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Realm of Siphoreus, a world shattered by ancient, disastrous magic. The world is torn, split into many floating continents over the Ether Oceans, while the Ocean once held water, it now is a swirling mass of pure magic, Ether, disastrous to venture through, and always lethal to all but the greatest and most resistant of creatures.
The world is shattered, as is its many races and factions, for thousands of years this have been the state of the world, where people need to travel through teleportation portals to reach others. No one, not even the oldest of books or scholars, knows what races are still alive, whom that have perished, and what more insidious, unspeakable horrors that might've risen from the Ethery Depths of the oceans.
This, is where it begins. The tale of factions, kingdoms or even nations, fighting each other in small skirmishes, trying to take control of as much land as possible, to feed their people. Some factions even seek peace and negotiation, Yet all holds a certain degree of respect for each other, for it is a harsh world to live in, and an even harsher one to fight in.
=Briefing=
Realm of Siphoreus is a Turn Based Strategy Forum RPG(TBSFRPG), Where Players creates their own factions to fight as, and for, Anyone may come and create a faction, for the Realm holds many races, both old and new, revealed and secret. The Technology varies, but it is never greater than a Steampunk level, Clockworks and Steampower and the like.
... And there, RK's creative juices went dry, Have fun. =p
=FACTION STARTING RESOURCES=
5000g
2 Free Production Buildings(Non-Upgradeable)
1 Free Guild Building
2 Free Lesser Buildings of "Housing" Type
=MASSIVE YAMMING WALL OF YAMMING TEXT=
|>UNIT TEMPLATE<|
=NAME(XXXg Cost)=
Being: Sex/Gender (Optional)
Appearance: (Optional)
Background: (Optional)
LvL:
HP:
Weapon1: XDMG
Weapon2: (Optional)
Spell1: (Optional)
Spell2: (Optional)
Resistances:
Avoidances: X Melee, X Ranged, X Physical, X Magical
|>RACE CREATION<|
Note: Race Cost does -not- take into account the cost of Equipment or such.
=NORMAL RACE=
HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 0g
Max Cost: 500g
=LARGE RACE=
HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 400g
Max Cost: 800g
=HUGE RACE=
HP: 200
HP/LvL: 10
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 800g
Max Cost: 1400g
=GARGANT MONSTER=
HP: 500
HP/LvL-Up: 50
MelDMG/LvL: 10
RanDMG/LvL: 10
MagDMG/LvL: 10
Pick 1 Form of Weapon:
Monstrous Melee: 250 PHYSICAL Damage
Monstrous Ranged: 150 PHYSICAL Damage
Monstrous Breath: 100 ELEMENTAL Damage
Base Cost: 500g
Minimum Cost: 1000g
Max Cost: 2500g
Flight
Cost: 200g for Normal, 300g for Large, 400g for Huge, 500g for Gargant
Effect: Grants use of "Flight" Commands.
Max Picks: 1 for Normal & Gargant
Hardiness(100g per Pick)
Effect: +50HP Base per Pick
Max Picks: 4 for Normal, 6 for Large, 10 for Huge, 15 for Gargant
Toughness(30g per Pick)
Effect: +5HP/LvL-Up per Pick
Max Picks: 2 for Normal, 3 for Large, 5 for Huge, 10 for Gargant
Strenght(30g per Pick)
Effect: +1 MelDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Accuaracy(30g per Pick)
Effect: +1 RanDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Sorcery(30g per Pick)
Effect: +1 MagDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Mysticism(30g per Pick)
Effect: +1 Healing/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Slashing Resistance(100g per Pick)
Effect: +10% Slashing Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Piercing Resistance(100g per Pick)
Effect: +10% Piercing Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Blunt Resistance(100g per Pick)
Effect: +10% Blunt Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Physical Resistance(250g)
Effect: +10% Physical Resistance
Max Picks: 1 for all Sizes
Fire Resistance(75g per Pick)
Effect: +10% Fire Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Frost Resistance(75g per Pick)
Effect: +10% Frost Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Storm Resistance(75g per Pick)
Effect: +10% Storm Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Acid Resistance(75g per Pick)
Effect: +10% Acid Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Magical Resistance(500g)
Effect: +20% Magical Resistance
Max Picks: 1 for All Sizes
Melee Avoid(80g)
Effect: +1 Melee Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant
Ranged Avoid(80g)
Effect: +1 Physical Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant
Physical Avoid(120g)
Effect: +1 Physical Avoid Use
Max Picks: 2 for Normal, Large and Huge, 0 for Gargant
Magical Avoid(150g)
Effect: +1 Magic Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant
|>UNIT CLASSES<|
Note: When picking a class, you get to choose 2 Arms(Melee Weapons, Ranged Weapons, Shields, specific picks of them), And 1 Armor type(Specific pick), And that is then the Class for your Faction.
=<NORMAL CLASSES>=
=SERGEANT=
Health Points: +100
HP/LvL-Up: +10
MelDMG/LvL-Up: +2
RanDMG/LvL-Up: +2
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Medium & Light Armor, Light Shields, All Emblems
Special: Has 1 Emblem Slot
=BANNER BEARER=
Proficiencies: Light Ranged Weapons, Light Armor, All Banners
Special: Has 1 Banner Slot
=SOLDIER=
Health Points: +200
HP/LvL-Up: +20HP
MelDMG/LvL-Up: +3
+2 Melee Avoids
Proficiencies: Large & Medium Melee Weapons, Heavy & Medium Armor, Heavy & Light Shields
=MARKSMAN=
Health Points: +50
HP/LvL-Up: +5HP
RanDMG/LvL-Up: +3
MelDMG/LvL-Up: +1
+1 Melee Avoid
+1 Ranged Avoid
Proficiencies: Heavy & Light Ranged Weapons, Small Melee Weapons, Light & Medium Armor
=MAGICIAN=
MagDMG/LvL-Up: +3
+3 Magic Avoids
Proficiencies: Heavy & Light Staves, Small Melee Weapons, Heavy & Light Robes, Greater & Lesser Direct Damage & Area Damage Scrolls
Special: Has 3 Scroll Slots
=CLERIC=
Health Points: +100
HP/LvL-Up: +5HP
Healing/LvL-Up: +4
MelDMG/LvL-Up: +1
+2 Magic Avoids
+1 Melee Avoid
Proficiencies: Heavy & Light Staves, Medium & Small Melee Weapons, Greater & Lesser Healing & Buff Scrolls, Light & Medium Armor, Heavy & Light Robes, Light Shields
Special: Has 3 Scroll Slots
=ROGUE=
Health Points: +100
HP/LvL-Up: +5
MelDMG/LvL-Up: +3
RanDMG/LvL-Up: +1
+4 Melee Avoids
+2 Ranged Avoids
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Can Dual-Wield Small Weapons, Medium & Light Armor
=<LARGE CLASSES>=
=LARGE SOLDIER=
Health Points: +250
HP/LvL-Up: +25HP
MelDMG/LvL-Up: +5
Proficiencies: Giant & Large Melee Weapons, Heavy & Medium Armor, All Shields
=LARGE MARKSMAN=
Health Points: +100
HP/LvL-Up: +10HP
RanDMG/LvL-Up: +4
MelDMG/LvL-Up: +2
Proficiencies: Giant Ranged Weapons, Medium Melee Weapons, Medium & Large Armor
=LARGE MAGICIAN=
MagDMG/LvL-Up: +4
+1 Magic Avoids
Proficiencies: Giant Staves, All Robes, Greater & Elder Direct Damage & Area Damage Scrolls
Special: Has 2 Scroll Slots
=<HUGE CLASSES>=
=HUGE SOLDIER=
Health Points: +300
HP/LvL-Up: +30HP
MelDMG/LvL-Up: +8
Proficiencies: Huge & Giant Melee Weapons, Heavy & Medium Armor, All Shields
|>BUILDINGS<|
Note: Services includes Recruitment of a Faction Unit, Enhancing, Enchanting, Race Temple(AKA Allows an additional Race to be recruited in the Faction)
=PRODUCTION/RECRUITMENT BUILDING=
Health:
Resistance:
Produces:
Service:
A building costs 3000g to Build.
A Building have 1000HP, 75% Slashing & Piercing Resistance, and 25% Blunt Resistance.
A building can have 1 of these setups:
3 Items Produced & 1 Service
5 Items Produced & 0 Service
0 Items Produced & 2 Services
Services Includes: Enhancing, Enchtanting, Recruitment of 1 Class
Extra Item Produced: +250g. Max 3 Times.
Extra Service: +500g. Max 1 Time.
Extra 250HP: +500g. Max 4 Times.
Extra +5% Physical Resistance: 250g, Max 2 Times.
|SPECIALITY BUILDINGS|
=LESSER BUILDING(500g Cost)=
Health: 400HP
Resistance: 50% Slashing & Piercing Resistance
Service: 1 Choice of These
Housing: Adds +4 to Max Unit Cap
Commerce: Adds +100g to Weekly Income.
=GUILD(2000g Cost)=
Health: 800HP
Resistance: 50% Slashing & Piercing Resistance
Service: 1 Choice of these:
Mercenary Guild: May sell units to other Factions/Players, Max 1.
Traders Guild: +5% Gold gained from Weekly Income & Battles, Max 4.
Craftmans Guild: -5% Gold Cost of Produced Items, Max 4.
=GREATER BUILDING(5000g Cost)=
Health: 2000HP
Resistance: 80% Slashing & Piercing Resistance, 30% Blunt Resistance
Service: 1 Choice of these:
Ether Spire: +20% Magic Damage & Magic Resistance to all Friendly Troops/Buildings during City Raid.
Relic Temple: Allows Faction Relic.
|>BATTLE RULES<|
Note: Well, Not so fleshed out, but perhaps it can give a vague idea...
Fights are made in "Fields" of differing sizes, depending on how many the players wants it to be:
=Example: 2x3=
[_][_]-[_][_]
[_][_]-[_][_]
[_][_]-[_][_]
=Battle Phase=
Defense Phase: Can use Avoid, Guard or Protect actions here.
Action Phase: Can use Action, Relocate or Items here.
End Phase: Update stats of units accordingly to battle events, next players turn afterwards.
Action: Uses an Armament to Attack, Heal, Buff or Debuff
Guard: Lowers Damage Recieved this turn by 50% after Damage resistance.
Protect: Front Row Only, Unit takes Non-Area Damage that otherwise would affect the Unit behind them on the Back Row.
Relocate: Unit moves 1 Square this turn.
=Skirmish=
Defeated units are -NOT- Permanently Slain.
Winner: 200g Reward, +1XP to all Units
Loser: 100g Reward
A Team gains 10% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 120g at the end of the battle.
=Arena=
Defeated units are PERMANENTLY Slain.
Winner: 1000g Reward, +5XP to all Surviving Units
Loser: 200g Reward
A Team gains 30% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 360g at the end of the battle.
|>WEAPONS, ARMS AND ARMOR<|
Note1: Armor/Shields costs extra 50% Gold when being made for a Large Race, and 150% more for Huge Races.
Note2: When creating equipment, players themselves may explain what kind of weapon it is.
Example1: "Heavy Blunt Ranged" can be a Big Rock incase of a Troll Race, or a Musket Rifle incase of other races(That is, if using round iron balls as ammo).
Example2: "Medium Slashing Melee" can either be a normal Longsword for one Player, or a Katana for a second player, or a Jagged Spiky Cutting Thing for Uruk-hai Races.
Huge Melee: 200 PHYSICAL Damage, 300g
Giant Melee: 150 PHYSICAL Damage, 200g
Large Melee: 100 PHYSICAL Damage, 100g
Medium Melee: 40 PHYSICAL Damage, 60g
Small Melee: 20 PHYSICAL Damage, 30g
Giant Ranged: 60 PHYSICAL Damage, 120g
Heavy Ranged: 40 PHYSICAL Damage, 80g
Light Ranged: 20 PHYSICAL Damage, 40g
Giant Staff: +50% Magical Damage & Healing Effect. 500g
Heavy Staff: +50% Magical Damage & Healing Effect. 300g
Light Staff: +25% Magical Damage & Healing Effect. 100g
Elder Direct Damage Scroll: 80 ELEMENT Damage, 300g
Greater Direct Damage Scroll: 60 ELEMENT Damage, 150g
Lesser Direct Damage Scroll: 40 ELEMENT Damage, 80g
Elder Direct Damage Scroll: 40 ELEMENT Damage, 300g
Greater Area Damage Scroll: 30 ELEMENT Damage, 150g
Lesser Area Damage Scroll: 20 ELEMENT Damage, 80g
Greater Direct Healing Scroll: 100 Healing, 150g
Lesser Direct Healing Scroll: 60 Healing, 80g
Greater Area Healing Scroll: 50 Healing, 150g
Lesser Area Healing Scroll: 30 Healing, 80g
Greater Attack Buff Scroll: +50% Attack Damage to 1 Ally for 1 Turn, 150g
Lesser Attack Buff Scroll: +25% Attack Damage to 1 Ally for 1 Turn, 80g
Greater Defense Buff Scroll: +40% Universal Resistance to 1 Ally for 1 Turn, 200g
Lesser Defense Buff Scroll: +20% Universal Resistance to 1 Ally for 1 Turn, 100g
Emblem of Assault: +10% Damage to all Allied Units, Doesn't Stack, 200g
Emblem of Defense: +5% Universal Resistance to all Allied Units, Doesn't Stack, 200g
Emblem of Longveity: +2% Regeneration to all Allied Units, Doesn't Stack, 200g
Banner of Assault: +20% Damage to surrounding units, Doesn't Stack, 200g.
Banner of Defense: +10% Universal Resistance to surrounding units, Doesn't Stack, 200g.
Emblem of Longveity: +5% Regeneration to surrounding units, Doesn't Stack, 200g.
Heavy Armor: 40% Slashing Resistance, 200g
Medium Armor: 15% Slashing & Piercing Resistance, 100g
Light Armor: 20% Blunt Resistance, 50g
Heavy Robes: 25% Magic Resistance, 20% Slashing Resistance, 150g
Light Robes: 50% Magic Resistance, 80g
Heavy Shield: +10% Physical Resistance, +4 Physical Avoids, 150g
Light Shield: +5% Physical Resistance, +2 Physical Avoids, 50g
|>ENCHANTING & ENHANCING<|
Note: 1 Item can have 1 Enchantment and 1 Enhancement.
=ENCHANTING=
Huge Enchantment: Huge Melee Weapons Deals +100 ELEMENT Damage. Costs 500g
Giant Enchantment: Giant Melee Weapons deals +50 ELEMENT Damage. Costs 250g
Large Enchantment: Large Melee Weapon deals +40 ELEMENT Damage. Costs 200g
Medium Enchantment: Medium Melee Weapon deals +20 ELEMENT Damage. Costs 100g
Small Enchantment: Small Melee Weapon deals +10 ELEMENT Damage. Costs 50g
Giant Enchantment: Giant Ranged Weapon deals +30 ELEMENT Damage. Costs 300g
Heavy Enchantment: Heavy Ranged Weapon deals +20 ELEMENT Damage. Costs 200g
Light Enchantment: Light Ranged Weapon deals +10 ELEMENT Damage. Costs 50g
Greater Weapon Bane: +20% PHYSICAL Resistance to Armor. Costs 200g
Lesser Weapon Bane: +10% PHYSICAL Resistance to Armor. Costs 100g
Greater Steelbane: +20% Physical Resistance to Armor. Costs 500g
Lesser Steelbane: +10% Physical Resistance to Armor. Costs 250g
Greater Elemental Bane: +20% ELEMENTAL Resistance to Armor. Costs 150g
Lesser Elemental Bane: +10% ELEMENTAL Resistance to Armor. Costs 75g
Greater Spellbane: +20% Magic Resistance to Armor. Costs 500g
Lesser Spellbane: +10% Magic Resistance to Armor. Costs 250g
Greater Spellshield: +2 Magic Avoid to Shield. 200g
Lesser Spellshield: +1 Magic Avoid to Shield. 100g
=ENHANCING=
Weapon Mastercraft: Reduces Resistance VS Enhanced Weapon by a flat 20%. Costs 200g
Heavy Armor Mastercraft: +25% Piercing Resistance. Costs 200g
Medium Armor Mastercraft: +10% Slashing, Piercing & Blunt Resistance. Costs 200g
Light Armor Mastercraft: +10% Blunt Resistance, +20% Slashing Resistance. Costs 200g
Heavy Robe Mastercraft: +15% Magic Resistance, +10% Slashing Resistance. Costs 200g
Light Robe Mastercraft: +25% Magic Resistance. Costs 200g
Shield Mastercraft: +1 Physical Avoid. Costs 100g
The world is shattered, as is its many races and factions, for thousands of years this have been the state of the world, where people need to travel through teleportation portals to reach others. No one, not even the oldest of books or scholars, knows what races are still alive, whom that have perished, and what more insidious, unspeakable horrors that might've risen from the Ethery Depths of the oceans.
This, is where it begins. The tale of factions, kingdoms or even nations, fighting each other in small skirmishes, trying to take control of as much land as possible, to feed their people. Some factions even seek peace and negotiation, Yet all holds a certain degree of respect for each other, for it is a harsh world to live in, and an even harsher one to fight in.
=Briefing=
Realm of Siphoreus is a Turn Based Strategy Forum RPG(TBSFRPG), Where Players creates their own factions to fight as, and for, Anyone may come and create a faction, for the Realm holds many races, both old and new, revealed and secret. The Technology varies, but it is never greater than a Steampunk level, Clockworks and Steampower and the like.
... And there, RK's creative juices went dry, Have fun. =p
=FACTION STARTING RESOURCES=
5000g
2 Free Production Buildings(Non-Upgradeable)
1 Free Guild Building
2 Free Lesser Buildings of "Housing" Type
=MASSIVE YAMMING WALL OF YAMMING TEXT=
|>UNIT TEMPLATE<|
=NAME(XXXg Cost)=
Being: Sex/Gender (Optional)
Appearance: (Optional)
Background: (Optional)
LvL:
HP:
Weapon1: XDMG
Weapon2: (Optional)
Spell1: (Optional)
Spell2: (Optional)
Resistances:
Avoidances: X Melee, X Ranged, X Physical, X Magical
|>RACE CREATION<|
Note: Race Cost does -not- take into account the cost of Equipment or such.
=NORMAL RACE=
HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 0g
Max Cost: 500g
=LARGE RACE=
HP: 100
HP/LvL: 5
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 400g
Max Cost: 800g
=HUGE RACE=
HP: 200
HP/LvL: 10
MelDMG/LvL: 1
RanDMG/LvL: 1
MagDMG/LvL: 1
Healing/LvL: 1
Minimum Cost: 800g
Max Cost: 1400g
=GARGANT MONSTER=
HP: 500
HP/LvL-Up: 50
MelDMG/LvL: 10
RanDMG/LvL: 10
MagDMG/LvL: 10
Pick 1 Form of Weapon:
Monstrous Melee: 250 PHYSICAL Damage
Monstrous Ranged: 150 PHYSICAL Damage
Monstrous Breath: 100 ELEMENTAL Damage
Base Cost: 500g
Minimum Cost: 1000g
Max Cost: 2500g
Flight
Cost: 200g for Normal, 300g for Large, 400g for Huge, 500g for Gargant
Effect: Grants use of "Flight" Commands.
Max Picks: 1 for Normal & Gargant
Hardiness(100g per Pick)
Effect: +50HP Base per Pick
Max Picks: 4 for Normal, 6 for Large, 10 for Huge, 15 for Gargant
Toughness(30g per Pick)
Effect: +5HP/LvL-Up per Pick
Max Picks: 2 for Normal, 3 for Large, 5 for Huge, 10 for Gargant
Strenght(30g per Pick)
Effect: +1 MelDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Accuaracy(30g per Pick)
Effect: +1 RanDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Sorcery(30g per Pick)
Effect: +1 MagDMG/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Mysticism(30g per Pick)
Effect: +1 Healing/LvL-Up
Max Picks: 3 for Normal, 5 for Large, 8 for Huge, 10 for Gargant
Slashing Resistance(100g per Pick)
Effect: +10% Slashing Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Piercing Resistance(100g per Pick)
Effect: +10% Piercing Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Blunt Resistance(100g per Pick)
Effect: +10% Blunt Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Physical Resistance(250g)
Effect: +10% Physical Resistance
Max Picks: 1 for all Sizes
Fire Resistance(75g per Pick)
Effect: +10% Fire Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Frost Resistance(75g per Pick)
Effect: +10% Frost Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Storm Resistance(75g per Pick)
Effect: +10% Storm Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Acid Resistance(75g per Pick)
Effect: +10% Acid Resistance for First Pick, +5% Other Picks.
Max Picks: 4 for all Sizes
Magical Resistance(500g)
Effect: +20% Magical Resistance
Max Picks: 1 for All Sizes
Melee Avoid(80g)
Effect: +1 Melee Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant
Ranged Avoid(80g)
Effect: +1 Physical Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant
Physical Avoid(120g)
Effect: +1 Physical Avoid Use
Max Picks: 2 for Normal, Large and Huge, 0 for Gargant
Magical Avoid(150g)
Effect: +1 Magic Avoid Use
Max Picks: 3 for Normal, 2 for Large, 1 for Huge, 0 for Gargant
|>UNIT CLASSES<|
Note: When picking a class, you get to choose 2 Arms(Melee Weapons, Ranged Weapons, Shields, specific picks of them), And 1 Armor type(Specific pick), And that is then the Class for your Faction.
=<NORMAL CLASSES>=
=SERGEANT=
Health Points: +100
HP/LvL-Up: +10
MelDMG/LvL-Up: +2
RanDMG/LvL-Up: +2
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Medium & Light Armor, Light Shields, All Emblems
Special: Has 1 Emblem Slot
=BANNER BEARER=
Proficiencies: Light Ranged Weapons, Light Armor, All Banners
Special: Has 1 Banner Slot
=SOLDIER=
Health Points: +200
HP/LvL-Up: +20HP
MelDMG/LvL-Up: +3
+2 Melee Avoids
Proficiencies: Large & Medium Melee Weapons, Heavy & Medium Armor, Heavy & Light Shields
=MARKSMAN=
Health Points: +50
HP/LvL-Up: +5HP
RanDMG/LvL-Up: +3
MelDMG/LvL-Up: +1
+1 Melee Avoid
+1 Ranged Avoid
Proficiencies: Heavy & Light Ranged Weapons, Small Melee Weapons, Light & Medium Armor
=MAGICIAN=
MagDMG/LvL-Up: +3
+3 Magic Avoids
Proficiencies: Heavy & Light Staves, Small Melee Weapons, Heavy & Light Robes, Greater & Lesser Direct Damage & Area Damage Scrolls
Special: Has 3 Scroll Slots
=CLERIC=
Health Points: +100
HP/LvL-Up: +5HP
Healing/LvL-Up: +4
MelDMG/LvL-Up: +1
+2 Magic Avoids
+1 Melee Avoid
Proficiencies: Heavy & Light Staves, Medium & Small Melee Weapons, Greater & Lesser Healing & Buff Scrolls, Light & Medium Armor, Heavy & Light Robes, Light Shields
Special: Has 3 Scroll Slots
=ROGUE=
Health Points: +100
HP/LvL-Up: +5
MelDMG/LvL-Up: +3
RanDMG/LvL-Up: +1
+4 Melee Avoids
+2 Ranged Avoids
Proficiencies: Medium & Small Melee Weapons, Light Ranged Weapons, Can Dual-Wield Small Weapons, Medium & Light Armor
=<LARGE CLASSES>=
=LARGE SOLDIER=
Health Points: +250
HP/LvL-Up: +25HP
MelDMG/LvL-Up: +5
Proficiencies: Giant & Large Melee Weapons, Heavy & Medium Armor, All Shields
=LARGE MARKSMAN=
Health Points: +100
HP/LvL-Up: +10HP
RanDMG/LvL-Up: +4
MelDMG/LvL-Up: +2
Proficiencies: Giant Ranged Weapons, Medium Melee Weapons, Medium & Large Armor
=LARGE MAGICIAN=
MagDMG/LvL-Up: +4
+1 Magic Avoids
Proficiencies: Giant Staves, All Robes, Greater & Elder Direct Damage & Area Damage Scrolls
Special: Has 2 Scroll Slots
=<HUGE CLASSES>=
=HUGE SOLDIER=
Health Points: +300
HP/LvL-Up: +30HP
MelDMG/LvL-Up: +8
Proficiencies: Huge & Giant Melee Weapons, Heavy & Medium Armor, All Shields
|>BUILDINGS<|
Note: Services includes Recruitment of a Faction Unit, Enhancing, Enchanting, Race Temple(AKA Allows an additional Race to be recruited in the Faction)
=PRODUCTION/RECRUITMENT BUILDING=
Health:
Resistance:
Produces:
Service:
A building costs 3000g to Build.
A Building have 1000HP, 75% Slashing & Piercing Resistance, and 25% Blunt Resistance.
A building can have 1 of these setups:
3 Items Produced & 1 Service
5 Items Produced & 0 Service
0 Items Produced & 2 Services
Services Includes: Enhancing, Enchtanting, Recruitment of 1 Class
Extra Item Produced: +250g. Max 3 Times.
Extra Service: +500g. Max 1 Time.
Extra 250HP: +500g. Max 4 Times.
Extra +5% Physical Resistance: 250g, Max 2 Times.
|SPECIALITY BUILDINGS|
=LESSER BUILDING(500g Cost)=
Health: 400HP
Resistance: 50% Slashing & Piercing Resistance
Service: 1 Choice of These
Housing: Adds +4 to Max Unit Cap
Commerce: Adds +100g to Weekly Income.
=GUILD(2000g Cost)=
Health: 800HP
Resistance: 50% Slashing & Piercing Resistance
Service: 1 Choice of these:
Mercenary Guild: May sell units to other Factions/Players, Max 1.
Traders Guild: +5% Gold gained from Weekly Income & Battles, Max 4.
Craftmans Guild: -5% Gold Cost of Produced Items, Max 4.
=GREATER BUILDING(5000g Cost)=
Health: 2000HP
Resistance: 80% Slashing & Piercing Resistance, 30% Blunt Resistance
Service: 1 Choice of these:
Ether Spire: +20% Magic Damage & Magic Resistance to all Friendly Troops/Buildings during City Raid.
Relic Temple: Allows Faction Relic.
|>BATTLE RULES<|
Note: Well, Not so fleshed out, but perhaps it can give a vague idea...
Fights are made in "Fields" of differing sizes, depending on how many the players wants it to be:
=Example: 2x3=
[_][_]-[_][_]
[_][_]-[_][_]
[_][_]-[_][_]
=Battle Phase=
Defense Phase: Can use Avoid, Guard or Protect actions here.
Action Phase: Can use Action, Relocate or Items here.
End Phase: Update stats of units accordingly to battle events, next players turn afterwards.
Action: Uses an Armament to Attack, Heal, Buff or Debuff
Guard: Lowers Damage Recieved this turn by 50% after Damage resistance.
Protect: Front Row Only, Unit takes Non-Area Damage that otherwise would affect the Unit behind them on the Back Row.
Relocate: Unit moves 1 Square this turn.
=Skirmish=
Defeated units are -NOT- Permanently Slain.
Winner: 200g Reward, +1XP to all Units
Loser: 100g Reward
A Team gains 10% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 120g at the end of the battle.
=Arena=
Defeated units are PERMANENTLY Slain.
Winner: 1000g Reward, +5XP to all Surviving Units
Loser: 200g Reward
A Team gains 30% of the total Cost of units they defeated in battle.
Example: If Player A kills 3 Units of Player B's, and those units have a total cost of 1200 together, Player A gets an extra 360g at the end of the battle.
|>WEAPONS, ARMS AND ARMOR<|
Note1: Armor/Shields costs extra 50% Gold when being made for a Large Race, and 150% more for Huge Races.
Note2: When creating equipment, players themselves may explain what kind of weapon it is.
Example1: "Heavy Blunt Ranged" can be a Big Rock incase of a Troll Race, or a Musket Rifle incase of other races(That is, if using round iron balls as ammo).
Example2: "Medium Slashing Melee" can either be a normal Longsword for one Player, or a Katana for a second player, or a Jagged Spiky Cutting Thing for Uruk-hai Races.
Huge Melee: 200 PHYSICAL Damage, 300g
Giant Melee: 150 PHYSICAL Damage, 200g
Large Melee: 100 PHYSICAL Damage, 100g
Medium Melee: 40 PHYSICAL Damage, 60g
Small Melee: 20 PHYSICAL Damage, 30g
Giant Ranged: 60 PHYSICAL Damage, 120g
Heavy Ranged: 40 PHYSICAL Damage, 80g
Light Ranged: 20 PHYSICAL Damage, 40g
Giant Staff: +50% Magical Damage & Healing Effect. 500g
Heavy Staff: +50% Magical Damage & Healing Effect. 300g
Light Staff: +25% Magical Damage & Healing Effect. 100g
Elder Direct Damage Scroll: 80 ELEMENT Damage, 300g
Greater Direct Damage Scroll: 60 ELEMENT Damage, 150g
Lesser Direct Damage Scroll: 40 ELEMENT Damage, 80g
Elder Direct Damage Scroll: 40 ELEMENT Damage, 300g
Greater Area Damage Scroll: 30 ELEMENT Damage, 150g
Lesser Area Damage Scroll: 20 ELEMENT Damage, 80g
Greater Direct Healing Scroll: 100 Healing, 150g
Lesser Direct Healing Scroll: 60 Healing, 80g
Greater Area Healing Scroll: 50 Healing, 150g
Lesser Area Healing Scroll: 30 Healing, 80g
Greater Attack Buff Scroll: +50% Attack Damage to 1 Ally for 1 Turn, 150g
Lesser Attack Buff Scroll: +25% Attack Damage to 1 Ally for 1 Turn, 80g
Greater Defense Buff Scroll: +40% Universal Resistance to 1 Ally for 1 Turn, 200g
Lesser Defense Buff Scroll: +20% Universal Resistance to 1 Ally for 1 Turn, 100g
Emblem of Assault: +10% Damage to all Allied Units, Doesn't Stack, 200g
Emblem of Defense: +5% Universal Resistance to all Allied Units, Doesn't Stack, 200g
Emblem of Longveity: +2% Regeneration to all Allied Units, Doesn't Stack, 200g
Banner of Assault: +20% Damage to surrounding units, Doesn't Stack, 200g.
Banner of Defense: +10% Universal Resistance to surrounding units, Doesn't Stack, 200g.
Emblem of Longveity: +5% Regeneration to surrounding units, Doesn't Stack, 200g.
Heavy Armor: 40% Slashing Resistance, 200g
Medium Armor: 15% Slashing & Piercing Resistance, 100g
Light Armor: 20% Blunt Resistance, 50g
Heavy Robes: 25% Magic Resistance, 20% Slashing Resistance, 150g
Light Robes: 50% Magic Resistance, 80g
Heavy Shield: +10% Physical Resistance, +4 Physical Avoids, 150g
Light Shield: +5% Physical Resistance, +2 Physical Avoids, 50g
|>ENCHANTING & ENHANCING<|
Note: 1 Item can have 1 Enchantment and 1 Enhancement.
=ENCHANTING=
Huge Enchantment: Huge Melee Weapons Deals +100 ELEMENT Damage. Costs 500g
Giant Enchantment: Giant Melee Weapons deals +50 ELEMENT Damage. Costs 250g
Large Enchantment: Large Melee Weapon deals +40 ELEMENT Damage. Costs 200g
Medium Enchantment: Medium Melee Weapon deals +20 ELEMENT Damage. Costs 100g
Small Enchantment: Small Melee Weapon deals +10 ELEMENT Damage. Costs 50g
Giant Enchantment: Giant Ranged Weapon deals +30 ELEMENT Damage. Costs 300g
Heavy Enchantment: Heavy Ranged Weapon deals +20 ELEMENT Damage. Costs 200g
Light Enchantment: Light Ranged Weapon deals +10 ELEMENT Damage. Costs 50g
Greater Weapon Bane: +20% PHYSICAL Resistance to Armor. Costs 200g
Lesser Weapon Bane: +10% PHYSICAL Resistance to Armor. Costs 100g
Greater Steelbane: +20% Physical Resistance to Armor. Costs 500g
Lesser Steelbane: +10% Physical Resistance to Armor. Costs 250g
Greater Elemental Bane: +20% ELEMENTAL Resistance to Armor. Costs 150g
Lesser Elemental Bane: +10% ELEMENTAL Resistance to Armor. Costs 75g
Greater Spellbane: +20% Magic Resistance to Armor. Costs 500g
Lesser Spellbane: +10% Magic Resistance to Armor. Costs 250g
Greater Spellshield: +2 Magic Avoid to Shield. 200g
Lesser Spellshield: +1 Magic Avoid to Shield. 100g
=ENHANCING=
Weapon Mastercraft: Reduces Resistance VS Enhanced Weapon by a flat 20%. Costs 200g
Heavy Armor Mastercraft: +25% Piercing Resistance. Costs 200g
Medium Armor Mastercraft: +10% Slashing, Piercing & Blunt Resistance. Costs 200g
Light Armor Mastercraft: +10% Blunt Resistance, +20% Slashing Resistance. Costs 200g
Heavy Robe Mastercraft: +15% Magic Resistance, +10% Slashing Resistance. Costs 200g
Light Robe Mastercraft: +25% Magic Resistance. Costs 200g
Shield Mastercraft: +1 Physical Avoid. Costs 100g
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