Difference between revisions of "FrivYeti/MCHeroes"
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== Heroes == | == Heroes == | ||
− | A typical mass combat unit will include a small number of Heroes - important characters who provide extra benefits to the unit that they are members of. Heroes matter less due to their raw traits, which may be sufficient to make a small difference, and more due to their natural flair and magical might that they can bring to bear in battle | + | A typical mass combat unit will include a small number of Heroes - important characters who provide extra benefits to the unit that they are members of. Heroes matter less due to their raw traits, which may be sufficient to make a small difference, and more due to their natural flair and magical might that they can bring to bear in battle. |
− | Thus, Heroes do not have most of the traits of mass combat units. Instead, Heroes merely have | + | Thus, Heroes do not have most of the traits of mass combat units. Instead, Heroes merely have Power ratings. |
− | === | + | === Power === |
− | + | Like a unit, a hero's Power is based on his Skill, Equipment, and Might. However, Might is the primary trait worth considering. | |
− | + | A Hero's Skill rating is derived the same way as a [[FrivYeti/MCUnits | Unit]] figures out theirs. The same is true for a hero's Equipment. These ratings should be noted, as they can modify Might later on. | |
− | === | + | === Might === |
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− | + | In order to calculate Might, players must calculate the total power of their Charms and nature. This is an abstraction, designed to represent the fact that a character will be using a wide variety of combat effects over the course of a large-scale battle, killing dozens of soldiers every minute. As such, Might is determined based on the number of combat Charms the character has, her Essence rating, and her type. | |
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− | + | * CHARMS: Total the number of Charms and active spells that the character possesses with a direct combat application. Charms and spells that affect the mass combat scale directly are not applied. | |
+ | * ESSENCE: Multiply the total number of Charms by the character's Essence rating. | ||
+ | * TYPE: Divide the result by a number based on the character's type, as follows: | ||
+ | ** Solars: Divide by 10 | ||
+ | ** Celestial Exalts, Gods, Demons, Elementals: Divide by 12 | ||
+ | ** Terrestrial Exalts, Fair Folk, Mountain Folk, Dragon-Kings: Divide by 15 | ||
+ | ** Heroic Mortals: Divide by 20 | ||
− | + | In all cases, round fractions up. | |
− | + | ==== Variable Might ==== | |
− | + | There are two situations in which Might can be modified. First, a character may choose to hold back or give it everything she has. Under normal circumstances, heroes are assumed to end mass combat with half of their maximum motes and Willpower spent, not counting mass combat stunts. If they choose to hold back, they end combat with the same number of motes and Willpower that they started with, using only occasional Charms and stunting back their effects. In such cases, reduce Might by half (rounding down). Alternately, the characters can go All-Out. In this case, they increase their Might by 1 for every three points of Might they have, rounding up. Characters may shift this upwards at the beginning of any round of mass combat, but may not shift back down. | |
− | + | Finally, if the character's Skill + Equipment is double or greater that of her unit, increase her Might by 1. For every further doubling (four times, eight times, etc) increase Might by one more. |
Revision as of 21:12, 1 July 2009
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Contents
Heroes
A typical mass combat unit will include a small number of Heroes - important characters who provide extra benefits to the unit that they are members of. Heroes matter less due to their raw traits, which may be sufficient to make a small difference, and more due to their natural flair and magical might that they can bring to bear in battle.
Thus, Heroes do not have most of the traits of mass combat units. Instead, Heroes merely have Power ratings.
Power
Like a unit, a hero's Power is based on his Skill, Equipment, and Might. However, Might is the primary trait worth considering.
A Hero's Skill rating is derived the same way as a Unit figures out theirs. The same is true for a hero's Equipment. These ratings should be noted, as they can modify Might later on.
Might
In order to calculate Might, players must calculate the total power of their Charms and nature. This is an abstraction, designed to represent the fact that a character will be using a wide variety of combat effects over the course of a large-scale battle, killing dozens of soldiers every minute. As such, Might is determined based on the number of combat Charms the character has, her Essence rating, and her type.
- CHARMS: Total the number of Charms and active spells that the character possesses with a direct combat application. Charms and spells that affect the mass combat scale directly are not applied.
- ESSENCE: Multiply the total number of Charms by the character's Essence rating.
- TYPE: Divide the result by a number based on the character's type, as follows:
- Solars: Divide by 10
- Celestial Exalts, Gods, Demons, Elementals: Divide by 12
- Terrestrial Exalts, Fair Folk, Mountain Folk, Dragon-Kings: Divide by 15
- Heroic Mortals: Divide by 20
In all cases, round fractions up.
Variable Might
There are two situations in which Might can be modified. First, a character may choose to hold back or give it everything she has. Under normal circumstances, heroes are assumed to end mass combat with half of their maximum motes and Willpower spent, not counting mass combat stunts. If they choose to hold back, they end combat with the same number of motes and Willpower that they started with, using only occasional Charms and stunting back their effects. In such cases, reduce Might by half (rounding down). Alternately, the characters can go All-Out. In this case, they increase their Might by 1 for every three points of Might they have, rounding up. Characters may shift this upwards at the beginning of any round of mass combat, but may not shift back down.
Finally, if the character's Skill + Equipment is double or greater that of her unit, increase her Might by 1. For every further doubling (four times, eight times, etc) increase Might by one more.