RESERVED!
Anyway, let's get this done.
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If you don't see a modifier you want in this section, just PM me and I'll add it to this section for use if it's not horribly overpowered.
No Attack: The unit with this modifier doesn't get an attack, but this modifier has no cost.
1d4: Cost: 3 Offense Essence. This gives the unit a 1d4 damage attack, melee by default.
+1 damage: Cost: 1+2x Offense Essence, where x is the number of times this has been purchased in this unit before this purchase. Naturally, this gives +1 to damage. Must be used with a base attack damage like 1d4 or 1d8 or whatnot.
Convert To Ranged: Cost: 3x Offense Essence, where x is the number of ranged squares you want to add to plain melee. Select a melee attack in this unit, convert it to ranged with a range of x squares+1. X must be at least 1.
Knockout Punch: Cost: 1 Offense Essence. This unit gains a 1-damage melee attack that cannot be modified with +1 damage.
Poison Attack: Cost: 3x Offense Essence, where x is the number of points of Poison Attack wanted. Each point of Poison Attack causes a unit hit by this unit's attack to be Poisoned for x turns, each turn a unit is Poisoned is a turn where that unit takes one extra point of damage. The Poisoned turns stack up to x.
Frost Attack: Cost: 3x Offense Essence, where x is the number of points of Frost Attack wanted. Each point of Frost Attack causes a unit hit by this unit's attack to lose x squares of movement next turn.
Fire Attack: Cost: 4x Offense Essence, where x is the number of points of Fire Attack wanted. Each point of Frost Attack causes this unit to deal an extra 1dx+1 worth of damage on the attack modified with this element. This modifier cannot be used in a unit which has the Water Attack modifier.
Water Attack: Cost: 4x Offense Essence, where x is the number of points of Water Attack wanted. Each point of Water Attack causes this unit to deal an additional 3x damage against any unit with the Structure: flaw. This modifier cannot be used in a unit which has the Fire Attack modifier.
Shock Attack: Cost: 3x Offense Essence, where x is the number of points of Shock Attack wanted. Each point of Shock Attack used means if a unit takes damage from this unit's attack modified with Shock Attack the unit hit will get a -x to its attack damage rolls next turn.
Piercing: Cost: 2x+2 Offense Essence, where x is the number of levels of this purchased in this unit previously. Select one of this unit's attacks, that attack's damage up to 3x ignores Armor.
x Hit Points: Cost: x-1 Defense Essence, where x is the number of hit points you want for this unit. That means the first is free, any more cost Defense Essence. Hit Points are really self explanatory, I say.
Poison Resist: Cost: 3x Defense Essence, where x is the number of points wanted for this. Each point of Poison Resist nullifies one point of Poison Attack used against this unit.
Frost Resist: Cost: 3x Defense Essence, where x is the number of points you want for this. Each point of Frost Resist nullifies one point of Frost Attack used against this unit.
Fire Resist: Cost: 3x Defense Essence, where x is the number of points you want for this. Each point of Fire Resist nullifies one point of Fire Attack used against this unit.
Water Resist: Cost: 2x Defense Essence, where x is the number of points you want for this. Each point of Water Resist nullifies one point of Water Attack used against this unit.
Shock Resist: Cost: 3x Defense Essence, where x is the number of points you want for this. Each point of Shock Resist nullifies one point of Shock Attack used against this unit.
Regeneration: Cost: 4x Defense Essence and 2x Arcane Essence, where x is the number of levels of this you want. Each level of this gives the unit with Regeneration +1 health per turn, but not above max HP.
Armor: Cost: 2+2x Defense Essence per level, where x is the number of levels purchased of Armor purchased previously. This unit can ignore 2x damage per turn automatically.
Bloodyminded: Cost: 4x+3 Arcane and Defense Essence, where x is the number of levels of this purchased in this unit previously. When a unit with Bloodyminded dies, it can keep making actions and moving until turns equal to the number of this modifier's purchased levels have passed, or that unit takes damage to the point where it has less than the negative of its maximum health. Cannot be taken in a Structure.
1 Move Point: Cost: 3x Movement Essence, where x is the number of times this has been purchased/used in this unit previously. Each point of Move allows for one square of movement by the unit in a move action. Not diagonal. As you can see, the first purchase of this is free. Yes, this means you can have a completely free unit with 1 health, no damage, and one Move. But what would the point of that be?
Flying: Cost: 15 Movement Essence. This unit can move over other units while moving, but if it does so, it must skip one Action afterwards in the turn. This modifier can only be taken once.
Tap Essence Font: Cost: 14 Arcane Essence. Allows this unit to Tap Essence Fonts and acquire more essence for the owner's Essence Pool.
Produce Unit: Cost: 12 Arcane Essence and the cost of the unit you want to produce. The unit with this ability can produce the targeted unit as an action at the cost of that unit's Essence cost. Units cannot produce themselves, and Kings cannot be produced.
Multi-Action: Cost: 12(x+1) Arcane Essence, where x is the number of levels of Multi-Action purchased in this unit before this level. Allows this unit to make an additional Action (not Move) per turn.
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This may end up being a bit steep for your taste. There are ways to gain, however, Essence Credit for usage in your unit's cost. Those ways are Flaws.
Structure: This unit cannot move in any way, however taking this Flaw gets you 10 Defense Essence Credit for spending in this unit, or the complete removal of the Arcane Essence cost for Produce Unit. This Flaw can only be taken once.
Build Time: Take x turns of Build Time for this build. This unit can be destroyed by taking one point of damage and cannot act in any way until the turns of Build Time are up. Each turn of Build Time taken allows for 5 Essence Credit of any type except Arcane. This Flaw can be taken up to 5 times.
Element Weakness: Choose an element, this unit takes double damage from a unit using points of that element. You gain 5 Points of Essence Credit for this unit. This flaw can be taken up to five times.
Structurally Unstable: Only usable if this unit also uses Structure. Gives 15 Essence Credit usable for any type of Essence wanted. This flaw can only be used once. Once taken, this unit takes double damage from all sources.
Like with Modifiers, if you want a special flaw, PM me about it.
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Did I mention Abilities? Like teleportation or fireball throwing?
Each | is a Ability Cost Point. You must get rid of Ability Cost Points in order for your unit to have that ability. You can spend 5 Essence of the Point's color to get rid of it entirely, turn it into an In-Unit Cost of that Essence, or make it a turn of Cooldown. In-Unit Cost is how much essence of that color you must spend in order to use that ability. I shouldn't need to explain Cooldown.
Leap: || Cost: 5 Movement Essence. Allows the unit to make a two-square move as their action which also goes over one unit.
Weak Heal: || Cost: 5 Defensive Essence and 5 Arcane Essence. Target unit next to the unit with this ability gains 1d4+1 HP, but not above max.
Project Warding: ||||| Cost: 12 Defense Essence, plus the cost of a certain number of Armor levels up to 5. This ability temporarily grants that many Armor levels to all friendly units within three squares of the unit with this ability until this ability is deactivated. This unit cannot make any Actions or Movement Actions until this ability is deactivated, note deactivation does not count as an Action. Cooldown happens after this ability is deactivated, essence costs as soon as it is activated.
Area Denial Field: |||||||| Cost: 15 Defense Essence and 12 Arcane Essence. Select a Range up to 6 and at least 3, add that many Ability Cost Points of | to this ability. Units cannot enter or exit the space within the selected Range until this Ability is deactivated. This unit cannot act in any way until this Ability is deactivated, but deactivating this Ability does not count as an Action. Cooldown after deactivation, Essence Cost upon activation.
Tinker: |||| Cost: 15 Arcane Essence plus the cost of a modifier. When used, target friendly unit next to this unit gains the modifier selected when purchasing this Ability.
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Is there anything else that needs explaining? I guess not. If you want to play this game, just say IN- there's not a need for a character sheet.