Asmo's Greed Rulethread

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Paorou-sama

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This is old Version Asmo's Greed. Things beyond region battle and Logistics rules are particularly marked for omission/change.

Terms used in this section :

* Character - A special persona in the war, empowered by destiny or an outstanding will. They are 'named characters' with special abilities. They are different from generic fighting units in that they have their own different, separate trait rules, and change how the battle is fought via the Narrative Battle System. (See Primary Game Mechanic below) Rules for creating characters are detailed in Character Creation.

* Generic Fighting Units (GFUs) - These are the masses of unnamed mooks and minions who make up for plot importance with numerical values. They have a single trait value representing individual effectiveness in offense and generally, their power overall, relevant number representing their effective numbers/head count, and any advantages/disadvantages. Units who have 'different weapons' or 'transformation' modes may have at least two different traits. Rules for creating units are detailed in Unit Creation.

* Traits - These refer to a unit's abilities, whether it be attack, defense, healing, etc. They are normally represented by the trait type and a name, with scores next to them called trait values/ranks. (Maximum of 5 for generics and 6 for characters) These represent the efficiency of each trait when used The higher the score, the more successful a trait tends to be. These traits are influenced by advantages and disadvantages. More information on this can be found in Character Creation.

* Successes/Successful Dice - These are dice that have fallen under a target number, usually equal to trait ranks/values to determine the result of an action. The total number of these dice is called a success rate. These appear and are integral to resolving an action when a trait is used. (see primary game mechanic)

* Relevant Number - GFUs are not always counted per person. Some are counted in number of squads or a mass of creatures. Hence, relevant number represents these kinds of units as one whole 'relevant' fighting unit. For instance, there may be 3 squads of 5 soldiers each, but they are only counted as only 3 Units to represent their relevant fighting strength.

* Advantage/Disadvantage - Extra factors which reduce or add to trait values and sometimes, dice. Particularly needed by Generic fighting units when using their single trait to resolve combat.

* Logistics - Catch all term for ammunition, fuel and supplies - Represented by how many actions a unit can take in a battle. The logistic score increases if the battle is connected to a nearby friendly region, if there are fortifications/supply centers in the area, or if a character has a trait that can replenish logistics, etc. This is particularly needed by GFUs and some characters.

* Turn - One round of actions from both sides. In a turn, a unit can perform one individual attack/move, and counteract any number of times, provided they're willing to expend Logistics to do so.

* Battle - Refers to 5 turns of combat in a region before returning to the world map for plotting. This pause can also represent a lull in the battle, where leaders can find openings to increase logistics in the area or send reinforcements before their units are wiped out.

* Reinforcements - If a contested region has had at least one battle, and units have been sent to this same contested region, the next battle refers to these new units as 'reinforcements'.


Contents

* 1 Primary Gameplay Mechanic
* 2 REGION BATTLES
o 2.1 Logistics
o 2.2 Advantages and Disadvantages
o 2.3 Unit Information and Format
o 2.4 THE BATTLE TURN
+ 2.4.1 CAPTURING
+ 2.4.2 MERGING
+ 2.4.3 UN-MERGING
+ 2.4.4 ATTACKING
+ 2.4.5 PASS
+ 2.4.6 SPECIAL TRAITS
+ 2.4.7 ENDING YOUR TURN
+ 2.4.8 Counter Attack
+ 2.4.9 Defense Traits
+ 2.4.10 Special Defense
+ 2.4.11 END OF THE OPPONENT'S TURN
* 3 CHARACTER CREATION
o 3.1 STAYING POWER
o 3.2 ATTACK VALUE TRAITS AND DEFENSE TRAITS
o 3.3 SPECIAL TRAITS
o 3.4 SPECIAL Assault
o 3.5 SPECIAL Defense
o 3.6 SPECIAL Logistic
o 3.7 SPECIAL Capture
o 3.8 SPECIAL Supportive
o 3.9 SPECIAL Helmsman
o 3.10 SPECIAL ADVANTAGE

PRIMARY GAMEPLAY MECHANIC

In it's current state, the game only has one primary mechanic, made for resolving actions in region-level battles. There are two methods to resolve actions.

The game needs at least two players representing two factions, with at least one player representing each faction: One Player is called the Arbiter, who mainly determines any bonuses, resolutions or any rule changes. The Arbiter is also specifically needed for resolving actions performed by Characters. The other player/s is called a Narrator or merely "Player". They control one faction and by extension, their characters and units.

* It is possible to have more than one narrator in one faction, by dividing control over their units and characters.
* It is possible for the Arbiter to be a Narrator as well.

Generic fighting units roll a number of dice equal to their relevant number and count how many fall under their chosen trait's rank. These dice are called success dice and their count is called a success rate. They then compare this success rate to an opposing number, or an opposing success rate.

If it is higher, it passes. If it is lower, it fails. Ties can reflect different results depending on trait type.

Characters generally have the same steps, however, they have a different way of determining the number of dice to roll. Their system for producing dice and resolving is called Narrative Resolution, or in some cases, Narrative Battle.

The players who control characters have to narrate, or explain how the character goes about using his trait. For instance, if a character would use a trait for attacking - he would say, "I smack him in the face, stab him in the foot and then kick him afterwards."

The Arbiter would then determine dice by counting the details or actions in the narration, and add (or deduct) any number of dice if the narration of the action has been exemplary. For instance, the above narration has 3 actions, it can alternatively be counted as 3 different details. Hence, the Arbiter assigns 3 dice for the narrator to roll.

Then, as above, the player would roll these dice, count how many fall under the rank of his chosen trait, and compare this number to an opposing number. If it is higher, it passes. If it is lower, it fails. Ties can reflect different results depending on trait type.

The specific details on the trait types will be explained in battles and trait usage below. (REGION BATTLES - BATTLE TURN)


REGION BATTLES

In the full game with region-conquering and diplomacy, a region Battle starts the moment a region becomes contested during the shared world phase. Each region in Iwaku has it's own set of obstacles and bonuses, represented by advantages and disadvantages, as well as logistics bonuses.

If you are merely playing the game for a quick battle, the Region Battle Rules are the default system used for resolving conflicts.


Logistics

Logistics refer to your army's total fuel, ammunition, supplies and other things an army would need to fight in a battle. This score was made with the scope of the full game in mind - but can be scrapped for short/one-shot ground battles. In fact, it is recommended to avoid using the logistics rule unless you are playing with higher cost (larger) armies or the full version with region dynamics.

Recommendation: If you wish to scrap logistics, you may ignore rules pertaining to logistic costs (It means you can skip this section, too) and traits that restore logistics. More recommendations will be placed throughout the guide below. (See Character or Unit Creation.)

Logistics for a battle is normally calculated as such: The total number of relevant number values for all your units in the battle. (For instance, Paorou brought 3 squads of bakers with relevant number 2 each. He has 6 logistics for this battle.) Any logistics bonuses may include:

* Bringing a character with trait value of D - grants 10 more points.
* Bringing a character with trait value of C - grants 15 more points.
* Bringing a character with trait value of B - grants 20 more points.
* Bringing a character with trait value of A - grants 25 more points.
* Bringing an S-ranked Character (Paorou, Rory, Asmo, 'Supreme Commanders') - 30 points.
* Any units with a logistic trait produce logistics equal to their trait rank at the start of the battle. .
* A battle in a production region grants 1 more point per Relevant Unit to the defender.
* Capturing the production facilities in the region (with a successful capture action) grants 1 more point per SURVIVING relevant number in the same turn.
* A battle in which reinforcements have just arrived grants the normal logistics startup for the arriving units. They grant logistics equal to their relevant numbers.
* Normally, the defending party will have more logistics, seeing as they own the area and it's facilities. This is represented by their logistics increasing by 1 every turn. However, if the attacking army succeeds their Capture action, the defenders lose this advantage, and the attackers gain it starting next turn.

LONG BATTLE PENALTIES - A long battle is defined as going beyond 5 battle turns. This means the battle goes beyond the single 'world' turn, causing the region to become contested during strategic phase. To represent the necessity of renewing supplies, at the end of a battle, count remaining logistics for each side. This carries on to the next battle in the region, if it is still contested.

CUTTING THE CONVOY LINE - If a commander attacks a region connected to the contested area. His enemy suffers a logistics penalty when resolving the next battle. He will lose another 1d6 points per connected region lost. (For instance you own two regions connected to this contested one. The enemy attacks one of them, and another opponent attacks the other. This means you have to roll 2 dice to determine how much logistics is lost in the first contested region.)

CARRIERS/AIRSHIPS - Carriers and Airships in the region produce logistics equal to their free load (No units inside) upon arrival. They create 1d6 logistics for every succeeding battle in the region, if a long battle is on-going.

NO MORE LOGISTICS - Means that your units can't take any action outside 'pass' or 'retreat'. This is unless they possess free actions, such as free defense and free attacks. Free defense and free attack do not use up logistics, as well as single use attacks.


Advantages and Disadvantages

After logistics, A region has Advantages and disadvantages. These are stats which modify trait rolls done in the battle. They look like this:

"REGION: Cliffside Fortress
ADVANTAGES:
Defending Range-types, and Artillery get +1 die to rolls.

DISADVANTAGES:
Attacking infantry get a +1 to roll results."

All this means is that due to the fortress' precarious location, Infantry have a hard time getting into the fight and the defenders can pick them off easily. This will reflect in the later portion for actual trait combat.


Unit Information and Format

Before you can start combat, you should know what units you're sending into the fray.

GFUs are your units which fight en masse. They make up the bulk of your army and their numbers are a great asset. GFUs typically have these stats:

* Name : GFU's name.
* Description : Unit description.
* Type : Range, Artillery, Infantry, Mechanized, Cavalry, Mystical
* Relevant Number : Stated above. This can be lost through battle.
* Attack Trait Value : The attacking/fighting power of a GFU. This can be ranked 1 to 6m, with 6 being the highest, depending on the power of a single relevant unit.
* Secondary Trait : A secondary trait which represents a skill outside firepower.
* Secondary Trait Value : Ranked 1 to 6, with 6 being the highest. This value represents the efficiency of the secondary trait.

Example:

Name : Bread Cult Initiate Group
Description : Initiates to the bread cult order. They can be armed with any weapon they have had in their possession prior to joining the order. Typically go around in groups of 3 or more.
Type : Infantry
Relevant Number : 1
Attack Trait Value : 2
Secondary Trait : None
Secondary Trait Value : n/a

Characters are single units which have different traits and a different manner of fighting rules from the mass GFU units. (See Narrative Battles below.) They are ranked S, then A until D - where D is the lowest and S is the highest. They do not necessarily have the two trait limitation that GFUs do. Format:

* Name : Character's name
* Rank: S, then A to D, depending on a character's collective power.
* Description : Character's Description.
* Type : Range, Artillery, Infantry, Mechanized, Cavalry, Mystical
* Staying Power : Represent character's health. If he loses a round of combat, he loses one point. This only recharges if there are units nearby with a supportive trait, or if the region loses it's contested status.
* Trait 1: Description and name of the first trait.
* Trait 1 Value : Ranked 1 to 6, with 6 being the highest. Determines Trait 1's potency.
* Trait 2: Description and name of the second trait.
* Trait 2 Value : Ranked 1 to 6, with 6 being the highest. Determines Trait 2's potency.
* And so on and so forth, depending on number of traits.

An Example:

Name : Pon
Rank: C
Description : Mysterious black rider from far lands. Fights using a living bike, plastic throwing knives and a staff.
Type : Cavalry, and Infantry, once the Tony trait is removed.
Staying Power : 2
Trait 1: Hybrid Gymnastic Fighting Style - His fighting style, involving stunts with his staff and stylish flips and shit. Used for assaults.
Trait 1 Value : 2
Trait 2: His living bike, and a reliable mode of escape. Used to defend.
Trait 2 Value : 2
Trait 3: Shining Sword - A powerful artefact unleashed when unlocking his staff with his keys. SPECIAL ASSAULT TRAIT. One time use per battle.
Trait 1 Value : 3

How to make your own characters and GFUs will be detailed later. SPECIAL TRAITS will be explained in the same section.


THE BATTLE TURN

The commander attacking a region always has the first turn. In his turn, he starts with an overview of how many units he's brought. Now, he can decide which units can do what action.

These are the actions a unit can take on it's own turn:

1. Capture
2. Merge
3. Attack
4. Pass


SPECIAL TRAITS - These are only available if a character was created with such traits.

1. Support
2. Special Attack
3. Logistics


Each unit can only do ONE of these actions per battle turn, unless you have an effortless (see Character Creation - Traits) trait among the choices on this list. Merging produces a new unit from two units using up their action, and this new, combined unit may take another action. The same goes for un-merged units. (the two new units produced may act again.)


CAPTURING

Capturing is the act of taking control of the environment, empowering your units with logistics bonuses and certain advantages. After paying the 1 logistic to act, perform the following:

* Select a GFU / merged GFU.
* Select a trait suitable for capturing. For GFUs, this would be their default Attack Trait Value or if present, their secondary trait (specifically made for capturing). For Characters, this would be their capture trait - if they do not have a capture trait, they may not attempt this.
* Roll 1 6-sided dice.
* Compare the result to the selected trait value. If it's lower than the value, this is a success.
* Note this down as a capture success. This lasts for as long as the region is contested, and has not yet reached the next step:
* The moment the attacker's capture successes outnumbers the defender's units in the region plus their capture success rate, the region's main facilities have been taken. This means the attackers gain the logistics bonuses, or any advantages the defenders once had. (see above) Remove all capture successes from both sides, and restart from 0.
* The defender must now attempt to recapture if they want their bonuses back.

For example:

2 bread cultists are fighting a squad of Asmo's Ego-zombies. They decide to split up and control the area. Commander Paorou takes note of their attack trait value - 2 - and makes two rolls with his dice after paying 2 logistics for this action.
A one and a two. 2 capture successes! And since he only has one opponent on the field, he has taken control of this area from under his opponent's nose!


MERGING

Merging involves combining two units into one target-able unit, unless the unit has special rules preventing a merge. (3 units merged inexplicably fall under this rule regardless.) As a rule, units can only merge with their own types. (Infantry with infantry, cavaly with cavalry, etc.) Multi-types get to have a wider array of units to merge with but get affected by more advantages/disadvantages. Since a merge costs 1 logistic to perform, this has various tactical advantages and disadvantages, outlined below:

* The merged GFUs combine their relevant number and have a unified attack trait value equal to the greater value between the two prior to the merge. The new merged unit also still retains both of their old secondary traits. (if any)

However, once the relevant number is halved via battle, the unified attack value is lost and the unit that possessed the greater attack value is considered destroyed. It's secondary traits (if any) are also removed.

For example: 2 Bread Cultist Initiate Groups wish to merge. Since they have 1 relevant number each and the same Attack Value Trait, Their new unified stats are outlined below:
2 Bread cultist Initiate Groups
Relevant Numbers: 2Attack Value Trait : 2

* In the case of 2 characters, the unit with the greater staying power automatically takes the lead. The Staying power of the merge, the Normal Attack Rank and the normal/ free Defense rank only utilize lead character's traits. The rear character may use special abilities to protect the lead or to special attack, but unless effortless, uses up the move of that unit. For this reason, only two characters may be in a single merged unit.

Any more than 2 merged characters will not be allowed.

* When merging a character with a GFU, perform the following steps.
o Compare Relevant number of GFU and the Staying Power.
o If Staying Power is higher, the unified unit now utilizes this staying power and is now considered a character for all intents and purposes. He gains the traits of the GFU and can utilize them using character trait rules. If 2 characters are present, the other character may only utilize special traits. This is called a Character-dominant merge.
o If Relevant Number is higher, the unified unit utilizes this and is simply considered a merged GFU unit. It gains the character's traits and can utilize them using the Narrative battle. 2 more characters present simply mean more traits can be used by this unit. This is called a GFU-dominant merge.
o If they are equal, the commander may decide which unit/s involved will be dominant.

* If the merged unit is a character-dominant unit, reducing the Staying Power to 0 destroys the character and reverts the merged unit to being the older GFU prior to merge.
* If the merged unit is GFU-dominant unit, reducing the relevant number to zero destroys the GFU and reverts the merged unit to the character unit prior to the merge.

For Example:

Let's say Pon (from above) wants to merge with a group of Bread cultist Initiates. His staying power is 2 and their relevant number is 1. This becomes a character-dominant group, with Pon leading from the front. He gains a new attack trait, in which he leads the bread cultists in a daring attack! (value 2)
But if he merged with 2 groups of bread cultist initiates (Already merged) their respective values become equal. (Pon has 2, Cultists have a total of 2). Let's say the commander tells him to stay in the back. It becomes a GFU-dominant group. Pon will now act in unison with the cultists, more dependent on their skill than his own.


UN-MERGING

Simply means splitting a merged unit into two of it's 'original' forms. Unlike merging, un-merging is a free action. Since there are two types of merge, there are two different ways to go around this:

* 2 GFUs - Unless damaged while merged (Relevant Number reduced) revert both units to their stats prior to merge. If damaged while in merge, cut the relevant number in half, rounded down. The extra point goes to the unit with the weaker attack value.
* GFU and Character - Unless damaged while merged (Relevant Number reduced) revert both units to their stats prior to merge. If damaged while merged:
o Character dominant merges have the GFU revert to it's stats prior to merge. The Character however, reflects the staying power score it had during it's merge.
o GFU dominant merges have the Character revert to it's stats prior to merge. The GFU however, reflects the relevant number it had during it's merge.

For example, Pon has decided to leave the group of Cultists. however, he has sustained a wound before his decision to split off from them. (-1 staying power) His new staying power is 1, after the split, and the Cultists still retain their relevant number of 1.


ATTACKING

Attacking costs one logistic, and involves two units - Attacker and Defender. The attacker is obviously the person who instigated the attack, and the defender is the one being attacked. The act of attacking and rolling die to resolve combat occurs in what is called a COMBAT ROUND.

GFUs Attacking

* Deduct your logistics score by one.
* Select a GFU target. Let's say that there are is traitorous group of bread cultist initiates afoot!
* Begin Combat Round.
* First, take the relevant number of GFUs attacking. For instance, you have 2 of your own bread cultist Initiate Groups. Individually they have 1 relevant number. They have a relevant number of 2 when merged together.
* Then you roll a number of 6-sided die equal to this number (minus or plus any advantages.) You have counted 2 relevant number total, and thus must roll two dice. Let's say you rolled a 4 and a one.
* Now, you must compare the Attack Trait Value to these results. (Remember to factor in advantages and disadvantages.) If the die result is below or equal to the trait, it is a successful die. If not, it is a failed die. Count these successful dice. From the roll earlier, You have 1 out of 2 successes, because their attack trait value is 2, and you had a result of a one and a 4.
* Enemy may choose to COUNTERMOVE. This may be in the form of a counterattack or a trait which overcomes your attack in different ways. It will be detailed in a section below dedicated to defenses. The enemy cultists shoot back! However, their feeble attacks miss.
* You now deduct your target's Relevant number by the number of successful dice you have over their successful dice count.The enemy cultists lose their single relevant number!
o When GFUs attack Characters, they will always only lose ONE staying power even if the GFUs have MORE THAN ONE successful die over their target. The ASSASSIN option undoes this.
* Resolution. If any unit in the combat round has had their relevant number reduced to zero, destroy that unit. The traitor cultists have been killed! Only the loyal remain!
* End Combat Round.

For example: Pon is assaulted by a roving emissary squad! Their relevant number is 2 and their attack trait value is 3. They roll 2 6-sided dice, both landing on 3. However, since Pon is no ordinary bread cultist, he only loses one point of his staying power, regardless of it's ferocity. It's just a flesh wound!


Characters fighting GFUs

Characters follow the same rules for attacking, except for how they decide the number of dice to roll under which trait. Characters are different in that they are NARRATIVE-DRIVEN rather than their generic counterparts. Basically, the number of dice they roll to compare under their trait value depends on how detailed you narrate a character going about his business.

Let's say you decide to use an assault trait called 'Chainsaw' with a value of 3. You describe your character attacking the emissaries with the chainsaw as such: "Leopold reached for his backpack, pulling out a bloody, rumbling machine. With a glimmer of malice in his eyes, he leaped up, and brought the wicked chainsaw down on the opponent's forehead."

Now, depending on the battle arbiter, this statement can be split into details which represent the number of dice used. It would be recommended to divide it as such: "Leopold reached for his backpack// pulling out a bloody rumbling machine// With a glimmer of malice in his eyes// he leaped up// and brought the wicked chainsaw down on the opponent's forehead."

5 actions were detailed in this statement. Leopold gets to roll 5 dice under his Trait 3 skill. Let's say he rolls 4,3,2,5,2... That's 3 successes! Since he's fighting a group of GFUs, he reduces their relevant number by 3!

However, remember to be aware of any disadvantages or advantages in the area. Characters may also suffer from these. GMs may decide to limit the number of maximum dice they can produce from narrating to fit the a time limit. Or expand it when the player faces off with a powerful opponent. This is recommended to ensure fluid gameplay. (Since the game is already large and detailed as is.) GMs may also want to leave out unnecessary details from the dice count - or grant additional dice if they like the description.

Characters can also carry over the narrative trait battle rules to other traits for counter moves, counterattacks and other non-combat abilities. The only command that characters do not carry this over to is the capture command.

Characters versus Characters

Similar to fighting GFUs in that you utilize narrative trait battle rules. However, some damage rules are changed.

* If the target decides not to counter attack or counter move at all, then you may automatically remove one of his staying power points at the end of combat round. (Provided you have at least ONE success die.)
* However, if the opponent decides to counter move, what happens depends on who has the greater amount of success dice during the combat round. If you have a greater amount of success dice, you deal staying power damage as normal.
* If you have lesser success dice, the effects are detailed below. (In COUNTER MOVE)


PASS

You decide not to spend logistics (Or in worse cases, you're out of logistics) and leave the unit alone. He may still take any logistics-free moves if his traits allow it. (if any)


SPECIAL TRAITS

These vary per trait. They may not cost logistics, they may even be used to replenish logistics. These traits usually have their effects listed next to their name. These traits operate outside battle rules, and thus do not call a combat round or utilize the normal rules for attacking. An example would be Pon's shining sword, a Special Attack Trait. It deals unavoidable damage to opponents, unless they possess a special defense that deflects special attacks.

SPECIAL TRAITS and their effects are further discussed in the character creation guide below.

ENDING YOUR TURN

After all moves have been completed in your turn. The opponent's turn comes next. Your actions are now limited to COUNTER MOVES.

You are now the defending party as your opponent selects what moves he may perform from the same list you had earlier. The moves you can perform are all REACTIVE this time. Counter Moves normally use 1 Logistics to pull off. they can be pulled off once for each time you are attacked.


Counter Attack

The most common type of counter move. Almost any Unit, be it GFU or Character - have this option, provided they have logistics to back it up. This can only be utilized by the target of an attack for it's respective combat round. The downside to counter-attacking is that taking damage is almost always assured.

Counterattacking using GFUs

* The GFU rules for this are the same for attacking. They will deal damage equal to their success dice to their opponent and take damage during the attack.
* However, with attacking characters, they will not deal ANY staying power damage unless their success dice are greater than the success dice of the attacking character. They still take their damage as normal, and still deal one staying power damage if they do succeed.

Counterattacking using Characters

* Characters will take one staying power damage if the GFU attacker has even one success die. Damage done to the GFU opponent remains as normal, as well.
* For characters, if a character has even one success die, he deals damage to his opponent, thus it is possible to deal one staying power damage to each other. However, if the counter attacker has more success dice than his attacker, he deals one additional staying power damage. The vice-versa occurs if the attacker succeeds, as detailed above. If they are matched, no additional staying power damage is dealt.

Defense Traits

Some GFUs will have some sort of countermeasure to defend themselves from harm, and characters will most likely have one trait dedicated for this. Defense traits offer an alternative to counterattacking, with it's main advantage being that there is a much higher chance to avoid damage.

Instead of rolling dice under an attack trait's value, one must look for a suitable trait, one marked with a DEFENSE subtype. You will use this value for the counter move. It doesn't deal damage like counterattacking, but it normally has better values. (To be detailed in character creation.)

Defending with GFUs

Against an attacking GFU, each defending dice success reduces the damage by one. This can reduce a GFU attack to have virtually no damage. It does not, however, restore lost relevant numbers from previous combat. This works the same for characters as well.

Defending with Characters

Against an attacking GFU, each defending dice success reduces the attacking success die by one. If no attacking success die is left, the GFU attack deals no staying power damage. If even one attacking die is left, it still deals one staying power damage as normal. The same goes for battles with other characters.


Special Defense

This only activates upon becoming the target of a special attack. Works like the Defense Trait - except it activates on more specific situations.


END OF THE OPPONENT'S TURN

And once the attacking is over, it reverts to your turn. Once 5 alternating turns have passed, the battle reaches an abrupt halt, and the world strategy phase begins anew.

END OF COMBAT



CHARACTER CREATION

First, decide what rank this character will be, then allocate points. The different ranks have the following limitations and point allocation guidelines:

* D - Lowest Rank - Typically Named NPCs - 5 starting points

Attack Trait Value limit is 3. Defense Trait Value Limit is 4. You may create 1 extra trait. (SPECIAL OR NOT DOESN'T MATTER) Have a rank 1 attack trait value by default. Have 1 Staying Power by default.

* C - Newbies and Sub-characters - 7 starting Points

Attack Trait Value limit is 4. Defense Trait Value Limit is 5. You may create 1 extra SPECIAL TRAIT. Have a starting rank 1 attack trait value and a defense value of 1 by default. Have 2 Staying Power by default.

* B - Particularly significant characters - 10 Starting points

Attack Value limit is 4. Defense Trait Value limit is 5. You may create 2 extra SPECIAL TRAITS. Have a starting rank 1 attack trait value and a defense value of 2 by default. Have 3 Staying Power by default.

* A -Important Mythos Characters - 12 starting points

Attack Value limit is 5. Defense Trait Value limit is 6. You may create 3 extra SPECIAL TRAITS. Have a starting rank 2 attack trait value and a defense value of 2 by default. Have 4 Staying Power by default.

* S - 'Supreme Commanders' - 15 starting points

Attack Value limit is 6. Defense Trait Value limit is 6. You may create any number of SPECIAL TRAITS. They have a starting rank 2 attack trait value and a defense value of 3 by default. Have 5 Staying Power by default. They may have one free special effect if they create a special trait.


After choosing what type of character you want, you now allocate points to their various stats. This is how a character's sheet would look.

Format:

* Name : Character's name
* Rank: S, then A to D, depending on a character's collective power.
* Description : Character's Description.
* Type : Range, Artillery, Infantry, Mechanized, Cavalry, Mystical
* Staying Power : Represent character's health. If he loses a round of combat, he loses one point. This only recharges if there are units nearby with a supportive trait, or if the region loses it's contested status.
* Trait 1: Description and name of the first trait.
* Trait 1 Value : Ranked 1 to 6, with 6 being the highest. Determines Trait 1's potency.
* Trait 2: Description and name of the second trait.
* Trait 2 Value : Ranked 1 to 6, with 6 being the highest. Determines Trait 2's potency.
* And so on and so forth, depending on number of traits.


STAYING POWER

Represents how much 'endurance' a character has. You usually have some staying power points granted to you by default, but you may increase your starting staying points by paying 1 starting point to increase this by one.

For instance, Asmodeus: an S-Ranked character, wishes to increase his staying power from 5 to 6. He wants to increase it by one. He has 12 starting points, and reduces it to 11. He now has 6 staying power and 11 starting points left!


ATTACK VALUE TRAITS AND DEFENSE TRAITS

Represent the ability of the character to dish out damage and to avoid damage, respectively. You normally have a default number of defense and attack points, and may choose to increase them by one for a one to one basis. (This means paying one starting point increases the value by one.)

For Rank D characters, this simply means you pay 1 starting point to gain a defense trait of 1 from none.

This only changes when increasing the value from 4 to 5, and 5 to 6. Where it costs twice the starting points to do so. (When an attack trait value is at 4, and you wish to increase it to 6. It costs 4 starting points now, rather than 2.)

For instance, Paorou wishes to gain a rank 5 attack called 'Eyebeams'. He already has a 2 attack trait value by default. He pays 2 starting points from his 10 (Reducing it to 8) and raises the value to 4. Then he pays another 2 starting points to raise it to 5. He now has a rank 5 attack called Eyebeams, and 6 starting points remaining!


SPECIAL TRAITS

Characters normally have other traits to accomodate their skills. They work outside combat, and as such cannot be deflected by normal defense or counter-attacked with an attack function. These traits can also only be used on your turn, with the exception of special defense.


SPECIAL Assault

Refers to traits that deal damage to staying power or relevant number. They cannot be counter-attacked or defended against like a normal attack, but use narrative battle rules to operate. A SPECIAL Assault trait would fall under one of the 3 main types:

1. Single-use - Means the attack can only be used once per battle. Thus, the trait can be learned on a one to one basis. This means you can purchase and raise one rank in this trait for one starting point.
2. Logistic-use - Means the attack uses 1 point of logistic per use. These traits can be learned on a 2 starting point to one basis. This means you can purchase and raise one rank in this trait for 2 starting points.
3. Free-use - Means the attack can be used freely with no worries. The most expensive to learn. This means you can purchase and raise one rank in this trait for 3 starting points.

Raising the rank from 4 to 5 and 5 to 6 double the cost to do so. (for instance, logistics use costs 2 per rank, so it now costs 4, etc.)

Recommendation: If playing a logistic free game, remove the the logistic-use sub-type and place Free-use as a 2 point per rank option.

You can add special effects under this type:

* Multiple Target - Means the special trait can affect an extra target. For every extra target this ability can hit, pay an additional starting point equal to the main type's need. (For instance, pay an extra 3 if it's a free use type.) The total success die is dealt to each of the target/s.
* Assassin - Means that the special trait can deal direct success die to staying point damage. this means that having 3 success dice deals 3 staying power damage. Without this special effect, Characters only receive one staying power damage from a special attack. This costs another 3 starting points, regardless of type.
* Effortless - This means the character can use this trait, and then use another trait in one turn. (For instance, Paorou uses manifold perception, which is effortless, and then uses eyebeams to attack one opponent in a normal combat round.) This costs another 3 starting points, regardless of type.

For Example:

Paorou is Rank S, and has 12 starting points. He wants to create 'Manifold Perception', a SPECIAL Assault trait that can hit multiple targets.

He pays 2 points to get it at logistic-use rank 1. and pays 4 more points to get it to level 3. Since he has a free special effect, he decides to get a free second target. He then pays another 2 points to increase it to 3 targets.

In total he paid 6 starting points to get it as a logistics-use SPECIAL attack rank 3, and paid another 2 points, as well as spending his free Special effect to get it to hit 3 targets!

Trait 3: Manifold Perception - Paorou shoots his eyebeams in a barrage of light, hitting 3 targets. SPECIAL ASSAULT. Logistics-use. Multi-target 3.Trait 3 Value : 3



SPECIAL Defense

Special defense refers to a counter move that does not necessarily fall under the combat only rules. There are two primary types.

1. Free Defense - Refers to a counter defense move that expends no logistics to utilize. You can convert your defense trait to this by paying 4 additional points. Otherwise, this can be bought as a separate trait by paying 2 starting points to gain 1 rank.
2. Countermeasure - Refers to a counter defense move that can prevent SPECIAL Assault damage using the normal combat round rules. You may convert your defense trait to only work as a countermeasure by expending an extra starting point. (It cannot work as a normal defense now, however.) Otherwise it can be bought as a separate trait by paying 1 starting point to gain 1 rank.

Countermeasure always takes 1 logistic to use. You must pay it's rank value in starting points to make it a 'free counter measure'.

Raising a countermeasure from rank 4 to 5 costs 2 starting points to do. Same for 5 to 6.

Recommendation: If playing a logistic free game, Remove the option for free defense.


SPECIAL Logistic

Refers to traits that replenish logistics. This is done by a character narrating a course of action to replenish logistics. Then, using narrative battle rules, roll a number of dice under the trait's value. Count the successes. You gain this much logistics for the rest of the battle.

This is bought on a starting point to 1 rank basis, with a maximum of 6.

Recommendation: If playing a logistic free game, ignore this trait completely.


SPECIAL Capture

Allows a character to capture without the help of GFUs. This is bought on a 1 starting point to 1 rank basis to a maximum of 6. Characters capturing use the capture rules outlined above.


SPECIAL Supportive

Refers to a trait that replenishes staying power or relevant number. This is done by a character narrating a course of action to replenish life/health. he has to select ONE TARGET. Then, using narrative battle rules, roll a number of dice under the trait's value. The effects vary - GFUs gain their relevant number equal to the success results. By default, Other characters gain a staying power point regardless of successes.

There are three types of SPECIAL SUPPORTIVE traits:

1. Self - This Ability only targets your own character. You gain one staying power regardless of success. Each rank can be bought for 1 starting point.
2. Other - This Ability only targets one other unit. Each rank can be bought for 2 starting points.
3. Either - This ability can target yourself or another unit. Each rank can be bought for 3 starting points.]

Raising the rank from 4 to 5 and 5 to 6 double the cost to do so. (for instance, logistics use costs 2 per rank, so it now costs 4, etc.)

Recommendation: If playing a logistic free game, remove the the logistic-use sub-type and place Free-use as a 2 point per rank option.


Like SPECIAL Assault Traits. SPECIAL support has it's own Special effects.

* Multiple Target - Means the special trait can affect an extra target. For every extra target this ability can hit, pay an additional starting point equal to the main type's need. (For instance, pay an extra 3 if it's an either type.) The total success die is dealt to each of the target/s.
* Expert Care - Means that the special trait can deal direct success die to staying power replenishment. This means that having 3 success dice heals 3 staying power damage. Without this special effect, Characters only receive one staying power healing from a special support skill. This costs another 3 starting points, regardless of type.
* Effortless - This means the character can use this trait, and then use another trait in one turn. This costs another 3 starting points, regardless of type. (Still costs 1 logistic to use, however.)

Also, If raising the rank from 4 to 5, it now costs double the rank up to do so. (for instance, others-type costs 2 per rank, so it now costs 4, etc.)


SPECIAL Helmsman

The character is a pilot. He can merge with Carriers/Airships or Mechanized units despite having a different type.

Select a trait type from the past list of normal attack, defense and SPECIAL traits. Pay 2 starting points. You now have a Helmsman - Attack, for instance. Now, depending on what you merge with, see below.


Mechanized units change their relevant number value into a staying power value for all intents and purposes. If the mecha has a trait of the same type of the chosen Helmsman type, utilizing that trait uses narrative rules. However, only that specific trait will use narrative rules, the rest will use the normal GFU rules. (Utilizing staying Power instead of Relevant number this time.)

Destroying the mechanized unit merged with the character causes 1 staying power damage to the character after resolution. This cannot be avoided.

Mechanized units can only merge with up to 1 character.


If the airship has a trait of the same type of the chosen Helmsman type, utilizing that trait uses narrative rules. However, only that specific trait will use narrative rules, the rest will use the normal GFU rules. (Utilizing staying Power instead of Relevant number this time.)

Destroying an airship causes 1 staying power to characters merged with it. This cannot be avoided.
Airship/Carrier units can merge with 1 character per trait type it carries.


SPECIAL ADVANTAGE

This unit carries it's own advantage and disadvantages. These Advantages and disadvantages can override the region's own.

Advantages work simply like this. It is free, if for every advantage, there is a disadvantage equal to it. If there are more advantages than disadvantages, you must pay 1 starting point for each point or die presented for certain conditions, representing advantage.

I will make a detailed post to further explain what 1 advantage means, and how to make an equal disadvantage.

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