Difference between revisions of "FrivYeti/MCHeroes"

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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 Power ratings.
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Thus, Heroes do not have most of the traits of mass combat units. Instead, Heroes merely have Might ratings.
  
=== Power ===
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=== Might ===
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A character's Might rating is used as part of a normal mass combat [[FrivYeti/MCUnits | Unit]]'s rating. Heroes do not otherwise get to use their Charms and powers in combat. The exception is any Charm with the War keyword, which may be used once per War action, or any Charm or spell which affects an area large enough to bypass the usual mass combat rules. Usually, only spells of the Celestial Circle or higher can apply.
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Might is derived from three traits, listed below. These traits can change over time, but generally change fairly slowly.
  
Like a unit, a hero's Power is based on his Skill, Equipment, and Might. However, Might is the primary trait worth considering.
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==== Combat Focus ====
  
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.
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One of the three factors in a character's Might is how focused she is in combat. This is a number, ranging from 0 to 2, based on how much of the character's experience, time, and optimization has been spent on combat. This is a general amount that players and Storytellers should determine for themselves, but guidelines are listed below.
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* 0 - Absolutely no combat potential; the character is weaker than a typical soldier and totally useless in a fight.
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* 0.5 - Very Low. The character has put less than a quarter of her experience into being skilled in combat.
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* 1 - Moderate. The character has put up to half of her time and effort into being a warrior.
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* 1.5 - High. The character is a focused warrior, with up to 3/4 of her experience and powers spent on combat-related abilities.
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* 2 - Total. The character is totally devoted to the art of combat, having spent well over three-quarters of her time there.
  
=== Might ===
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==== Type ====
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Skill is a part of what makes a good warrior, but so is innate talent. A character's Type is also a rating from 0 to 2, determined by her class of being. It does not, as a rule, change.
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* 0 - A mortal extra. Not capable of being a hero, really.
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* 0.5 - A heroic mortal, commoner raksha, or unenlightened Mountain Folk. Also most wyld mutants and darkbrood.
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* 1 - A Terrestrial Exalt, noble raksa, Enlightened Mountain Folk, Dragon King, god, elemental, or demon
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* 1.5 - A Celestial Exalt
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* 2 - A Solar Exalt
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==== Experience ====
  
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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Experience is just a flat rate determining how powerful you are. Characters begin with an Experience rating of 1. For every 50 experience you gain, add 0.5 to your Experience total. For example, a character with 250 experience has an Experience rating of 3.5
  
* 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. In addition, count Combos as a number of Charms equal to half their rating, and count any combat artifacts that are not direct weapons or armor as one Charm if they are rating 1-3, or two if they are rating 4-5.
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==== Final Calculation ====
* 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, Abyssals, Infernals: Divide by 5
 
** Lunars, Sidereals, Alchemicals: Divide by 6
 
** Gods, Demons, Elementals: Divide by 7
 
** Terrestrial Exalts, Fair Folk, Mountain Folk, Dragon-Kings: Divide by 8
 
** Heroic Mortals: Divide by 10
 
  
In all cases, round fractions up.  
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Once you have your three numbers, multiply them together. Round off fractions mathmatically, rather than using normal Exalted rules. This is your Might score.
  
==== Variable Might ====
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<i>Example: Towering Kharn is a heroic mortal, veteran of a hundred wars. He is highly combat-focused, but not totally, and has a Combat Focus of 1.5. His Type is only 0.5, since he's a mortal. He does, however, have 300 XP, giving him an Experience score of 4. Multiplying these three traits together gives a result of 3. Our hero can boast that he's the equal of 150 normal soldiers.</i>
  
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.  
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<i>Example 2: Cloaking Shadows is a cunning Lunar hunter, trained to fight. He is a skilled, but not all-powerful, soldier, with a Combat Focus of 1. His type is 1.5, since he's a Celestial Exalt. He has 0 XP, giving him only an Experience score of 1. Multiplying those three traits gives him a mere 1.5 rating, which rounds up to 2 - Shadows has a way to go before he can match the strongest mortal heroes, really. </i>
  
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.
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<i>Example 3: Invincible Sword Princess is a goddess of war. Totally combat-focused, she has a Combat Focus of 2. Her type is also 2, as she is a Solar Exalt. Finally, she has a whopping 500 XP, giving her a rating of 6 for her experience. Multiplying these figures gives us a staggering 24 for her Might, easily the match for entire armies of mortals without breaking a sweat - as a hero of her power should be. </i>

Revision as of 00:05, 16 October 2009

Back to Simplified Mass Combat


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 Might ratings.

Might

A character's Might rating is used as part of a normal mass combat Unit's rating. Heroes do not otherwise get to use their Charms and powers in combat. The exception is any Charm with the War keyword, which may be used once per War action, or any Charm or spell which affects an area large enough to bypass the usual mass combat rules. Usually, only spells of the Celestial Circle or higher can apply.

Might is derived from three traits, listed below. These traits can change over time, but generally change fairly slowly.

Combat Focus

One of the three factors in a character's Might is how focused she is in combat. This is a number, ranging from 0 to 2, based on how much of the character's experience, time, and optimization has been spent on combat. This is a general amount that players and Storytellers should determine for themselves, but guidelines are listed below.

  • 0 - Absolutely no combat potential; the character is weaker than a typical soldier and totally useless in a fight.
  • 0.5 - Very Low. The character has put less than a quarter of her experience into being skilled in combat.
  • 1 - Moderate. The character has put up to half of her time and effort into being a warrior.
  • 1.5 - High. The character is a focused warrior, with up to 3/4 of her experience and powers spent on combat-related abilities.
  • 2 - Total. The character is totally devoted to the art of combat, having spent well over three-quarters of her time there.

Type

Skill is a part of what makes a good warrior, but so is innate talent. A character's Type is also a rating from 0 to 2, determined by her class of being. It does not, as a rule, change.

  • 0 - A mortal extra. Not capable of being a hero, really.
  • 0.5 - A heroic mortal, commoner raksha, or unenlightened Mountain Folk. Also most wyld mutants and darkbrood.
  • 1 - A Terrestrial Exalt, noble raksa, Enlightened Mountain Folk, Dragon King, god, elemental, or demon
  • 1.5 - A Celestial Exalt
  • 2 - A Solar Exalt

Experience

Experience is just a flat rate determining how powerful you are. Characters begin with an Experience rating of 1. For every 50 experience you gain, add 0.5 to your Experience total. For example, a character with 250 experience has an Experience rating of 3.5

Final Calculation

Once you have your three numbers, multiply them together. Round off fractions mathmatically, rather than using normal Exalted rules. This is your Might score.

Example: Towering Kharn is a heroic mortal, veteran of a hundred wars. He is highly combat-focused, but not totally, and has a Combat Focus of 1.5. His Type is only 0.5, since he's a mortal. He does, however, have 300 XP, giving him an Experience score of 4. Multiplying these three traits together gives a result of 3. Our hero can boast that he's the equal of 150 normal soldiers.

Example 2: Cloaking Shadows is a cunning Lunar hunter, trained to fight. He is a skilled, but not all-powerful, soldier, with a Combat Focus of 1. His type is 1.5, since he's a Celestial Exalt. He has 0 XP, giving him only an Experience score of 1. Multiplying those three traits gives him a mere 1.5 rating, which rounds up to 2 - Shadows has a way to go before he can match the strongest mortal heroes, really.

Example 3: Invincible Sword Princess is a goddess of war. Totally combat-focused, she has a Combat Focus of 2. Her type is also 2, as she is a Solar Exalt. Finally, she has a whopping 500 XP, giving her a rating of 6 for her experience. Multiplying these figures gives us a staggering 24 for her Might, easily the match for entire armies of mortals without breaking a sweat - as a hero of her power should be.