Character Creation
Hit Points: Hit Points determine how much damage one unit can take. A character at 0 HP is dead. A character gains +1 HP every time they level up.
Stamina: A character has a number of Stamina Points equal to half his Strength score.
Magic: A character has a number of Magic Points equal to half his Magic score.
Maneuvers vs Spells: Characters with at least a 2 in Strength, they have 1 Stamina which means they can take any Maneuver which has at least a 1 Stamina cost. The same goes for Magic. Characters with 0 Stamina however can take a Maneuver that has N/A as its Stamina cost. The same goes for spells.
General Abilities: Any character can use these abilities, and they do not take up ability slots. The cost of these abilities are normally 0, however some cost 1 or 2.
Racial Abilities: These abilities are ones that can only be selected by the races listed in the prerequisites. These abilities do take up an ability slot unless it is listed on the race’s abilities they gain from the start.
Qualifying for Abilities: If a prerequisite says “Unpromoted Level (x)” the character can be promoted in order to qualify for abilities that say “Unpromoted”. The same goes for stat-based requirements. Advanced classes count as Promoted classes for the sake of requirements.
Item Slots: A character has 5 slots for weapons and items. If a character has too many weapons or items, they can choose to send the weapon/item gained or a currently held weapon/item to the supply. Lords or units next to the Lord can access the supply mid-battle, however outside of battle all units can access the supply.
Example: A fighter has an iron axe, two vulneraries, and two chest keys. He receives a vulnerary from an enemy. He decides to send a chest key to the supply, and now has an iron axe, three vulneraries, and a chest key.
Weapon Ranks: A character typically starts with an E Rank in the weapon(s) they’re proficient with. This varies by what level they start at and how much Weapon EXP the GM is willing to give them. Below are the weapon ranks in a chart. Each unit must hit an enemy to increase proficiency with their weapon. Killing a unit counts as double the hits. Abilities that grant modifiers to increasing proficiency stack with the modifier from killing a unit. Their Weapon EXP resets to 0 when they increase their Rank in a weapon. (Example: It takes 10 hits to go from E to D. If Billy ranks up to D, his "hits" goes back down to 0 and he now must reach 20 hits to rank up to C.)
All Dark Magic users start with a D rank in Dark rather than an E.
Weapon Durability: If an enemy is struck by a weapon with a durability on it, reduce the weapon’s durability by 1. If a weapon reaches 0 durability, the weapon breaks and is removed from the player’s inventory. (Missing does not reduce durability).
Growth Rates: To level up stats, characters must roll a 1d10 to see if they level their stat up. If using the Static Growth Rates, they gain bonuses to their stats at certain levels. If a roll is under what it needs to be, add the result as a decimal after the stat and add the decimal with the next roll at the next level. (Example: A knight with a 1 speed and a 2 growth rolls a 4. That becomes a 2.4, and he must roll a 5 or 6 to increase the stat.)
Static Growth Rate Alternate Rule: The character's stats instead increase at the levels listed in the chart.
Terrain
Below are some terrains that are pre-made and can give bonuses to a user’s defense, armor, and/or heal some HP. More can be added at the GM’s discretion.
Movement in Terrains: Moving into or through a terrain that imposes penalties to movements penalizes the unit’s movement, however moving out of said terrain does not penalize them unless they’re moving into a new terrain with move penalties. This applies to damage dealt by terrains.
Disabling Traps: A pit of lava, acidic pool, or poisoned gas area can be disabled by a rogue if he takes a standard action to do so, making the square safe for others.
Elements
Physical: Piercing, Bludgeoning, Slashing
Elemental: Fire, Cold, Earth, Wind, Electricity, Force
Spiritual: Light, Dark