Life in Akkad is harsh. . .
'They have made you swear by heaven and earth,
By heaven and earth,
Thy will is rock, thy brow held high,
Thy soles run rash, thy blood run dry,
They have made you swear by sand and sky.'
- An unknown soldier
Far from the flowing silver and azure streets of Uruk, the Hellions of Gir, eek out a meager existence, subsisting on the even more meager Aurums that grease their palms and oil their blades. On hardtack and smoked fats, their bellies rumble while a few bronze coins jangle across their strings and belts, clattering on their tarnished mail as they make their long march through the dry heat of the Zagros Mountains.
On another fools errand, another great break, another goose chase the captain set them on that'd fill their stomachs with aged old wine, the good stuff.
A strange twist of fate that while the realm is peaceful, prospering under just rule, the soldiers and retired veterans who propped it all up upon their valorous shoulders now languish across the dunes. A score and a couple, in dire straits search for a pittance of coin guarding greedy merchants, slashing a handful of throats, or sallying after strange recluses strapped for cash themselves, hellbent on whatever untold lore they'd uncovered this week.
This job's the latter. . .
On another fools errand, another great break, another goose chase the captain set them on that'd fill their stomachs with aged old wine, the good stuff.
A strange twist of fate that while the realm is peaceful, prospering under just rule, the soldiers and retired veterans who propped it all up upon their valorous shoulders now languish across the dunes. A score and a couple, in dire straits search for a pittance of coin guarding greedy merchants, slashing a handful of throats, or sallying after strange recluses strapped for cash themselves, hellbent on whatever untold lore they'd uncovered this week.
This job's the latter. . .
The Akkadian Empire. . .
. . . Is a land of great priests and philosopher kings, touted as the very first of its kind. Just as its Lugal - 𒈗 - Or Emperor if you will, is decidedly the first of his. To use the words of the Ensi, the kings of city-states beneath the great Lugal; 'Of eminence there is no equal, from the Lower Sea to the Upper Sea. The totality of all lands under Heaven are subject to his methodical rule. From sunrise to sunset, it is no wonder he is called šar kiššati, lord of the universe.'
A gross and overwhelming exaggeration to be sure, but it can be said no other has found themselves with such a vast domain, nor power. Yet, with such great a canyon's breadth, so too grow the cracks and crevices, easier for man to slip into unnoticed.
With such rapid expansion, marching upon the barley filled stomachs of an unmatched force, Akkadia was able to secure its name in all the legends of the Earth. Soon of course, none challenged its majesty, and the need for a standing army fell into disparity. So too the men and women it left behind. . .
The Hellions of Gir
Twenty-two of such downtrodden folk, a loose-knit band of sellswords often tenuously allied. Regardless, the men, women, and few young-lings of the Hellions fly under the same banner. Old soldiers, brigands making a turn, thieves, and all manner of sallow folk who can so much as carry a blade.
THE CRUNCH
This roleplay will be a marriage between traditional long-form forum based RP as well as tactical RPG-like mechanics based on the Fire Emblem series, albeit with some modifications to better suit the format. Due to the free-form nature of roleplay think of the following mechanics to be more like strong guidelines that can be bent to some degree as well as more than open to additions and alterations by the playerbase, or even as you read further on, adding more content such as equipment or traits.
I will be taking the roll of a pseudo-GM as it were, mostly just arbitrating dice rolls and the like for a smooth, consistent game. Similarly I will be creating at the very least starting scenarios from which we collectively branch off on, or even rotate GMing between. In all cases, any potential GM is just as free to play a character like any other, provided they do so solemnly swear not to cheese the dice!
With all that aside, in a general sense beyond what one expects out of the usual forum based RP, gameplay, and more specifically combat will take place on handmade sets of maps bashed together from the assets of the GBA Fire Emblem games as well as custom made assets thereafter. Maps will be grid based and labeled on both sides by letter and by numeral in order to easily communicate locations.
A small example
1 2 3 4
A|__|__|__|__|
B|__|__|__|__|
C|__|__|__|__|
D|__|__|__|__|
Similarly, character sprites and portraits will be created through a combination of bashing assets together as well as custom edits. The only requirement for sprites that will be used on the map screens is that they are 16x16 pixels in dimension.
During combat, players will denote their actions specifically at the end of their post, after whatever flavor they've cooked up before hand;
'Alicia dashes forward with a mighty lunge, to pierce through the dark knight's gloomy mail.'
Alicia moves three tiles to D-12, and attacks the dark knight with her bronze lance.
This is generally fully under the banner of 'commands', particular actions in most cases can only be taken but once per turn after movement. Commands are as follows:
ATTACK -- Choose a weapon or spell and engage in battle with a target within range.
ASSIST -- Choose a relevant spell or ability that does not involve battle to cast. Generally support magic.
ITEM -- Choose an item within your inventory to use.
WAIT -- Do nothing after your movement, useful only when a character bears traits that modify it.
RESCUE -- Mounted units, or units with certain traits may carry an ally to safety. After doing so they may place the unit anywhere adjacent to them at the end of their movement.
Combat and other encounter scenarios will always take place in two phases, back and forth. The player phase and the opposition phase. In some edge cases there may be a third (or more) phase for factions who are neither friend nor foe. After every player has determined and posted their actions, they will be resolved by the GM and the next phase will begin.
Terrain, or the geographical typography of a tile will affect many statsitics during combat, leaving the shrewd company and good scouting a great advantage should they choose to utilize it. Effects of different terrains are as follows.
DEF and AVO bonuses: benefits granted to units that fight while standing on these terrains
Heal: amount of VIT restored to a unit that starts its turn on these terrains
Move cost: amount of movement expended when moving onto these terrains
Clear paths
- DEF +0 / AVO +0
- Heal: 0%
- Move cost: 1
- Other details: any tile that has no specific feature (plains, bridges, floors, stairs, etc.)
Forests
- DEF +1 / AVO +10
- Heal: 0%
- Move cost: 2
- Other details: Mounted units movement cost is increased to three on forests.
Deserts / Sand
- DEF +0 / AVO +5
- Heal: 0%
- Move cost: 2
- Other details: Mounted units movement cost is increased to three on deserts.
Mountains / Hills
- DEF +2 / AVO +10
- Heal: 0%
- Move cost: 4
- Other details: Mounted units cannot enter this tile type.
Peaks
- DEF +2 / AVO +15
- Heal: 0%
- Move cost: 4
- Other details: can only be crossed by those with relevant skills and flying units
Rivers
- DEF +0 / AVO -10
- Heal: 0%
- Move cost: 4
- Other details: can only be crossed by flying and foot units
Lakes / Seas
- DEF +0 / AVO +10
- Heal: 0%
- Move cost: 3
- Other details: can only be crossed by units with relevant skills and flying units
Houses / Villages
- DEF +0 / AVO +10
- Heal: 10%
- Move cost: 1
- Other details: N/A
Forts
- DEF +2 / AVO +20
- Heal: 20%
- Move cost: 2
- Other details: N/A
Doors / Snags / Weak walls
- DEF +0 / AVO +0
- Heal: 0%
- Move cost: --
- Other details: cannot be crossed -- can be interacted with (opened or attacked) to replace them with clear paths (floors or bridges)
Cliffs / Fences / Walls
- DEF +0 / AVO +0
- Heal: 0%
- Move cost: --
- Other details: can only be crossed by flying units
I will be taking the roll of a pseudo-GM as it were, mostly just arbitrating dice rolls and the like for a smooth, consistent game. Similarly I will be creating at the very least starting scenarios from which we collectively branch off on, or even rotate GMing between. In all cases, any potential GM is just as free to play a character like any other, provided they do so solemnly swear not to cheese the dice!
With all that aside, in a general sense beyond what one expects out of the usual forum based RP, gameplay, and more specifically combat will take place on handmade sets of maps bashed together from the assets of the GBA Fire Emblem games as well as custom made assets thereafter. Maps will be grid based and labeled on both sides by letter and by numeral in order to easily communicate locations.
A small example
1 2 3 4
A|__|__|__|__|
B|__|__|__|__|
C|__|__|__|__|
D|__|__|__|__|
Similarly, character sprites and portraits will be created through a combination of bashing assets together as well as custom edits. The only requirement for sprites that will be used on the map screens is that they are 16x16 pixels in dimension.
During combat, players will denote their actions specifically at the end of their post, after whatever flavor they've cooked up before hand;
'Alicia dashes forward with a mighty lunge, to pierce through the dark knight's gloomy mail.'
Alicia moves three tiles to D-12, and attacks the dark knight with her bronze lance.
This is generally fully under the banner of 'commands', particular actions in most cases can only be taken but once per turn after movement. Commands are as follows:
ATTACK -- Choose a weapon or spell and engage in battle with a target within range.
ASSIST -- Choose a relevant spell or ability that does not involve battle to cast. Generally support magic.
ITEM -- Choose an item within your inventory to use.
WAIT -- Do nothing after your movement, useful only when a character bears traits that modify it.
RESCUE -- Mounted units, or units with certain traits may carry an ally to safety. After doing so they may place the unit anywhere adjacent to them at the end of their movement.
Combat and other encounter scenarios will always take place in two phases, back and forth. The player phase and the opposition phase. In some edge cases there may be a third (or more) phase for factions who are neither friend nor foe. After every player has determined and posted their actions, they will be resolved by the GM and the next phase will begin.
Terrain, or the geographical typography of a tile will affect many statsitics during combat, leaving the shrewd company and good scouting a great advantage should they choose to utilize it. Effects of different terrains are as follows.
DEF and AVO bonuses: benefits granted to units that fight while standing on these terrains
Heal: amount of VIT restored to a unit that starts its turn on these terrains
Move cost: amount of movement expended when moving onto these terrains
Clear paths
- DEF +0 / AVO +0
- Heal: 0%
- Move cost: 1
- Other details: any tile that has no specific feature (plains, bridges, floors, stairs, etc.)
Forests
- DEF +1 / AVO +10
- Heal: 0%
- Move cost: 2
- Other details: Mounted units movement cost is increased to three on forests.
Deserts / Sand
- DEF +0 / AVO +5
- Heal: 0%
- Move cost: 2
- Other details: Mounted units movement cost is increased to three on deserts.
Mountains / Hills
- DEF +2 / AVO +10
- Heal: 0%
- Move cost: 4
- Other details: Mounted units cannot enter this tile type.
Peaks
- DEF +2 / AVO +15
- Heal: 0%
- Move cost: 4
- Other details: can only be crossed by those with relevant skills and flying units
Rivers
- DEF +0 / AVO -10
- Heal: 0%
- Move cost: 4
- Other details: can only be crossed by flying and foot units
Lakes / Seas
- DEF +0 / AVO +10
- Heal: 0%
- Move cost: 3
- Other details: can only be crossed by units with relevant skills and flying units
Houses / Villages
- DEF +0 / AVO +10
- Heal: 10%
- Move cost: 1
- Other details: N/A
Forts
- DEF +2 / AVO +20
- Heal: 20%
- Move cost: 2
- Other details: N/A
Doors / Snags / Weak walls
- DEF +0 / AVO +0
- Heal: 0%
- Move cost: --
- Other details: cannot be crossed -- can be interacted with (opened or attacked) to replace them with clear paths (floors or bridges)
Cliffs / Fences / Walls
- DEF +0 / AVO +0
- Heal: 0%
- Move cost: --
- Other details: can only be crossed by flying units
All characters, monsters, and such are built from the same seven principle statistics that determine their effectiveness in a number of ways. They are detailed as such:
VITALITY (VIT) -- A character's measure of endurance, of health and stamina. It is the sole factor when it comes to combat by which a character's gauge of injury and life are considered. Damage received is subtracted from this stat. If (and when) a character's Vitality reaches zero, they are dead.
MIGHT (MGT) -- A character's measure of physical strength and prowess. A mighty character may be heavily muscled or perhaps bear the will and adrenaline to squeeze out every ounce of human vigor when it comes down to it. This statistic directly affects a character's physical damage, such as swinging an axe. Every five points of strength reduces equipment weight by one.
SKILL (SKI) -- A general determinant of your character's competency and acumen. Both in combat, by their grace, dexterity, finesse, and overall technique. But also beyond, such as their propensity for training and their grasp for the basics. This statistic primarily affects a character's accuracy or chance to hit / succeed in a maneuver in all forms of combat. As well as modifying the chance to critically hit slightly.
SPEED (SPD) -- Your character's deftness, their fleet of foot and tact. Affects a character's ability to strike more than once within a single action, provided they out-speed their opponent more than a certain degree. Similarly increases a character's chance to avoid, parry, riposte, or otherwise avoid an attack sent their way. Weight of all in-use equipment is subtracted from your speed.
SPIRIT (SRT) -- The prior four statistics concern the physical world, but there is ever so much more to a character. Spirit is a one half of a character's force of will, their attunement with the makeup of life and the piety of their soul. Man does not readily understand the glyphic language of the gods, but a character with a great spirit may glean the basic fibers and grammar. Using this innate comprehension, they are able to simultaneously resist the affects of harmful magicks, while also making better use of incantations regarding creation, life, and the natural world.
MIND (MND) -- If a strong spirit is to work within the divine structure that the gods have laid out for man, then a strong mind is to reach beyond. To tear that mystical foundation down to a logical, reasoning basis. And to weave those glyphic powers to your beck and call. This statistic has a minor benefit to the resistance of unknowable mystic spells much like spirit, as well as to greatly empower one's ability to wield them. Often falling under the banner of dark magicks, they are often harmful effects such as casting a gout of flame from one's fingertips or calling upon a bolt from the blue. It should be warned that those skilled in both magicks and of strong mind draw attention from forces beyond the realm of the divine, for even laymen or dabblers in such powers can sense when another draws near.
LUCK (LUK) -- All character's have a place in the interwoven thread of fate, some more favorable than others. Luck is a determinant of that place in the predetermined, and whether a character can tug their threads just a little beyond its natural place of rest. This statistic has a general yet usually small affects on a number of others. Such as chance to critically hit, accuracy, avoidance, and so on.
Secondary Statistics
ACCURACY (ACC) -- The final sum of which is your percent chance to strike true in an engagement.
AVOIDANCE (AVO) -- The final sum of which is subtracted from a foe's ACC to strike you.
WEIGHT (WGT) -- The final sum of which from equipment is subtracted from your character's speed. Every five points of MGT reduces individual equipment weight by one.
Formulas regarding the specifics of how each statistic is considered in the mechanics are detailed later on this page.
MOVEMENT (MVT) -- The number of tiles by which a character can move. Like with engaging in combat, all measurements are made first by the four cardinal directions. Meaning a diagonal movement requires two tiles to be crossed. All characters begin play with their movement statistic at six.
All characters are assumed to bear skill and merit in some form of wheelhouse. The rating at which they are considered proficient from least to most is as follows; E, D, C, B, A, S. For the nature of this game, only proficiency with regards to combat will be considered, and are detailed along with the 'weapon triangle' as follows:
SWORD/BLADE
All manner of swords or bladed weapons, from the claymore to the khopesh, to daggers and knives. These are generally the most accurate of the three melee classes, yet least damaging, it is also extremely seldom that any blades attack beyond adjacent tiles. The grace and poise of blades are at an advantage against those who wield the more lumbering and heavy axes or blunt weapons.
E: -10 Accuracy / -2 Might
D: -5 Accuracy / -1 Might
C: +0 Accuracy / +0 Might
B: +5 Accuracy / +1 Might
A: +10 Accuracy / +2 Might
S: +20 Accuracy / +4 Might
LANCE/POLEARM
The most common weapon of war used from even the most ancient of times. Spears, halberds, bill-hooks and all, any manner of long pokey/bladed weapons fall under this class. It is the most balanced of the three, neither overwhelmingly powerful, nor accurate, somewhere in between. Those who employ a polearm find that the reach and ease of use are advantageous against those who bear blades.
E: -15 Accuracy / -1 Might
D: -10 Accuracy / -0 Might
C: -5 Accuracy / +1 Might
B: +0 Accuracy / +2 Might
A: +5 Accuracy / +3 Might
S: +15 Accuracy / +5 Might
AXE/BLUNT
The most powerful when it comes purely to wrecking force, from great axes to flails to the simple club, all of which can splinter shields and crush through armor. Against lances and polearms, this class of weapon's great weight can easily find an opening to batter away their opponents and find an opening, giving them the advantage against such.
E: -20 Accuracy / -0 Might
D: -15 Accuracy / +1 Might
C: -10 Accuracy / +2 Might
B: -5 Accuracy / +3 Might
A: +0 Accuracy / +4 Might
S: +10 Accuracy / +6 Might
The aforementioned three classes of weapon, by which all manner of melee will fall into, are contained within what is called the 'Weapon Triangle'. Each class having both an advantage and disadvantage against another.
Sword > Axe > Lance > Sword
Through this, an attacker with the advantage in a combat engagement will accrue a bonus of +20 Accuracy / +1 Might. While one with disadvantage is affected by a malus of -20 Accuracy / -1 Might.
BOWS/RANGED
This class of weaponry are beyond the triangle, and include a versatile number of equipment. Longbows, Crossbows, Slings and the like are found under this banner. All of which have an attack range beyond adjacent tiles.
E: -20 Accuracy / -2 Might
D: -10 Accuracy / -1 Might
C: +5 Accuracy / +0 Might
B: +10 Accuracy / +1 Might
A: +20 Accuracy / +2 Might
S: +30 Accuracy / +3 Might
THEURGY
Rolling the bones, reading the signs, deciphering the words of the unknowable gods; To be skilled in Theurgy is to have an understanding, whether innate or through great study of the language of gods from which their awesome powers of creation are stemmed from. While not explicitly handed down to man, Theurgs remain and work rigidly within the divine structure as it is laid out. The greatest of Theurgs are wise sages and philosophers with booming voices and unshakable spirits. Incantations are oft' spoken in few words, methodically and purposefully.
E: -20 Accuracy / -2 Might
D: -10 Accuracy / -1 Might
C: +5 Accuracy / +0 Might
B: +10 Accuracy / +1 Might
A: +20 Accuracy / +2 Might
S: +30 Accuracy / +4 Might
MYSTICISM
There are secrets inlaid deep within divine grammar, spoken in whispers and twisted into new vocabulary. Mystics grasp at the impossible contractions beyond the purview of the gods. Indeed it is not often that those pursuing a mystic path use their knowledge for creation like that of Theurgy. Self actualization and taking hold of destiny beyond divine plans all the way up to shedding destruction across the land; this is not to say that Mystics are 'evil' or beyond the pale. But they are oft' looked upon with disdain or fear, for when they tap into words un-uttered they become a locus for the vile gaze of beings similarly ominous. A Mystic all the same will find that they develop a preternatural sense for other Mystics.
E: -15 Accuracy/ -3 Might
D: -10 Accuracy/ -1 Might
C: -5 Accuracy/ +0 Might
B: +10 Accuracy/ +2 Might
A: +15 Accuracy/ +4 Might
S: +25 Accuracy/ +6 Might
All proficiencies may be increased to the next letter rank through use. Each rating has a threshold of 'Weapon Experience' a character must reach in order to advance to the next rank. Each successful attack or cast if a spell will increase a character's weapon experience by a single point. Thresholds for each rank are detailed as such.
E - 30 -> D
D - 40 -> C
C - 55 -> B
B - 70 -> A
A - 100 - > S
Firstly, before any numbers and mechanics enter into, know your character. Who they are, where they've come from, where the intend to go. I do not ask for paragraphs upon paragraphs of backstory by any means, (especially when this setting is not so fleshed out.) but only that you've a proper idea of who your character is. After all, while the tactical combat will likely be the main thrust of this game, it remains an RP still. With that said, character creation is detailed hereon.
Allocating Statistics
All characters that begin play at first level of experience are allowed 30 points by which to allocate to the aforementioned statistics, none may exceed fifteen at the start (which is not counted), while all aside from SRT and MND must begin with a minimum of one point. On that note, VIT starts with a value of 15.
Allocating Growth Rates
All characters grow in experience as the game moves forward, by which is simply measured on a scale from zero to one hundred. Once a character gains experience points equal to one hundred, through all manner of combat engagement, weaving of spells, training, RP, or otherwise, they move up to the next level and are potentially rewarded with greater statistics. Each statistic is given a percent chance on character creation that is tested with each level, with luck a character gains one point added to said stats. Though this value can increase if a growth rate is set above one hundred percent. All characters may allocate from a pool 300% points to each stat. VIT must begin with 20% while all others must have at least 5%. Thus leaving 250% readily available.
Assigning Masteries
All characters are assumed to be skilled in something. While simultaneously not being locked out from trying new things. As of such, you begin play with one proficiency of C-Rank, and another of D-Rank. All others begin at E-Rank, the only caveats are Theurgy and Mysticsm, both are considered rare skills that could not so easily be picked up by anyone who is uninclined, thus if they are not selected, they begin without a rank at all. It is not to say they cannot be improved later however.
Furthermore, due to the time and effort required to learn either, they may only begin at D-Rank, and if you should choose to do so, any other weapon skills must also being at D-rank.
As an example; Gericht is a character beginning at level one. If one were to select both Mysticism and Theurgy, then one begins at D-Rank and the other must be E-Rank.
| VIT -- 16 | 50% |
| MGT -- 4 | 60% |
| SKI -- 7 | 45% |
| SPD -- 6 | 30% |
| SRT -- 1 | 25% |
| MND -- 5 | 60% |
| LUK -- 6 | 30% |
------------
| TOT -- 30/30 | 300/300% |
BLADES -- D
POLEARMS -- E
AXES/BLUNT -- E
BOWS/RANGED -- E
THEURGY -- N/A
MYSTICISM -- D
Despite bearing little physical bulk as of yet, he shows great potential to grow toward that affect, while his finesse and quickness eventually are outpaced, all while showing a large aptitude toward Mysticism as he advances. So too does Gericht bear minor skill in both bladecraft and mysticism.
Allocating Statistics
All characters that begin play at first level of experience are allowed 30 points by which to allocate to the aforementioned statistics, none may exceed fifteen at the start (which is not counted), while all aside from SRT and MND must begin with a minimum of one point. On that note, VIT starts with a value of 15.
Allocating Growth Rates
All characters grow in experience as the game moves forward, by which is simply measured on a scale from zero to one hundred. Once a character gains experience points equal to one hundred, through all manner of combat engagement, weaving of spells, training, RP, or otherwise, they move up to the next level and are potentially rewarded with greater statistics. Each statistic is given a percent chance on character creation that is tested with each level, with luck a character gains one point added to said stats. Though this value can increase if a growth rate is set above one hundred percent. All characters may allocate from a pool 300% points to each stat. VIT must begin with 20% while all others must have at least 5%. Thus leaving 250% readily available.
Assigning Masteries
All characters are assumed to be skilled in something. While simultaneously not being locked out from trying new things. As of such, you begin play with one proficiency of C-Rank, and another of D-Rank. All others begin at E-Rank, the only caveats are Theurgy and Mysticsm, both are considered rare skills that could not so easily be picked up by anyone who is uninclined, thus if they are not selected, they begin without a rank at all. It is not to say they cannot be improved later however.
Furthermore, due to the time and effort required to learn either, they may only begin at D-Rank, and if you should choose to do so, any other weapon skills must also being at D-rank.
As an example; Gericht is a character beginning at level one. If one were to select both Mysticism and Theurgy, then one begins at D-Rank and the other must be E-Rank.
| VIT -- 16 | 50% |
| MGT -- 4 | 60% |
| SKI -- 7 | 45% |
| SPD -- 6 | 30% |
| SRT -- 1 | 25% |
| MND -- 5 | 60% |
| LUK -- 6 | 30% |
------------
| TOT -- 30/30 | 300/300% |
BLADES -- D
POLEARMS -- E
AXES/BLUNT -- E
BOWS/RANGED -- E
THEURGY -- N/A
MYSTICISM -- D
Despite bearing little physical bulk as of yet, he shows great potential to grow toward that affect, while his finesse and quickness eventually are outpaced, all while showing a large aptitude toward Mysticism as he advances. So too does Gericht bear minor skill in both bladecraft and mysticism.
Aurums are the currency of Akkadia. It is a mixed coinage system of six-inch metal circles/shapes that are most often found bound together on strings and ropes. The usual value of which tend to follow the use and rarity of the same metals with regards to their use in warfare.
Copper - 1 AU
Bronze - 5 AU
Iron - 20 AU
Silver - 50 AU
Gold - 100 AU
Characters will begin play each with 650 Aurums in order to purchase their starting equipment.
Copper - 1 AU
Bronze - 5 AU
Iron - 20 AU
Silver - 50 AU
Gold - 100 AU
Characters will begin play each with 650 Aurums in order to purchase their starting equipment.
Weapons as detailed hereafter are broken up by class and further by type or build. The separation of different values are by metal composition always in this order; Bronze / Iron / Silver
A weapon's might is added to that of the wielder when used in combat. Accuracy determines the baseline percentage unmodified for that weapon's chance to hit. Weight is subtracted from the wielder's speed when primarily equipped. Cost is the average price in Aurums said weapon is purchased for. Condition is the number of attacks a weapon may make before it requires repair. While range is the number of tiles in distance it can attack from. And the special category will include any additional affects or traits appended to the weapon.
Weapon names have been generic-ified where possible in order to give more freedom as to how they are used in terms of flavor. While more specific weapons, such as 'Khopesh' or 'Xiphos' will be given to more unique/rare or even magical weapons of the type.
Without special traits, a character may bear only five pieces of equipment. So they must choose very wisely as to what they bring. Multiple weapons for versatility? Armors and shields for maximum protection? Or Perhaps a number of useful items and gears for when they are needed most. . .
A weapon's might is added to that of the wielder when used in combat. Accuracy determines the baseline percentage unmodified for that weapon's chance to hit. Weight is subtracted from the wielder's speed when primarily equipped. Cost is the average price in Aurums said weapon is purchased for. Condition is the number of attacks a weapon may make before it requires repair. While range is the number of tiles in distance it can attack from. And the special category will include any additional affects or traits appended to the weapon.
Weapon names have been generic-ified where possible in order to give more freedom as to how they are used in terms of flavor. While more specific weapons, such as 'Khopesh' or 'Xiphos' will be given to more unique/rare or even magical weapons of the type.
Without special traits, a character may bear only five pieces of equipment. So they must choose very wisely as to what they bring. Multiple weapons for versatility? Armors and shields for maximum protection? Or Perhaps a number of useful items and gears for when they are needed most. . .
- Short Swords
- MIGHT | 4 / 6 / 9 /
- ACCURACY | 80 / 75 / 80 /
- WEIGHT | 3 / 5 / 6 /
- CONDITION | 25 / 30 / 25 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | Cannot be used while mounted
- RANK | E / D / B
- COST | 135 / 310 / 755 /
- Throwing Knives
- MIGHT | 1 / 3 / 6 /
- ACCURACY | 70 / 60 / 70 /
- WEIGHT | 2 / 3 / 4 /
- CONDITION | 10 / 15 / 15 /
- RANGE | 1-2 / 1-2 / 1-3 /
- SPECIAL | Doubles as a ranged attack
- RANK | E / D / B
- COST | 45 / 135 / 470 /
- Sickle Swords
- MIGHT | 7 / 9 / 13 /
- ACCURACY | 70 / 65 / 70 /
- WEIGHT | 5 / 7 / 9 /
- CONDITION | 25 / 30 / 25 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | N/A
- RANK | D / C / A
- COST | 250 / 675 / 1175 /
- Curved Swords
- MIGHT | 3 / 5 / 9 /
- ACCURACY | 75 / 70 / 75 /
- WEIGHT | 4 / 6 / 7 /
- CONDITION | 25 / 30 / 25 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | +5% Critical Rate
- RANK | D / C / A
- COST | 265 / 635 / 1200 / ???
- Whip
- MIGHT | 1
- ACCURACY | 70
- WEIGHT | 3
- CONDITION | 25
- RANGE | 2
- SPECIAL | Binds opponent; (-10 Avoidance)
- RANK | D
- COST | 150
- Short Spear
- MIGHT | 5 / 7 / 9 /
- ACCURACY | 75 / 70 / 75 /
- WEIGHT | 4 / 5 / 6 /
- CONDITION | 35 / 40 / 35 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | N/A
- RANK | E / D / B
- COST | 190 / 390 / 990 /
- Lance
- MIGHT | 8 / 12 / 15 /
- ACCURACY | 70 / 65 / 70 /
- WEIGHT | 6 / 8 / 9 /
- CONDITION | 30 / 35 / 30 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | -10 Accuracy while unmounted
- RANK | D / C / A
- COST | 325 / 830 / 1645 /
- Longspear
- MIGHT | 7 / 10 / 13 /
- ACCURACY | 60 / 55 / 60 /
- WEIGHT | 7 / 10 / 12/
- CONDITION | 30 / 35 / 25 /
- RANGE | 1-2 / 1-2 / 1-2 /
- SPECIAL | Cannot be used with shields, Effective damage against mounted units, -10 Accuracy against adjacent foes.
- RANK | D / C / A
- COST | 360 / 690 / 1195 /
- Javelin
- MIGHT | 3 / 5 / 8 /
- ACCURACY | 60 / 55 / 60 /
- WEIGHT | 4 / 5 / 7 /
- CONDITION | 20 / 25 / 15 /
- RANGE | 1-2 / 1-2 / 1-2 /
- SPECIAL | Doubles as a ranged attack
- RANK | D / C / A
- COST | 110 / 195 / 455 /
- Mancatcher
- MIGHT | 1
- ACCURACY | 60
- WEIGHT | 4
- CONDITION | 20
- RANGE | 1
- SPECIAL | Binds a foe in place (-10 Avoidance) if they move away they will receive an automatic hit.
- RANK | D
- COST | 280
- Hand Axes
- MIGHT | 4 / 6 / 9 /
- ACCURACY | 60 / 55 / 60 /
- WEIGHT | 5 / 6 / 7 /
- CONDITION | 20 / 25 / 15 /
- RANGE | 1-2 / 1-2 / 1-2 /
- SPECIAL | Doubles as a ranged attack
- RANK | E / D / B
- COST | 125 / 350 / 685 /
- Battle Axes
- MIGHT | 7 / 9 / 13 /
- ACCURACY | 65 / 60 / 65 /
- WEIGHT | 7 / 10 / 11 /
- CONDITION | 30 / 40 / 25 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | N/A
- RANK | E / D / B
- COST | 240 / 550 / 1240 /
- Greataxes
- MIGHT | 10 / 13 / 17 /
- ACCURACY | 55 / 50 / 55 /
- WEIGHT | 10 / 12 / 13 /
- CONDITION | 25 / 30 / 25 /
- RANGE | 1 / 1 / 1 /
- SPECIAL | Cannot be used with shields.
- RANK | D / C / A
- COST | 445 / 985 / 1650 /
- Slings
- MIGHT | 1 / 3 / 6 /
- ACCURACY | 80 / 75 / 80 /
- WEIGHT | 0 / 1 / 0 /
- CONDITION | 10 / 15 / 10 /
- RANGE | 2 / 2 / 2 /
- SPECIAL | N/A
- RANK | E / D / B
- COST | 60 / 215 / 525 /
- Short Bows
- MIGHT | 2 / 4 / 6 /
- ACCURACY | 75 / 70 / 75 /
- WEIGHT | 3 / 4 / 4 /
- CONDITION | 30 / 35 / 25 /
- RANGE | 2 / 2 / 2 /
- SPECIAL | +5% Critical Rate, Cannot be used with shields
- RANK | E / D / B
- COST | 275 / 555 / 1015 / ???
- Long Bows
- MIGHT | 3 / 5 / 7 /
- ACCURACY | 70 / 65 / 70 /
- WEIGHT | 6 / 7 / 8 /
- CONDITION | 25 / 30 / 20 /
- RANGE | 2-3 / 2-3 / 2-3 /
- SPECIAL | Cannot be used with shields
- RANK | C / B / A
- COST | 350 / 650 / 1475 /
- Crossbows
- MIGHT | 6 / 9 / 15 /
- ACCURACY | 90 / 85 / 90/
- WEIGHT | 7 / 8 / 9 /
- CONDITION | 25 / 35 / 20 /
- RANGE | 1-2 / 1-2 / 1-2 /
- SPECIAL | Cannot be used with shields
- RANK | D / C / B
- COST | 470 / 1050 / 1850 /
- Ballistae
- MIGHT | 8 / 12 / 15 /
- ACCURACY | 60 / 55 / 60 /
- WEIGHT | 15 / 15 / 15 /
- CONDITION | 5 / 10 / 15 /
- RANGE | 3-10 / 3-10 / 3-10 / 3-10
- SPECIAL | Cannot be countered
- RANK | C / B / A
- COST | 2000 / 5500 / 8000 / ???
Armor equipment often come in the form of low condition items that will briefly protect the one equipped from harm at the cost of some speed, shields are weaker forms of protection that have greater condition. Only one piece of armor or one shield can be equipped at any given time.
- Leather & Hide
- DEFENSE | 4
- CONDITION | 10
- WEIGHT | 2
- SPECIAL | N/A
- COST | 185
- Breastplate
- DEFENSE | 7
- CONDITION | 8
- WEIGHT | 4
- SPECIAL | N/A
- COST | 290
- Heavy Armors
- DEFENSE | 10
- CONDITION | 7
- WEIGHT | 5
- SPECIAL | -1 Movement
- COST | 450
- Bucklers
- DEFENSE | 1
- CONDITION | 20
- WEIGHT | 1
- SPECIAL | +5 Avoidance
- COST | 165
- Heater Shields
- DEFENSE | 3
- CONDITION | 15
- WEIGHT | 2
- SPECIAL | N/A
- COST | 260
- Kite Shields
- DEFENSE | 3
- CONDITION | 15
- WEIGHT | 4
- SPECIAL | +20 Avoidance against bows/ranged, Cannot be used while mounted
- COST | 345
- Tower Shields
- DEFENSE | 5
- CONDITION | 12
- WEIGHT | 6
- SPECIAL | +20 Avoidance against bows/ranged, -1 Movement, Cannot be used while mounted
- COST | 490
- Door Key
- EFFECT | Opens a door.
- USES | 1 / 3
- COST | 50 / 180
- Chest Key
- EFFECT | Opens a chest.
- USES | 1 / 3
- COST | 145 / 450
- Thief's Tools
- EFFECT | Opens a door or a chest
- USES | 15
- COST | 1250
- Vulnerary
- EFFECT | Restores 10 VIT.
- USES | 1 / 3 / 10
- COST | 100 / 275 / ???
- Antitoxin
- EFFECT | Removes poison.
- USES | 3
- COST | 300
- Torch
- EFFECT | Increases sight in Fog of War by 4 squares. Effect decreases by 1 each turn.
- USES | 3
- COST | 160
- Mine
- EFFECT | Stops movement and deals 15 damage to anyone who crosses it at a base accuracy of 95.
- USES | 1
- COST | 255
- Radiant Glyph
- EFFECT | Temporarily makes an adjacent tile impassable. Effect lasts for three turns
- USES | 1
- COST | 290
- Shade Glyph
- EFFECT | At a targeted space two tiles away, the use of this glyph creates a 5x5 area of darkness, or fog of war. Without illumination or torchlight, nothing can pierce it.
- USES | 1
- COST | 350
- Pure Water
- EFFECT | Raises resistance by 7. Effect decreases by 1 each turn.
- USES | 3
- COST | 600
- Iron Nuts
- EFFECT | Raises defense by 5. Effect decreases by 1 each turn.
- USES | 3
- COST | 680
Spells, sorcery, magic, the arcane. . . Whatever you call you call powers beyond the realm of the mortals; yet even so they are not unlike a sword or shield, a means by which mankind has gripped elements of reality and shaped them, bent all their will upon, and forged tools for striking out their own destiny.
In this sense, a spell or better yet, 'Incantation' is some small piece of the unknowable 'Language of Gods', a glyphic and wholly indecipherable form of text found passed down throughout the world. Divinely inspired, it is believed that they whom are most pious have been left a fragment of creation, by which they have been given to carry out the will of the heavens even as the gods slumber. This has been found to more often than not be reality. For there are many whom use these powerful runes to speak 'Black Words' for selfish means.
Whether Theurgy, working within the grammatic structure that has been laid out for man. Or Mysticism, studying and piecing together the language into an ever expanding vocabulary of incantations. Both require glyphs to be inscribed upon a medium. These mediums take the form of ancient scrolls, staves, totems and loci of power, crystalline spheres, bones, even tattoos. So long as the medium bears some connection with the glyph and incantation, then the word or phrase can be uttered, springing the magic to life.
Thus the 'condition' statistic, much like with a sword or spear, mechanically represents the number of uses one may get out of an incantation before the unstable divine power wears away the medium or ink. Requiring a Theurg or Mystic to spend Aurums finding new materials and special components to put together a new medium or inscribing a new glyph.
There is but one exception to this; 'Grave Magick' some call it; for callus misuse thereof will swiftly whisk ones life away. While generally considered a subset of Mysticism, it is more accurate to say it is something else entirely. Grave Magicks do not draw power from mythic runes or glyphs, it comes from within. The blood, the flesh, the inner-most makings of man are what fuels such incantations. As of such, only those with connections to death as it were find they are inclined to wield Grave Magicks. And they are just as reviled, if not more so than egoist Mystics. Yet. . . Isn't there something to be said about those who seize their fate beyond the reach of the gods? Something admirable.
In this sense, a spell or better yet, 'Incantation' is some small piece of the unknowable 'Language of Gods', a glyphic and wholly indecipherable form of text found passed down throughout the world. Divinely inspired, it is believed that they whom are most pious have been left a fragment of creation, by which they have been given to carry out the will of the heavens even as the gods slumber. This has been found to more often than not be reality. For there are many whom use these powerful runes to speak 'Black Words' for selfish means.
Whether Theurgy, working within the grammatic structure that has been laid out for man. Or Mysticism, studying and piecing together the language into an ever expanding vocabulary of incantations. Both require glyphs to be inscribed upon a medium. These mediums take the form of ancient scrolls, staves, totems and loci of power, crystalline spheres, bones, even tattoos. So long as the medium bears some connection with the glyph and incantation, then the word or phrase can be uttered, springing the magic to life.
Thus the 'condition' statistic, much like with a sword or spear, mechanically represents the number of uses one may get out of an incantation before the unstable divine power wears away the medium or ink. Requiring a Theurg or Mystic to spend Aurums finding new materials and special components to put together a new medium or inscribing a new glyph.
There is but one exception to this; 'Grave Magick' some call it; for callus misuse thereof will swiftly whisk ones life away. While generally considered a subset of Mysticism, it is more accurate to say it is something else entirely. Grave Magicks do not draw power from mythic runes or glyphs, it comes from within. The blood, the flesh, the inner-most makings of man are what fuels such incantations. As of such, only those with connections to death as it were find they are inclined to wield Grave Magicks. And they are just as reviled, if not more so than egoist Mystics. Yet. . . Isn't there something to be said about those who seize their fate beyond the reach of the gods? Something admirable.
- Heal -- 𒀀
- MIGHT | 0 (As Melee)
- ACCURACY | 90 (As Melee)
- WEIGHT | 0
- CONDITION | 20
- RANGE | 1
- SPECIAL | Restores VIT to an adjacent ally equal to (SRT+7)
- EXP VALUE | 5 + VIT RESTORED * 1.5
- COST | 250
- Mend -- 𒀁
- MIGHT | 2 (As Melee)
- ACCURACY | 85 (As Melee)
- WEIGHT | 1
- CONDITION | 15
- RANGE | 1
- SPECIAL | Restores VIT to an adjacent ally equal to (SRT+20)
- EXP VALUE | 10 + VIT RESTORED * 1.5
- COST | 650
- Physic -- 𒀂
- MIGHT | 0 (As Melee)
- ACCURACY | 90 (As Melee)
- WEIGHT | 2
- CONDITION | 10
- RANGE | SRT/2
- SPECIAL | Restores VIT to a distant ally equal to (SRT+7)
- EXP VALUE | 5 + VIT RESTORED * 1.5
- COST | 420
- Fortify -- 𒀃
- MIGHT | 3 (As Melee)
- ACCURACY | 80 (As Melee)
- WEIGHT | 3
- CONDITION | 5
- RANGE | SRT/2
- SPECIAL | Restores VIT to all allies within SRT/2 tiles equal to (SRT+10)
- EXP VALUE | 5 + VIT RESTORED * 1.5
- COST | 800
- Invigoration -- 𒀅
- MIGHT | 1 (As Melee)
- ACCURACY | 90 (As Melee)
- WEIGHT | 4
- CONDITION | 7
- RANGE | 1-2
- SPECIAL | Restores VIT to neaby allies equal to (1/2 SRT) each turn for three turns.
- EXP VALUE | 12 + VIT RESTORED * 1.5
- COST | 1150
- Restore -- 𒀆
- MIGHT | 0 (As Melee)
- ACCURACY | 90 (As Melee)
- WEIGHT | 0
- CONDITION | 15
- RANGE | 1
- SPECIAL | Cure adjacent ally of all status affects.
- EXP VALUE | 23
- COST | 205
- Bulwark -- 𒀉
- MIGHT | 2 (As Melee)
- ACCURACY | 70 (As Melee)
- WEIGHT | 6
- CONDITION | 6
- RANGE | 1
- SPECIAL | Increases adjacent ally's defense equal to (SRT/2) the effect decreases by 1 each turn.
- EXP VALUE | 20
- COST | 400
- Protection -- 𒀊
- MIGHT | 0 (As Melee)
- ACCURACY | 75 (As Melee)
- WEIGHT | 3
- CONDITION | 3
- RANGE | 1-3
- SPECIAL | Increases nearby allies within 3 tiles defense equal to (1/3 SRT) effect decreases by 1 per turn.
- EXP VALUE | 25
- COST | 850
- Ward -- 𒀇
- MIGHT | 0 (As Melee)
- ACCURACY | 90 (As Melee)
- WEIGHT | 3
- CONDITION | 10
- RANGE | 1
- SPECIAL | Increases adjacent ally's resistance equal to (SRT/2) the effect decreases by 1 per turn.
- EXP VALUE | 23
- COST | 300
- Barrier -- 𒀋
- MIGHT | 0 (As Melee)
- ACCURACY | 80 (As Melee)
- WEIGHT | 5
- CONDITION | 10
- RANGE | 1-3
- SPECIAL | Increases nearby allies within 3 tiles resistance equal to (1/3 SRT) effect decreases by 1 per turn.
- EXP VALUE | 27
- COST | 750
- Battle Cant -- 𒁈
- MIGHT | 3 (As Melee)
- ACCURACY | 70 (As Melee)
- WEIGHT | 7
- CONDITION | 8
- RANGE | 1-3
- SPECIAL | For the next three turns, allies within 3 tiles including yourself have their MGT, SKI, and SPD increased by 2. But inversely reduced defense.
- EXP VALUE | 22
- COST | 1000
- Oracle -- 𒂭
- MIGHT | 0 (As Melee)
- ACCURACY | 50 (As Melee)
- WEIGHT | 0
- CONDITION | 5
- RANGE | 1
- SPECIAL | You may bear witness to the result of any one roll within the next round. IE; If Lyun attacks the bandit with his Battle Axe, what would the result be? This effect will be resolved before any others.
- EXP VALUE | 30
- COST | 1250
- Warp -- 𒃵
- MIGHT | 0 (As Melee)
- ACCURACY | 80 (As Melee)
- WEIGHT | 3
- CONDITION | 10
- RANGE | SRT/2
- SPECIAL | Teleport adjacent ally up to SRT/2 tiles away.
- EXP VALUE | 20
- COST | 325
- Rescue -- 𒄕
- MIGHT | 1 (As Melee)
- ACCURACY | 90 (As Melee)
- WEIGHT | 2
- CONDITION | 5
- RANGE | SRT/2
- SPECIAL | Teleports a distant ally to a tile adjacent to you.
- EXP VALUE | 25
- COST | 800
- Illumination -- 𒄬
- MIGHT | 2 (As Melee)
- ACCURACY | 85 (As Melee)
- WEIGHT | 2
- CONDITION | 20
- RANGE | 1-SRT/2
- SPECIAL | Reveals area in fog of war. Effect decreases by 1 tile per turn.
- EXP VALUE | 20
- COST | 60
- Dimension Door -- 𒅂
- MIGHT | 1 (As Melee)
- ACCURACY | 70 (As Melee)
- WEIGHT | 0
- CONDITION | 5
- RANGE | SRT/2 - 1
- SPECIAL | Transport yourself and up to one adjacent ally in any orientation to a distant tile.
- EXP VALUE | 25
- COST | 550
- Scatter -- 𒅄
- MIGHT | 2 (As Melee)
- ACCURACY | 75 (As Melee)
- WEIGHT | 4
- CONDITION | 10
- RANGE | SRT/3 - SRTx2
- SPECIAL | May transport any adjacent units as well as yourself to a random location between SRT/3 - SRTx2 tiles. away.
- EXP VALUE | 25
- COST | 655
- Shine -- 𒆦
- MIGHT | 1
- ACCURACY | 75
- WEIGHT | 4
- CONDITION | 20
- RANGE | 1-2
- SPECIAL | A radiant beam of light. (20+SRT%) To blind. (Halved hit rate for two turns.)
- COST | 260
- Word of Zuzu -- 𒈧
- MIGHT | 0 (As Melee)
- ACCURACY | 95 (As Melee)
- WEIGHT | 4
- CONDITION | 7
- RANGE | 1+1/3 SRT
- SPECIAL | 60+SRT% - defender's SPD to encapsulate target in a thick glass sphere leaving them unable to attack or be attacked for two turns. The unit may still move, but two less tiles than usual by rolling the sphere.
- EXP VALUE | 25
- COST | 225
- Reverent Rain -- 𒈩
- MIGHT | 0 (As Melee)
- ACCURACY | 80 (As Melee)
- WEIGHT | 5
- CONDITION | 3
- RANGE | 1
- SPECIAL | The skies open up and gleaming droplets of light shower down from above. All foes without substantial cover above their head automatically receive SRT/2 damage.
- COST | 1550
- Flame -- 𒉓
- MIGHT | 3
- ACCURACY | 90
- WEIGHT | 2
- CONDITION | 20
- RANGE | 1-2
- SPECIAL | A gout of fire erupts from the fingertips.
- COST | 220
- Scorch -- 𒉛
- MIGHT | 2
- ACCURACY | 85
- WEIGHT | 5
- CONDITION | 15
- RANGE | 1-3
- SPECIAL | A focused ray of flame burns a path through a line of three tiles adjacent to you.
- COST | 575
- Bolt -- 𒉯
- MIGHT | 4
- ACCURACY | 85
- WEIGHT | 4
- CONDITION | 15
- RANGE | 1-2
- SPECIAL | A searing spark of lightning
- COST | 345
- Voltaic Waltz -- 𒉹
- MIGHT | 4
- ACCURACY | 75
- WEIGHT | 8
- CONDITION | 6
- RANGE | 1-2
- SPECIAL | A crack of lightning chains through each foe adjacent to the original target, automatically dealing half damage with each pass consecutive pass.
- COST | 875
- Frost -- 𒉼
- MIGHT | 5
- ACCURACY | 70
- WEIGHT | 7
- CONDITION | 12
- RANGE | 1-2
- SPECIAL | Frigid cold grips the target, reducing movement by 4 to a minimum of 1 for two turns.
- COST | 550
- Blade Wind -- 𒊓
- MIGHT | 0
- ACCURACY | 70
- WEIGHT | 6
- CONDITION | 10
- RANGE | 9*
- SPECIAL | An adjacent 3x3 square of tiles are subjected to a blast of razor-like iron shards and strong winds, dealing only 2/3 MND damage.
- COST | 480
- Seep -- 𒊮
- MIGHT | 1
- ACCURACY | 90
- WEIGHT | 3
- CONDITION | 10
- RANGE | 1-3
- SPECIAL | A wave of toxic wind rushes over and chokes a target. (50+MND% - Defender's RES) chance to poison. (1/6 VIT lost per turn. For three turns)
- COST | 220
- Creeping Shade -- 𒊹
- MIGHT | N/A
- ACCURACY | N/A
- WEIGHT | 3
- CONDITION | 8
- RANGE | 1-3
- SPECIAL | A targeted 3x3 square of tiles that encapsulates the area in a deep shadow. Targets within have a 40 - SRT + Caster's MND% chance of being blinded. (Halved hit rate for three turns)
- EXP VALUE | 15
- COST | 650
- Nosferatu -- 𒋓
- MIGHT | 2
- ACCURACY | 80
- WEIGHT | 5
- CONDITION | 15
- RANGE | 1-2
- SPECIAL | A dark word saps away at the Vitality of a target, restoring half of the damage dealt to yours.
- COST | 625
- Meteor -- 𒋻
- MIGHT | 7
- ACCURACY | 70
- WEIGHT | 9
- CONDITION | 3
- RANGE | 3-10
- SPECIAL | A distant foe is assailed by a falling star, adjacent targets receive half of this damage.
- COST | 1285
- Baffle -- 𒎓
- MIGHT | N/A
- ACCURACY | N/A
- WEIGHT | 3
- CONDITION | 12
- RANGE | 1-5
- SPECIAL | (50+MND - Defender's Resistance) Chance to confuse target for three rounds. Their choice of gear will be decided at random by a roll of 1-4. If an empty space is selected, they will do nothing as they stumble in confusion.
- COST | 375
- Slumber -- 𒎈
- MIGHT | N/A
- ACCURACY | N/A
- WEIGHT | 3
- CONDITION | 8
- RANGE | 1-5
- SPECIAL | (50+MND - Defender's Resistance) Chance to put a foe to sleep for three rounds. While sleeping they will be unable to act, or even counterattack. After receiving damage they will awaken.
- EXP VALUE | 20
- COST | 450
- Gloom -- 𒌁
- MIGHT | 8
- ACCURACY | 70
- WEIGHT | 10
- CONDITION | 10
- RANGE | 1-3
- SPECIAL | All units, both friend and foe alike, receive heavy damage as they are steeped in a shadowy murk that drains their Vitality.
- COST | 975
- Swarm -- 𒌩
- MIGHT | 2
- ACCURACY | 85
- WEIGHT | 5
- CONDITION | 13
- RANGE | 1-4
- SPECIAL | A swath of pitch-black locust surround and horrify a foe, harrying them at every step. Reducing their speed by 5. This effect reduces by one per turn.
- COST | 485
- Phase -- 𒍏
- MIGHT | N/A
- ACCURACY | N/A
- WEIGHT | 1
- CONDITION | 5
- RANGE | 1
- SPECIAL | The caster is enveloped in a light refracting field and rendered nearly invisible. Provided there are other allies within a foe's potential range, they will not target the phased caster.
- EXP VALUE | 18
- COST | 360
- Blink -- 𒍱
- MIGHT | N/A
- ACCURACY | N/A
- WEIGHT | 1
- CONDITION | 10
- RANGE | MND
- SPECIAL | The Mystic warps themself to a tile within range and immediately chooses a different piece of equipment to use. After which they return to their original location.
- EXP VALUE | 20
- COST | 485
- Slicing Wind -- 𒍭
- MIGHT | -1
- ACCURACY | 92
- WEIGHT | 1
- CONDITION | 35
- RANGE | 1-3
- SPECIAL | A swift blade of air cuts its way through an opponent, lacerating as it goes.
- COST | 130
- Flux -- 𒊶
- MIGHT | 7
- ACCURACY | 75
- WEIGHT | 5
- CONDITION | 15
- RANGE | 1-2
- SPECIAL | The Mystic whispers a single word their target is crushed on all sides by solidified shadow.
- COST | 300
All characters begin play with their choice of two traits from the following list. Some of which bear prerequisites. Every fifth level you may select a trait that falls under the 'Utility' section. Every tenth level when your character thematically changes title, you may select one existing trait to swap out for another.
BURGLARY -- Can steal gear not currently equipped from an adjacent enemy unit. Provided your speed or skill is greater than theirs.
LOCKSMITH -- Can open non-magically sealed doors and chests without the required item.
TRAPSMITH -- Disarms any trap this unit lands on.
NOSE TO THE GRINDSTONE -- Between chapters this unit may allocate and repair 10 + LEVEL/2 condition to weapons or armor so long as they are purchasable in the shop. It costs twice as much of these points to allocate toward a weapon not purchasable in order to increase its condition.
INSPIRATIONAL -- Allied units within 3 spaces get +10 Hit/Avoid during the phase you take the 'Wait' command.
MIRACLE -- 3xLCK% chance of lethal attacks reducing you to one VIT rather than zero. Only effective when above 1 VIT
SMITE -- Command, when used shoves the target 1 tile away. Plus an additional 1 tile for every two points of MGT above target's.
CELERITY -- Movement +2.
PROVOKE -- Enemies are more likely to attack this unit.
SHADE -- Enemies are less likely to attack this unit.
MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, or using an item. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety.
SELFLESS SHIELD -- This character may rescue other units without being mounted and gains +3 Defense while doing so.
DESERT GUARDIAN -- No penalties on desert tiles. +20 Avoidance when defending from desert tiles.
HUNTER'S UPBRINGING -- No penalties on forest tiles. +10 Hit rate +2 MGT when attacking from or into forest tiles.
ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
GRACEFUL SAVIOR -- No penalties for carrying another unit. Requirement: Rescue
FORCE OF WILL -- MND + SPIRIT + 1/2 LEVEL% more likely to resist Sleep, Silence, and Berserk statuses.
CLEAN GETAWAY -- +1 Movement, may use remaining movement after opening a door, opening a chest, stealing or using an item.
WEAPON FAMILIARITY -- Effective weapon weight is reduced by one for each relevant weapon rank above E.
QUICK LEARNER -- 2xSKI% + 25 Chance to gain double mastery points with a successful attack. Unable to swap this skill out at title change.
DEEP POCKETS -- Character may hold an additional three pieces of equipment.
UNTAPPED POTENTIAL -- Gain 20% more statistical growth rate to allocate as you wish. Unable to swap this skill out at title change.
REPOSITION -- Unit can swap an adjacent allied unit to the opposite side of them during a movement.
TAG-IN -- Unit can trade places with an adjacent allied unit during a movement.
DRAW BACK -- Unit can move itself and an adjacent unit 1 tile backward during a movement.
RALLY -- Select a stat when you gain this trait. You are granted access to the 'Rally' command, by which you increase the chosen statistic of an adjacent ally by 5 until the end of your next turn.
SCAVENGER -- When a chapter ends, this unit has 3xLUCK% chance to loot valuables in the area. Item found can be one of three (coins, equipment, consumable)
MOMENTUM -- Character gain 1 MGT and 1 SPD for every 2 Tiles traversed towards a foe for the first attack of that combat.
MYSTICAL MUSING -- Between chapters this unit may work on writing a mysticism tome. They allocate MND+1 condition to the tome for each session of work, completing it once they reach its full condition number. 1 tome per chapter maximum
DEMOLISHER -- This unit can destroy obstacles with a single attack, and may attack tiles that otherwise would not be able to be destroyed by those without this trait. Gains 15xp
TUTORING -- This unit is granted access to the 'Tutor' command, by which they help an adjacent ally, allowing them to gain 50% more XP for their next action.
REGROUP -- Allied units gain +2 MOV when approaching this unit during turns in which it hasn't moved nor attacked.
BARGAIN -- Unit can buy one item for half it's listed price per chapter.
COMMUNAL HEALING -- Whenever using a healing spell, you can also heal yourself for 1/4 of the restored HP.
DIRE PARRY -- Level/2 + 5% chance to negate all physical damage. 20% maximum
KINK IN THE ARMOR -- Level + 20% chance to ignore target's DEF.
SILENCER -- Level/2 + 10% chance to automatically kill the target by physical attack. Checked once per battle engagement.
FOCUSED STRIKE -- Level*1.5 + 25% chance to automatically hit the target.
SLAYER -- Weapon always effective against monster units regardless of weapon used.
BATTLE FURY -- MGT increased by 1/3 and DEFENSE by 3 when VIT is below 50%
FINAL GAMBIT -- Always attacks first when VIT is below 25%.
ALACRITY -- Level + 1/2 SKI +5% chance of delivering an additional attack.
THE BLACK WORD -- Level + MND + SRT + 10% Chance to recover half physical damage dealt.
MYSTIC VIGOR -- Restores 1/10 VIT at the beginning of each player phase.
RIPOSTE -- SKL/2 +20% to return half damage to opponent when physically hit, provided you could counter attack as normal.
PAIRITY -- Negates both battle participants' skills, terrain bonuses and supports.
GAMBLE -- Command, when used, unit attacks with their Hit Rate halved and Critical Rate doubled.
DAUNT -- -10 Hit/Critical Rates to enemies within 3 tiles.
BODYGUARD -- When adjacent to a Mystic or Theurg of rank-C or higher, gain +2 MGT, +2 DEF, AND +10 Hit Rate.
JUGGERNAUT -- After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible.
HURRICANE -- If this unit is attacking and preforms a double attack, both attacks will occur before the enemy can counterattack.
PROPER INCENTIVE -- +1 Critical Rate for every 200 Aurums the army has.
CHIVALRY -- +1/4 MGT if fighting a unit with full VIT.
UNSPEAKABLE ACT -- Grants access to the Grave Magick class of spells.
DIVINE SPEAKER -- After study, you have learned the structure of the Language of the Gods. Grants access to Theurgy incantations to a proficiency of E-Rank.
ARCANE WORDSMITH -- You've reached beyond the divine grammar laid out for man. Grants access to Mystic incantations to a proficiency of E-Rank.
INDOMITABLE -- Character permanently gains +7 VIT.
UNYIELDING -- If this unit uses the Wait command, gain +5 DEF until the start of the next turn
SLIPPERY -- If this unit uses the Wait command, gain +15 Avoid until the start of the next turn
FEINT -- Skill + 10% Chance of negating an opponent's counterattack.
CLOSE ENCOUNTER -- You may counterattack with ranged weapons such as bows even while adjacent.
UNTETHERED -- While having no weapons equipped, this unit gains +15 AVO
REVENGE -- This unit gains +2 MGT, +2 SPD, +2 DEF, +10 AVO, +5 CRIT for one turn after an adjacent ally has died
LAST MAN STANDING -- This unit gains +5 DEF, +15 AVO when it's the last one remaining on its side.
SHIELD WALL -- Unit gains +1 DEF for each adjacent ally.
PHALANX -- Unit gains +1 MGT for each adjacent ally.
FEAR OF THE GODS -- When Scoring a critical hit with Theurgy or Mysticism Magic, all enemies within 3 tiles of the target cannot move on their following turn.
DANGEROUS SORCERY -- When damaging an enemy with Theurgy or Mysticism Magic, all adjacent units (Allies and Enemies) take 1/2 the weapon's Might in damage (rounded up)
HASTENED SPELL -- When attacking with a tome or staff, the user gains +3 SPD and -15 ACC.
-- UTILITY --
BURGLARY -- Can steal gear not currently equipped from an adjacent enemy unit. Provided your speed or skill is greater than theirs.
LOCKSMITH -- Can open non-magically sealed doors and chests without the required item.
TRAPSMITH -- Disarms any trap this unit lands on.
NOSE TO THE GRINDSTONE -- Between chapters this unit may allocate and repair 10 + LEVEL/2 condition to weapons or armor so long as they are purchasable in the shop. It costs twice as much of these points to allocate toward a weapon not purchasable in order to increase its condition.
INSPIRATIONAL -- Allied units within 3 spaces get +10 Hit/Avoid during the phase you take the 'Wait' command.
MIRACLE -- 3xLCK% chance of lethal attacks reducing you to one VIT rather than zero. Only effective when above 1 VIT
SMITE -- Command, when used shoves the target 1 tile away. Plus an additional 1 tile for every two points of MGT above target's.
CELERITY -- Movement +2.
PROVOKE -- Enemies are more likely to attack this unit.
SHADE -- Enemies are less likely to attack this unit.
MOUNTED -- This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking, rescuing, or using an item. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety.
SELFLESS SHIELD -- This character may rescue other units without being mounted and gains +3 Defense while doing so.
DESERT GUARDIAN -- No penalties on desert tiles. +20 Avoidance when defending from desert tiles.
HUNTER'S UPBRINGING -- No penalties on forest tiles. +10 Hit rate +2 MGT when attacking from or into forest tiles.
ALTITUDE CONDITIONING -- Reduced movement penalty to 2 on mountain tiles. +3 Defense when defending from mountain tiles.
GRACEFUL SAVIOR -- No penalties for carrying another unit. Requirement: Rescue
FORCE OF WILL -- MND + SPIRIT + 1/2 LEVEL% more likely to resist Sleep, Silence, and Berserk statuses.
CLEAN GETAWAY -- +1 Movement, may use remaining movement after opening a door, opening a chest, stealing or using an item.
WEAPON FAMILIARITY -- Effective weapon weight is reduced by one for each relevant weapon rank above E.
QUICK LEARNER -- 2xSKI% + 25 Chance to gain double mastery points with a successful attack. Unable to swap this skill out at title change.
DEEP POCKETS -- Character may hold an additional three pieces of equipment.
UNTAPPED POTENTIAL -- Gain 20% more statistical growth rate to allocate as you wish. Unable to swap this skill out at title change.
REPOSITION -- Unit can swap an adjacent allied unit to the opposite side of them during a movement.
TAG-IN -- Unit can trade places with an adjacent allied unit during a movement.
DRAW BACK -- Unit can move itself and an adjacent unit 1 tile backward during a movement.
RALLY -- Select a stat when you gain this trait. You are granted access to the 'Rally' command, by which you increase the chosen statistic of an adjacent ally by 5 until the end of your next turn.
SCAVENGER -- When a chapter ends, this unit has 3xLUCK% chance to loot valuables in the area. Item found can be one of three (coins, equipment, consumable)
MOMENTUM -- Character gain 1 MGT and 1 SPD for every 2 Tiles traversed towards a foe for the first attack of that combat.
MYSTICAL MUSING -- Between chapters this unit may work on writing a mysticism tome. They allocate MND+1 condition to the tome for each session of work, completing it once they reach its full condition number. 1 tome per chapter maximum
DEMOLISHER -- This unit can destroy obstacles with a single attack, and may attack tiles that otherwise would not be able to be destroyed by those without this trait. Gains 15xp
TUTORING -- This unit is granted access to the 'Tutor' command, by which they help an adjacent ally, allowing them to gain 50% more XP for their next action.
REGROUP -- Allied units gain +2 MOV when approaching this unit during turns in which it hasn't moved nor attacked.
BARGAIN -- Unit can buy one item for half it's listed price per chapter.
COMMUNAL HEALING -- Whenever using a healing spell, you can also heal yourself for 1/4 of the restored HP.
-- BATTLE --
DIRE PARRY -- Level/2 + 5% chance to negate all physical damage. 20% maximum
KINK IN THE ARMOR -- Level + 20% chance to ignore target's DEF.
SILENCER -- Level/2 + 10% chance to automatically kill the target by physical attack. Checked once per battle engagement.
FOCUSED STRIKE -- Level*1.5 + 25% chance to automatically hit the target.
SLAYER -- Weapon always effective against monster units regardless of weapon used.
BATTLE FURY -- MGT increased by 1/3 and DEFENSE by 3 when VIT is below 50%
FINAL GAMBIT -- Always attacks first when VIT is below 25%.
ALACRITY -- Level + 1/2 SKI +5% chance of delivering an additional attack.
THE BLACK WORD -- Level + MND + SRT + 10% Chance to recover half physical damage dealt.
MYSTIC VIGOR -- Restores 1/10 VIT at the beginning of each player phase.
RIPOSTE -- SKL/2 +20% to return half damage to opponent when physically hit, provided you could counter attack as normal.
PAIRITY -- Negates both battle participants' skills, terrain bonuses and supports.
GAMBLE -- Command, when used, unit attacks with their Hit Rate halved and Critical Rate doubled.
DAUNT -- -10 Hit/Critical Rates to enemies within 3 tiles.
BODYGUARD -- When adjacent to a Mystic or Theurg of rank-C or higher, gain +2 MGT, +2 DEF, AND +10 Hit Rate.
JUGGERNAUT -- After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible.
HURRICANE -- If this unit is attacking and preforms a double attack, both attacks will occur before the enemy can counterattack.
PROPER INCENTIVE -- +1 Critical Rate for every 200 Aurums the army has.
CHIVALRY -- +1/4 MGT if fighting a unit with full VIT.
UNSPEAKABLE ACT -- Grants access to the Grave Magick class of spells.
DIVINE SPEAKER -- After study, you have learned the structure of the Language of the Gods. Grants access to Theurgy incantations to a proficiency of E-Rank.
ARCANE WORDSMITH -- You've reached beyond the divine grammar laid out for man. Grants access to Mystic incantations to a proficiency of E-Rank.
INDOMITABLE -- Character permanently gains +7 VIT.
UNYIELDING -- If this unit uses the Wait command, gain +5 DEF until the start of the next turn
SLIPPERY -- If this unit uses the Wait command, gain +15 Avoid until the start of the next turn
FEINT -- Skill + 10% Chance of negating an opponent's counterattack.
CLOSE ENCOUNTER -- You may counterattack with ranged weapons such as bows even while adjacent.
UNTETHERED -- While having no weapons equipped, this unit gains +15 AVO
REVENGE -- This unit gains +2 MGT, +2 SPD, +2 DEF, +10 AVO, +5 CRIT for one turn after an adjacent ally has died
LAST MAN STANDING -- This unit gains +5 DEF, +15 AVO when it's the last one remaining on its side.
SHIELD WALL -- Unit gains +1 DEF for each adjacent ally.
PHALANX -- Unit gains +1 MGT for each adjacent ally.
FEAR OF THE GODS -- When Scoring a critical hit with Theurgy or Mysticism Magic, all enemies within 3 tiles of the target cannot move on their following turn.
DANGEROUS SORCERY -- When damaging an enemy with Theurgy or Mysticism Magic, all adjacent units (Allies and Enemies) take 1/2 the weapon's Might in damage (rounded up)
HASTENED SPELL -- When attacking with a tome or staff, the user gains +3 SPD and -15 ACC.
ACCURACY = SKILL*2 + LUCK/2
AVOIDANCE = SPEED + LUCK + 1/3SKILL - WEIGHT
HIT RATE = ATTACKER'S (WEAPON ACCURACY + ACCURACY) - DEFENDER'S AVOIDANCE
RESISTANCE = SPIRIT + 1/3MIND
PHYSICAL DAMAGE = ATTACKER'S MIGHT + WEAPON'S MIGHT - DEFENDER'S DEFENSE.
MAGICKAL DAMAGE = ATTACKER'S MIND or SPIRIT + SPELL'S MIGHT - DEFENDER'S RESISTANCE.
CRITICAL RATE = ATTACKER'S SKILL/2 + WEAPON CRIT + BONUS - DEFENDER'S LUCK.
DOUBLE ATTACK if ATTACKER'S SPEED - WEIGHT is > DEFENDER'S SPEED - WEIGHT by 5.
EXPERIENCE WITHOUT DEFEATING FOE = DAMAGE DEALT * DEFENDER'S EXP RATE
EXPERIENCE BY DEFEATING FOE = DEFENDER'S (VIT*2) * DEFENDER'S EXP RATE
EXPERIENCE WHEN DEALING ZERO DAMAGE = 1
EXPERIENCE WHEN RECEIVING DAMAGE = DAMAGED RECEIVED/3 + 1
EXPERIENCE WHEN HEALING = HEALING DONE * 1.5
EXPERIENCE ON NON-DAMAGING MAGIC USE = SPELL'S EXP VALUE - UNIT'S LEVEL/3 TO A MINIMUM OF 1
EXPERIENCE THRU THIEVERY (Stealing, Unlocking Doors, Chests etc.) = 15
EXPERIENCE WHEN ATTACKING/DESTROYING AN OBSTACLE = 1
AVOIDANCE = SPEED + LUCK + 1/3SKILL - WEIGHT
HIT RATE = ATTACKER'S (WEAPON ACCURACY + ACCURACY) - DEFENDER'S AVOIDANCE
RESISTANCE = SPIRIT + 1/3MIND
PHYSICAL DAMAGE = ATTACKER'S MIGHT + WEAPON'S MIGHT - DEFENDER'S DEFENSE.
MAGICKAL DAMAGE = ATTACKER'S MIND or SPIRIT + SPELL'S MIGHT - DEFENDER'S RESISTANCE.
CRITICAL RATE = ATTACKER'S SKILL/2 + WEAPON CRIT + BONUS - DEFENDER'S LUCK.
DOUBLE ATTACK if ATTACKER'S SPEED - WEIGHT is > DEFENDER'S SPEED - WEIGHT by 5.
EXPERIENCE WITHOUT DEFEATING FOE = DAMAGE DEALT * DEFENDER'S EXP RATE
EXPERIENCE BY DEFEATING FOE = DEFENDER'S (VIT*2) * DEFENDER'S EXP RATE
EXPERIENCE WHEN DEALING ZERO DAMAGE = 1
EXPERIENCE WHEN RECEIVING DAMAGE = DAMAGED RECEIVED/3 + 1
EXPERIENCE WHEN HEALING = HEALING DONE * 1.5
EXPERIENCE ON NON-DAMAGING MAGIC USE = SPELL'S EXP VALUE - UNIT'S LEVEL/3 TO A MINIMUM OF 1
EXPERIENCE THRU THIEVERY (Stealing, Unlocking Doors, Chests etc.) = 15
EXPERIENCE WHEN ATTACKING/DESTROYING AN OBSTACLE = 1
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