2
Mov: 3F
Body: 1
Mind: 1

Juggernaught(Double Life Bonuses, Weapons/H2H gain Hvy Type)
Elemental Attunement(This group automatically gain one Elemental Affinity, this group is Immune to Damage/Negative Effects of this Element)
Flight(Ignores Terrain Penalties when moving)
-The Outcast Packs-​
-Gnoll[Gn]-
Units: 3
Life: 4
Act: 1
Move: 3
Body: 0
Mind: 0

Packhunting(For every Unit in this Group that attacks the same Enemy Group, the Enemy Group loses 1 Evasion and/or Shield Bonus for the Defender Roll)
Antagonizing(Enemies Adjacent to this Group have a -1 Penalty to Attack Rolls & -2 Penalty to Magic Rolls)
Mocking Disbelief(+1 Resistance)
Nimble(+1 Evasion)

-Vernim[Ve]- (Rodents and such)
Units: 3
Life: 2
Act: 1
Mov: 4g
Body: 0
Mind: 0

Scurrying(Ignores Ground Terrain Penalties)
Nimble(+1 Evasion)
Small Target(+1 to Cover Bonuses)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)
Meek Physique(Non-Magical Debuffs last 1 round more on this Group)

-Kyxian[Ky]- (Roadrunners)
Units: 2
Life: 3
Act: 2
Mov: 5
Body: 0
Mind: 0

Leaping(Movement counts as Flight(Ignores all Terrain Penalties/Can pass over Units) after moving 2 hexes, but only if the continued movement is in a straight line, unusable when wearing Heavy Armor)
Agile(+1 Evasion, an additional +1 Evasion after moving at least 2 Hexes)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)

-Harpy[Ha]-
Units: 2
Life: 3
Act: 2
Mov: 3F
Body: 0
Mind: 0

Attunement(This group automatically gain one Elemental Affinity)
Skywarded(+1 Resistance, +1 Evasion VS Ranged)
Flight(Ignores Terrain Penalties when moving)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)

-Rhodon[Rh]-
Units: 2
Life: 5
Act: 1
Mov: 3
Body: 1
Mind: 0

Tough Hide(+DR1 VS Slsh/Cnc)
Imposing Physique(Non-Magical Debuffs last 1 round less on this Group)
Big Target(-1 Cover Bonus)

-Amkhar[Am]-
Units: 1
Life: 12
Act: 1
Mov: 3
Body: 2
Mind: 0

Juggernaught(Double Life Bonuses, Weapons/H2H gain Hvy Type)
Tough Hide(+DR1 VS Slsh/Cnc)
Imposing Physique(Non-Magical Debuffs last 1 round less on this Group)
Big Target(-1 Cover Bonus)
Sluggish(-1 Evasion Bonus)
=CLASSES=​
-Warrior[W]-
Life: +1
Body: +1

Proficiencies: H2H, Sword, Mace, Axe, Spear, Javelin, Shield, Cloth, Light Armor, Heavy Armor
Class Traits: Martial

+Shieldwall: Uses all Acts, +1 Shield Bonus, Counts as Heavy Cover for Allies, Requires Shields & Shield Specialization
Martial Discipline(This Group automatically gain 3 Martial Traits during creation, Free Traits can't cost more than 10XP each for this class)

-Hunter[H]-
Act: +1
Mov: +1

Proficiencies: H2H, Sword, Spear, Bow, Javelin, Shield, Cloth, Light Armor
Class Traits: Martial

Killer Instinct(+1 Crit Chance)
Martial Discipline(This Group automatically gain 3 Martial Traits during creation, Free Traits can't cost more than 10XP each for this class)

-Shaman-
Mind: +1

Proficiencies: H2H, Staff, Cloth, Light Armor
Class Traits: Magical

Magical Discipline(This Group automatically gain 3 Magical Traits during creation, Free Traits can't cost more than 10XP each for this class)

=EQUIPMENT=​
-Weapons-
H2H: Flail(Melee[+0], D1+Body, Cnc)
Sword: 1H, 1wght, Slash(Melee[+2], D2+Body*2, Slsh), Stab(Melee[+2], D3+Body, Prc)
Mace: 1H, 1wght, Smash(Melee[+2], D3+Body*2, Conc)
Axe: 1H, 1wght, Chop(Melee[+2], D3+Body*2, Slsh)
Spear: 2H, 1wght, Thrust(Melee[+2], D3+Body*2, R2, Prc), Smack(Melee[+2], D2+Body, Cnc)
Bow: 2H, 1wght, 12 Shots, Shoot(Projectile[+2], D2+Body, R4+Body, Prc)
Javelin: 1H, 1wght, 6 Shots, Throw(Projectile[+2], D2+Body*2, R3+Body/2, Prc)
Staff: 2H, 1wght, +1 Mana Drawn, Whack(Melee[+2], D1+Body, Cnc)
Shield: OH, 1wght, +1 Shield Bonus, Bash(Melee[+0], D1+Body*2, Cnc)

-Armor-
Hide Cloak: +1 Evasion, Cloth
Hide Armor: +1 Life, DR1 VS Slsh/Conc, 1 Weight, Light Armor
Bone Armor: +3 Life, DR1 VS Slsh/Prc, 2 Weight, Heavy Armor
=SPELLS=​
-Life-
Heal(Support[+5], H3+Mind*2, R3+Mind, One Unit)
Area Heal(Support[+3], H2+Mind, R2+Mind, One Group)
Awaken(Support[+3], Awakens a Defeated Unit, H1+Mind, R2+Mind, One Unit)
Fortune(Support[+5], +1 to Attack Rolls, +1 to Defense Rolls, Lasts 2+Mind Turns, R2+Mind, One Group)

Ritual: Healing Aura(Support[+4], H1+Channeled Mana, R2 AOE, Allied Groups)

-Dark-
Darkbolt(Projectile[+2], D3+Mind*2, R2+Mind, Mgc, One Unit)
Exhaust(Direct[+2], -1 to All Rolls, -1 Move, Lasts 1+Mind Turns, R2+Mind, Mgc, One Group)
Defile(Direct[+0], Removes 2+Mind Mana, Units takes 1 Damage per Mana Removed, R2+Mind, Mgc, One Group)

Ghoulhide(Support[+5], +1 DR VS Slsh/Conc, Lasts 1+Mind Turns, R2+Mind, One Group)

-Fire-
Firebolt(Projectile[+2], D3+Mind*2, R2+Mind, Mgc, One Unit)
Fireball(Target(Blast[+2], D2+Mind, One Group), Splash(Blast[+0], D1+Mind, R1 AOE), R2+Mind, Mgc)
Fireblast(Blast[+0], D1+Mind, R2+Mind, Mgc, One Group)

Burning Blades(Support[+5], Weapons deal +1 Mgc Damage, Lasts 2+Mind Turns, R2+Mind, One Group)

-Water-
Frost Nova(Blast[+0], D1+Mind, R2+Mind, Mgc, One Group)

Flash Freeze(Support[+5], Alters affected Hexes to Rough Terrain, Lasts 1+Mind Turns, R2+Mind, R1 AoE)
Reflective Sphere(Support[+5], +2 Resistance, +DR1 VS Mgc, Lasts 2+Mind Turns, R2+Mind, One Group)

-Earth-
Rockfall(Projectile[+2], D2+Mind*2, R2+Mind, Hvy Cnc, One Unit)

Entangling Vines(Support[+5], Summons Entangling Vines, 2 Life, 3 Units, 1 Act, Grab Attack(Melee[+2], Can't Move unless spending 1 Act per Vine grabbing them), Immobile)
Stoneskin(Support[+5], +DR1 VS Prc/Slsh, Lasts 1+Mind/2 Turns, R2+Mind, One Group)
Shape Earth(Support[+5], Can alter one hex one step, IE Rough to Harsh or Normal terrain, Light to Heavy or No Cover, R2+Mind)

Ritual: Summon Golem(Support[+4], Summons a Golem, 6+(Mana Channeled*2 Life, DR2 VS Prc/Slsh, DR1 VS Cnc, 1 Act, 3 Move, Smash Attack(Melee[+2], D=Mana Channeled, Hvy Cnc), Immune to Magic)

-Wind-
Guiding Winds(Support[+5], +1 Evasion, +1 Cover, +1 Move, Lasts 1+Mind Turns, R3+Mind, One Group)
Looping Jolt(Direct[+2], D1+Mind, R2+Mind, Mgc, One Group)
Thunderbolt(Direct[+2], D2+Mind*2, R2+Mind, Mgc, One Unit)

Charged Blades(Support[+5], Deals +1 Mgc Damage, Lasts 2+Mind Turns, R2+Mind, One Group)

Ritual: Wind Ward(Support[+4], +X Cover, AOE RX, X equal to channeled Mana, Allied Groups)
=EXPERIENCE & TRAITS=​
-Gaining Experience-

5XP Base for Everyone per Battle
(10-Turns Taken)XP for Everyone
5XP per Enemy Group Defeated, this XP is tallied up and divided equally, rounded up, for Everyone

-Spending Experience-
Traits are normally only purchaseable once each. Traits marked by * can be purchased multiple times, but unless otherwise noted they cost 50% more XP for every previous instance of the trait, IE 10XP first time, 15XP second, 20XP third, etc.
Specialization benefits are only in effect when wielding/only benefit the chosen weapon, and requires Proficiency/Affinity in the Weapon/Element.

Martial and Magical Traits costs +100% XP to Purchase when not Class Traits, General Traits have the same cost for everyone. Costs divided into X/X/X are for 1-Unit/2-Unit/3-Unit Races.

-Martial Traits-
Hand-to-Hand Specialization(10XP): +2 to Attack Rolls, Flail is replaced with 3 Specialist H2H Attacks
Sword Specialization(10XP): +2 to Attack Rolls, +1 to Defense Rolls, Swords Gain: Double-Slash(Melee[+0]x2, D2+Body, Slsh)
Mace Specialization(10XP): +2 to Attack Rolls, Maces gain: Armor Crush(Melee[+0], D4+Body*2, Hvy Cnc, Reduces all DR by 1, Lasts 2+Body Rounds)
Axe Specialization(10XP): +2 to Attack Rolls, Chop gains Hvy-Type, Axes Gain: Cleave(Melee[+0], D2+Body, Slsh, One Group)
Spear Specialization(10XP): +2 to Attack Rolls, +2 to Attack Rolls during Overwatch, Thrust gains Hvy-Type
Bow Specialization(10XP): +2 to Attack Rolls, +6 Shots, +1 Range, +Trick Shot(As per Shoot but with the following changes: -2 to Hit, +1 to Crit Chance, +Hvy-Type)
Javelin Specialization(10XP): +2 to Attack Rolls, +6 Shots, Throw gains Hvy-Type, +Thrust(Melee[+2], D2+Body, Prc)
Shield Specialization(10XP): +2 to Attack Rolls, +1 Shield Bonus, Counts as Light Cover for Allies

*Weapon Mastery(20XP): +2 to Attack Rolls, Special Bonus(Consult GM), can be purchased for any Weapon that have a Specialization, only once per Specialization, price does not increase with multiple purchases

*Endurance(10XP): +1 Life
Nimbleness(20XP): +1 Evasion
*Brawn over Brain(20XP): +1 Body
*Conditioning(10XP): +1 Weight Limit
*Resilience(10XP): +1 to Defense Rolls VS Negative Status Effects

Dual Wield(10XP)(Can wield two 1H Melee Weapons, can use both per Act with -2 to Attack Rolls, also works with 1H Melee+Shield at the loss of Shield Bonus for the round. Requires Specialization in wielded Weapons)

+Dash Attack(10XP): Attacks as per H2H/Melee Weapon used but with the following changes: -2 to Attack Roll, +1 to Damage & Attack Rolls for every 2 Squares Moved this round
+Vital Strike(20XP, Halved for Hunter): Arms([-2], -2 to Attack Rolls, Lasts 2+Body Turns), Legs([-2], -1 Mov & -2 to Defense Rolls, Lasts 2+Body Turns), Attacks as per Weapon used, -1 Penalty to Damage
+Power Attack(20XP, Halved for Warrior): [-2], Attacks as per Weapon used, +2 Bonus to Damage for Single Hit-Attacks, +1 Bonus to Damage for Multi Hit/Dual-Wield Attacks. Requires Specialization in wielded Weapon

Specialist H2H Attacks:
Claw(Melee[+0]x2, D1+Body, Slsh, Arm)
Punch(Melee[+2], D2+Body*2, Cnc, Arm)
Bite(Melee[+2], D2+Body*2, Prc, Head)
Headbutt(Melee[+2], D2+Body*2, Cnc, Head)
Kick/Slam(Melee[+2], D2+Body*2, Cnc, Leg)

-Magical Traits-

Staff Specialization(10XP): +1 to Magic Rolls, +1 to Magic Range
*Elemental Affinity(10XP): Each Unit in the Group gains access to 2+Mind amount of Spells Known from an Element. Each Unit chooses Elemental Affinity and Spells Known individually. Each Unit can only choose any one Element once.
*Elemental Specialization(10XP): +2 to Magic Rolls, +1 Spell Known and +1 Ritual Known. Can be purchased once per Element.

*Channeling(10XP): +1 to Mana Drawn
*Warding(10XP): +1 to Resistance
*Brain over Brawn(20XP): +1 Mind

+Powercast(10XP): Choose a spell to be cast, and spend additional Mana for any one of the following Benefits: +1 to Magic Roll, +1 to Range, +½ to Duration, +1 to Damage, +1 to Healing. May choose multiple bonuses for one Mana each

-General Traits-

*Proficiency(5XP): The Group becomes Proficient in the use of a type of Weapon or Armor. Price does not increase with multiple purchases.

Toughness(10XP): +1 Life
Comraderie(40/30/20XP): +1 Unit, can't be taken with Combat Prowess
Combat Prowess(20/30/40XP): +1 Act, can't be taken with Comraderie

Physical Might(20XP): +1 Body
Mental Might(20XP): +1 Mind
 
Last edited:
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Smokefish

Smokefish

Needs to go commit sudoku
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Messages
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Re: [Tribal Tactics] Mechanics

[Reserved Post 2: Electric Bogaloo]
 
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