STATS:
HP: Health Points
STR: Strength, for Blades and for countering Weight
MND: Mind Power, for Crystal/Dark Matter Magic
ACC: Accuracy, for Hit Rate
SPD: Speed, for evasion and attack speed
DEF: Defense vs Weapons
RES: Resistance vs Magic
LEVELS AND STATS CAPS:
First Class: 15 in all stats, 40 in HP
Promoted Class: 25 in Primary stat, 50 in HP, 20 in rest
Each class can have up to 15 levels.
Promotion available from level 5 up of First Class.
PROGRESSION RATES AND RACES/CLASSES:
Each Class have different Stat Progressions. Few races give Progression Bonus in one or two stats.
Base Stats are based on Race + Class Bonus.
Each Character also have 4x10% Progression to place in any of the Stats. Max is +20% Progression.
RACES:
1. Humans:
The inventors, the soldiers, the builders. Also, the destroyers - it's because of Humanity War that Terra is uninhabitable place and the remainder of the Humans (and other races) have to live in Star Cities.
Humans are stout, bright people, with variety of skin, hair and eye colour. They are good at every job but rarely excel in any. Their life expectancy is around 100 years.
Base Stats:
HP STR MND ACC SPD DEF RES
18 5 3 3 3 2 1
Race traits:
+10% STR Progression
+10% HP Progression
2. Numans:
Product of late Terran genetical engineering, a new, upgraded version of Humans - these are Numans, excellent soldiers, brilliant scientists and wise governors. Unfortunately, due to artificial origins, Numans are disconnected from the Ether Space and thus cannot cast any Magic. This problem persists even in their descendants.
Numans, until only recently, weren't considered fully human and had limited rights and priviledges. That have changed thirty years ago, but some Humans still view Numans as 'freaks' and 'mutants'.
Numans' tweaked DNA allows them for longer lifespan; there are already Numans who have more than 150 years. Interesing fact is that children born from Human-Numan union will always be genetically Numan themselves.
Base Stats:
HP STR MND ACC SPD DEF RES
19 6 - 5 4 3 0
Race traits:
Cannot use Magic
+10% STR Progression
+10% ACC Progression
+10% SPD Progression
3. Myrkh
An ancient race of forest-dwellers who once shunned technology. However, during the War, some Myrkh allied themselves with Guria Empire, built few ships and explored space. Those Myrkh were survivors of Humanity War and thus, descendants of those are now living in Star Cities.
Unfortunately, the Human Council have yet to give Myrkh full rights and priviledges - because of that, Myrkh are often servants (if not slaves) to Humans, or are used as cheap labour. Often, Myrkh live in large ghettos, often in poorer districts.
Myrkh have 30% shorter lifespan than humans, albeit they give birth to more offspring than Humans, allowing for stable population.
Base Stats:
HP STR MND ACC SPD DEF RES
15 3 3 4 4 1 1
Race traits:
+5% MND Progression
+10% ACC Progression
+5% SPD Progression
4. Mu
In the year 302 of Space Era, a large starship arrived in Solar System and by next month, it crash-landed on the Moon. It's passengers were Mu, tall, thin, pale humanoids with dark indigo hair and no earlobes. They established peaceful relations with Humans. After the crash-landing, they migrated to Space Cities, their intellect and knowledge boosting the Humans' technology and exposing them to Crystal Magic.
According to Mu themselves, they were once powerful beings living on a planet in distant galaxy, but an entity of 'dark matter' threatened the world, so on board of several ships, they began millenia-long treks across the cosmos. By chance, one of those ships arrived on Sol.
Mu are weak soldiers but powerful mind beings. They can detect each other from range of half a kilometer, they're also telepathic - they can send messages directly into Human and Myrkh minds, albeit Numans cannot receive them at all, indicating a link between Ether Space and telepathical abilities.
Mu rarely eat, sleep and drink, and they are able to absorb energy directly from sunlight, albeit this cannot replace normal nutrition. Their life expectancy is a bit longer than Human, and Mu females always give birth to twins - a boy, and a girl.
Base Stats:
HP STR MND ACC SPD DEF RES
13 1 5 2 3 0 2
Race traits:
+20% MND Progression
+5% SPD Progression
-5% STR Progression
FORMULAS:
Weapon Damage: Weapon Might + STR if Blades - Enemy's Defense
Magic Damage: Magic Might + MND - Enemy's Resistance
Hit Rate: ACCx2 + Weapon Hit Rate - Enemy's Evasion
Attack Speed: SPD - (Weapon's Weight - [Character's Rank in Weapon + Strength/2]). Negative values => 0
Critical Rate: ACC/4 + Class Bonus + Weapon Crit Rate. Maximum final Crit rate is 30%
Evasion: Attack Speed x2
WEAPONS:
Blades: Range 1 weapons
Pistols: Range 1-2 weapons
Cannons: Range 2-3 weapons
MAGIC:
Crystal Magic: Buffs&Healing
Soul Magic: Light/Effective Damage
Dark Matter Magic: Heavy/Status Damage
CLASSES LAYOUT:
Swordsman (Blades) -> Swordmaster (Blades)
Hacker (Pistols, hacking tools) -> Cyberman (Pistols, hacking tools)
Armorman (Blades) -> Panzer General (Blades, Cannons)
Rifleman (Pistols) -> Sniper (Pistols, few Cannons)
Cannoneer (Cannons) -> Artillery General (Cannons)
Drake Rider (Blades, mounted) -> Drake Knight (Blades, few Pistols, few Cannons, mounted)
Wyrm Rider (Pistols, mounted) -> Wyrm Knight (Pistols, few Blades, mounted)
Crystal Mage (Crystal Magic) -> Crystal Paladin (few Blades, few Solar Magic, Crystal Magic)
Sol Adept (Solar Magic) -> Solmancer (Solar Magic, few Crystal Magic)
Dark Matter Mage (Dark Matter Magic) -> Dark Matter Knight (few Blades, Dark Magic)
CHARACTER TRAITS:
'Cost' means that Player have to sacrifice 3 of 4 Progression bonuses to pick this Trait.
Aura (Free):
Enemies in 3 tile radius of the character with this Trait get -5 Hit, Evade and Critical.
Cancel (Free):
When you hit the enemy, there's %SPD chance you will force your enemy to skip their counter attack.
Charisma (Free):
Allies in 3 tile radius of the character with this Trait get +10 Hit and Evade. Owner of this Trait doesn't receive these bonuses.
Determination (Cost):
If HP of the character with this Trait will go below 30% maximum, his/her ACC and SPD gain 50% bonus.
Eagle Eye (Free):
Increase Hit Rate bonus from Accuracy to x3.
Guardian Angel (Free):
Critical Hits cannot be rolled against character with this Trait.
Moon Gale (Cost):
Gives %SPD chance that after an attack, the character will attack 3 times more. Those extra attacks will not roll for Critical hit. This Trait can only activate during first attack.
Nullify (Free):
Negates the enemy's weapon Effective bonus.
Pass (Free):
You can pass through enemy units during movement. You cannot end your move on top of an enemy unit.
Regen (Free):
At beginning of the Turn, 5 HP is restored.
Savior (Free):
When carrying/rescuing an unit, your ACC/SPD won't be affected.
Solar Wind (Cost):
After you make an attack, there's a %SPD chance you will get additional attack in. This Trait doesn't activate on attacks made via this Trait.
Tough Skin (Cost):
+5 DEF when attacked by non-Laser Weapons. This Trait doesn't work against Vibroblade and AP Cannon as well.
Wingfeet (Cost):
+2 to MOV.
Wrath (Free):
If HP of the character with this Trait will go below 30% maximum, he/she gains +20 Crit rate.
ITEMLIST:
Rnk - Rank
Rng - Range
Mt - Might
Wt - Weight
Hit - Hit Rate
CR - Critical Hit Rate
Ql - Quality
Effective: Weapon's Might is tripled before damage is calculated
Blades:
Rnk Rng Mt Wt Hit CR Ql
Ceramic Knife (E) 1 4 2 95 0 40
Laser Cutter (E) 1 6 1 90 5 30 [Ignores User's STR and Enemy's DEF]
Ceramic Sword (D) 1 7 4 80 0 30
Titanium Blade (D) 1 10 6 75 0 25
Cutthroat Razor (C) 1 7 4 65 15 25 [Only for Swordsmen/Swordmasters]
Titanium Poleaxe (C) 1 9 7 60 0 25 [Effective vs Armorman/Panzerman]
Vibroblade (B) 1 8 6 70 0 25 [Effective vs Drakes, Wyrms]
Laser Blade (B) 1 12 5 75 5 15 [Ignores User's STR and Enemy's DEF]
Trirarium Sword (A) 1 15 11 60 0 20
Crystal Blade (A) 1 12 9 65 0 15 [+5 RES]
Pistols:
Rnk Rng Mt Wt Hit CR Ql
Finchester K20 (E) 1-2 9 2 90 0 40
Laser Pistol MkI (E) 1-2 5 1 95 5 30 [Ignores Enemy's DEF]
Tri-Shot (D) 1-2 10 3 80 0 30 [Attacks 3 times, but no more]
Finchester K40 (D) 1-2 16 5 85 0 30
Plasma Pistol (C) 1-2 13 5 75 0 25 [Inflicts Plasma Burn on hit]
Laser Pistol MkII (C) 1-2 9 3 80 5 20 [Ignores Enemy's DEF]
Finchester K60 (B) 1-2 21 8 70 0 25
Longshot (B) 1-3 17 6 65 0 20 [Only for Riflemen/Snipers]
Tri-Gun (A) 1-2 16 7 70 0 20 [Attacks 3 times, but no more]
Laser Pistol MkIII (A) 1-2 13 6 70 5 15 [Ignores Enemy's DEF]
Cannons:
Rnk Rng Mt Wt Hit CR Ql
Titanium Cannon (E) 2-3 12 4 85 0 40
Light Laser Cannon (E) 2-3 8 3 85 5 30 [Ignores Enemy's DEF]
Spray Launcher (D) 2-3 15 6 95 0 25 [Deals 9-DEF damage to spaces adjacent to Target]
Light Howitzer (D) 2-4 18 8 65 0 30 [Only for Cannoneers/Artillery Generals]
Plasma Cannon (C) 2-3 17 7 65 0 25 [Inflicts Plasma Burn on hit]
AP Cannon (C) 2-3 12 8 60 5 25 [Effective vs Armorman/Panzerman, Drakes, Wyrms]
Heavy Laser Cannon (B) 2-3 15 5 70 5 20 [Ignores Enemy's DEF]
Heavy Howitzer (B) 2-4 22 11 55 0 25 [Only for Cannoneers/Artillery Generals]
Cluster Launcher (A) 2-3 20 10 75 0 15 [Deals 14-DEF damage to spaces adjacent to Target]
Trirarium Cannon (A) 2-3 26 12 45 0 15
Crystal Magic:
Rnk Ql Effect
Live (E) 30 Restores MND+10 HP of one ally
Agate (E) 20 Grants +5 STR to one ally
Cure (D) 20 Removes Plasma Burn and Silence from one ally
Topaz (D) 20 Grants +5 ACC to one ally
Hi-Live (C) 20 Restores MND+20 HP of one ally
Emerald (C) 20 Grants +5 DEF to one ally
Arc-Live (B) 15 Restores MND+10 HP of all adjacent allies
Sapphire (B) 15 Grants +5 SPD to one ally
Rex-Live (A) 15 Restores all HP of one ally
Diamond (A) 15 Grants +5 RES to one ally
Solar Magic:
Rnk Rng Mt Wt Hit CR Ql
Bolt (E) 1-2 4 3 90 0 40
Photon (E) 1-2 2 2 100 5 30
Sun Blast (D) 1-2 7 4 85 0 30
Star Beam (D) 1-2 5 3 90 5 25
Drakebane (C) 1-2 6 4 75 5 30 [Effective vs Drakes, Wyrms]
Soul Slash (C) 1-2 9 6 80 0 25
Cyberbane (B) 1-2 7 4 75 5 30 [Effective vs Hackers/Cybermen]
Shooting Star (B) 3-10 9 5 75 0 30
Sun Lance (A) 1-2 14 7 70 0 20
Darkbane (A) 1-2 9 6 75 5 15 [Effective vs Dark Matter Mages/Knights]
Dark Matter Magic:
Rnk Rng Mt Wt Hit CR Ql
Flux (E) 1-2 6 4 80 0 40
Pentagram (E) 1-2 4 3 90 5 30
Plasma Blast (D) 1-2 8 4 75 0 30 [Inflicts Plasma Burn on hit]
Void (D) 1-2 7 3 80 0 30 [Inflicts Silence on hit]
Null Blade (C) 1-2 12 5 70 0 20 [Damage reduction formula is (DEF+RES)/2]
Luna (C) 1-2 0 6 60 15 20 [Ignores Enemy's RES]
Vortex (B) 1-2 15 8 65 0 20
Eclipse (B) 3-10 - 7 60 0 15 [Halves Target's HP on hit, rounded down]
Mindflayer (A) 1-2 10 7 65 0 15 [Effective vs Magic users]
Singularity (A) 1-2 21 10 50 0 15
First class: max HP 40, max other stats 20, default MOV 5
Promoted class: max HP 50, max Primary Stat 25, max other stats 20, default MOV 6
~~FIRST CLASSES~~
CLASS NAME: Swordsman
Stat Progressions:
HP STR MND ACC SPD DEF RES
30% 30% 0% 35% 40% 30% 5%
Stat bonus on creation:
+1 ACC, STR, SPD
Primary Stat: ACC
Weapon Ranks:
Blades: C (+2)
Starting Weapon: Ceramic Knife
Fluff:
Once a respected caste, today Swordsmen can rarely find employment anywhere else than as mercenaries or bodyguards. Even in the Star Armies, Swordsmen are a rare sight.
They focus on fast strikes and high evasion, and combined with laser blades or cutthroat razor, they can be competent fighters.
---
CLASS NAME: Hacker
Stat Progressions:
HP STR MND ACC SPD DEF RES
30% 20% 0% 40% 40% 25% 10%
Stat bonus on creation:
+1 ACC, +2 SPD
Primary Stat: SPD
Weapon Ranks:
Pistols: D (+1)
Starting Weapon: Finchester K20
Special:
Can use Hacking Tool
Fluff:
In the modern times, a simple pickpocketer won't do; a skilled Hacker must know how to bypass doors and forcefields, how to open locked chests, and how to break into computer terminals and control units.
Hackers rarely enter combat, but when cornered, they use pistols for self-defence.
---
CLASS NAME: Armorman
Stat Progressions:
HP STR MND ACC SPD DEF RES
40% 40% 0% 20% 20% 45% 5%
Stat bonus on creation:
+2 STR, +1 DEF
Primary Stat: DEF
Weapon Ranks:
Blades: C (+2)
Starting Weapon: Ceramic Knife
Special:
Heavy Unit: -1 MOV
Fluff:
The basic unit in Star Armies, the Armormen sacrifice mobility for sheer strength and thick armor. They're quite skilled in blades, and a successful hit is often lethal to their enemies.
---
CLASS NAME: Rifleman
Stat Progressions:
HP STR MND ACC SPD DEF RES
30% 25% 0% 45% 25% 30% 10%
Stat bonus on creation:
+2 ACC, +1 STR
Primary Stat: ACC
Weapon Ranks:
Pistols: C (+2)
Starting Weapon: Finchester K20
Fluff:
Another standard unit in Star Armies, the Riflemen often shoot at enemies from behind Armormen. Even an untrained Rifleman is quite accurate and with physical training, heavier guns aren't a problem.
They also have decent health and defense, just in case they have to fight in close combat.
---
CLASS NAME: Cannoneer
Stat Progressions:
HP STR MND ACC SPD DEF RES
35% 45% 0% 40% 15% 30% 5%
Stat bonus on creation:
+2 STR, +1 ACC
Primary Stat: STR
Weapon Ranks:
Cannons: C (+2)
Starting Weapon: Titanium Cannon
Special:
Heavy Unit: -1 MOV
Fluff:
Cannoneers are providers of long-range fire support. Their cannons can be deadly, if not a bit unwieldy due to their weight. Some of the cannons have special effects, and Cannoneers are the only ones who can operate Howitzers.
Cannoneers have to excel in strength and accuracy, and for that they sacrifice speed. If caught off-guard, a Cannoneer can often be easily double-attacked.
---
CLASS NAME: Drake Rider
Stat Progressions:
HP STR MND ACC SPD DEF RES
35% 35% 0% 30% 25% 30% 15%
Stat bonus on creation:
+1 STR, ACC, DEF
Primary Stat: STR
Weapon Ranks:
Blades: C (+2)
Starting Weapon: Ceramic Knife
Special:
Mount: Drake (+1 MOV, +16 STR for carrying units)
Fluff:
Drake Riders are owners of one of the two reptilean breeds, the Drakes. These mounted soldiers are used as shock troops, blazing into enemy formation to curbstomp the resistance and get out after absorbing few hits.
---
CLASS NAME: Wyrm Rider
Stat Progressions:
HP STR MND ACC SPD DEF RES
30% 30% 0% 30% 35% 25% 20%
Stat bonus on creation:
+1 HP, ACC, SPD
Primary Stat: SPD
Weapon Ranks:
Pistols: C (+2)
Starting Weapon: Finchester K20
Special:
Mount: Wyrm (+2 MOV, +12 STR for carrying units)
Fluff:
Wyrm Riders are rarely seen because their mounts aren't as durable and strong as Drakes. However, they make for good couriers and thanks to training in pistols, they can harass the enemy with fast attacks and then retreat from front lines.
Rarely exceling in anything, Wyrm Riders have a decent resistance; that's because Wyrms' scales are more resistant to ether energy.
---
CLASS NAME: Crystal Mage
Stat Progressions:
HP STR MND ACC SPD DEF RES
25% 5% 35% 15% 30% 15% 45%
Stat bonus on creation:
+1 MND, SPD, RES
Primary Stat: RES
Weapon Ranks:
Crystal Magic: C
Starting Weapon: Live
Fluff:
Healers and unit support, the Crystal Mages are relatively new in the Star Cities; that's because only recently the three Terran races were exposed to Crystal Magic by Mu.
As they're non-combatants, Crystal Mages keep decent health and speed just in case they get attacked.
---
CLASS NAME: Sol Adept
Stat Progressions:
HP STR MND ACC SPD DEF RES
20% 15% 35% 25% 25% 10% 40%
Stat bonus on creation:
+1 MND, ACC, RES
Primary Stat: ACC
Weapon ranks:
Solar Magic: C (+2)
Starting Weapon: Bolt
Fluff:
Ancient caste of spellcasters that is drawing the power from Ether and Sun. Their tomes are lightweight and they Sol Adepts are fast, accurate units, sometimes being called magical 'snipers'.
---
CLASS NAME: Dark Matter Mage
Stat Progressions:
HP STR MND ACC SPD DEF RES
20% 20% 35% 25% 15% 10% 35%
Stat bonus on creation:
+1 STR, MND, ACC
Primary Stat: MND
Weapon ranks:
Dark Matter Magic: C (+2)
Starting Weapon: Flux
Fluff:
Another caste of magicians hailing from old Terra, the Dark Matter Mages use the dark essence of the Ether, which is as powerful as it is unstable.
Dark Matter Mages weild heavy tomes and to counter the resulting disadvantages, they often have high strength.
---
~~PROMOTED CLASSES~~
Upon Promotion, the Player have a single 5% Progression bonus to allocate to one of stats of his choosing.
They also get +5% Progression in the Promoted Class' Primary Stat.
CLASS NAME: Swordmaster
Stat bonus on promotion:
+2 HP, +1 STR, +2 ACC, +1 SPD, +1 DEF
Primary Stat: SPD
Weapon ranks:
Blades: A (+5)
Special:
Critical Boost: +10 Crt
Fluff:
Swordmasters are powerufl adversaries, even if their defense and health are mediocre at best. Accurate hits and high speed are their trademarks, as is their uncanny ability to deliver critical strikes.
---
CLASS NAME: Cyberman
Stat bonus on promotion:
+1 STR, +2 ACC, +2 SPD, +1 DEF
Primary Stat: SPD
Weapon ranks:
Pistols: B (+3)
Special:
Can use Hacking Tool
Fluff:
Cybermen are masters of hacking and speed. It's a common thing for a Cyberman to rush through corridor whilst under fire, hack into a computer console, and then run back without being hit.
---
CLASS NAME: Panzer General
Stat bonus on promotion:
+4 HP, +1 STR, +1 ACC, +2 DEF
Primary Stat: HP
Weapon ranks:
Blades: A (+5)
Cannons: C (+2)
Special:
Heavy Unit: -1 MOV
Fluff:
Renowned Armormen become the distinguished Panzer Generals, who are often in charge of entire armies or whole military department of a Star City. Their defense and toughness are unparalled.
---
CLASS NAME: Sniper
Stat bonus on promotion:
+2 HP, +2 ACC, +1 SPD, +2 DEF
Primary Stat: ACC
Weapon Ranks:
Pistols: A (+5)
Cannons: C (+2)
Special:
Sure Shot: Ensures that your final Hit Rate will be at least 75%
Critical Boost: +10 to Crt
Fluff:
Elite shooters known as Snipers now can deal ranged death even easier. They are also skilled in lesser cannons, further improving the range of combat.
---
CLASS NAME: Artillery General
Stat bonus on promotion:
+2 HP, +3 ACC, +2 DEF
Primary Stat: STR
Weapon Ranks:
Cannons: A (+5)
Special:
Heavy Unit: -1 MOV
Fluff:
Heavily armored and deadly accurate, the Artillery Generals are the rear-line equivalents of Panzer Generals. Their prowess in heavy artillery is unmatched, and they can wield even heaviest guns with ease.
---
CLASS NAME: Drake Knight
Stat bonus on promotion:
+4 HP, +1 STR, +1 ACC, +1 SPD, +1 DEF
Primary Stat: STR
Weapon Ranks:
Blades: B (+3)
Pistols: D (+1)
Cannons: D (+1)
Special:
Mount: Drake (+1 MOV, +16 STR for carrying units)
Fluff:
Rare sight on Star City streets, the Drake Knights are seasoned warriors and riders. Their knowledge of weaponry and combat prowess often earn them rank of Captain in the City Guard.
---
CLASS NAME: Wyrm Knight
Stat bonus on promotion:
+2 HP, +1 STR, +2 ACC, +2 SPD
Primary Stat: SPD
Weapon Ranks:
Pistols: B (+3)
Blades: D (+1)
Special:
Mount: Wyrm (+2 MOV, +12 STR for carrying units)
Fluff:
Wyrm Knights are even rarer than Drake Knights, but those in existence are renowned mercenaries and army officers.
---
CLASS NAME: Crystal Paladin
Stat bonus on promotion:
+2 HP, +2 STR, +1 ACC, +1 DEF, +1 RES
Primary Stat: MND
Weapon Ranks:
Crystal Magic: A
Blades: D (+1)
Solar Magic: D (+1)
Special:
Crystal Ward: +5 RES when fighting against Dark Matter Mages/Knights.
Fluff:
Crystal Paladins form the military arm of Crystal Temple, with the oldest and most renowned of them sitting at the Crystal Council, serving as rulers of the cult. No longer defenselss, they possess skills in both blades and solar magic.
---
CLASS NAME: Solmancer
Stat bonus on promotion:
+2 HP, +2 MND, +1 ACC, +1 SPD, +1 RES
Primary Stat: ACC
Weapon Ranks:
Solar Magic: A (+5)
Crystal Magic: C
Fluff:
As their connection to the Sun and Ether grows, Sol Adepts become Solmancers; exceptional magical fighters who often set out on a journey to purge the world from draakes, hackers and dark matter.
---
CLASS NAME: Dark Matter Knight
Stat bonus on promotion:
+2 HP, +1 STR, +1 MND, +1 ACC, +2 DEF
Primary Stat: MND
Weapon Ranks:
Dark Matter Magic: A (+5)
Blades: C (+2)
Fluff:
Dark Matter Knights are masters of Dark Matter Magic. They often wield heavy blades as well, to crush those few ones who are exceptionally resistant to their magic.