Board Thread:Hosting Games/@comment-28692716-20190807061412

Fegian is a land ruled by King Amosto, of the Bloodline of the Terrors. Amosto's family line is said to posses a power to threaten the Gods themselves, and as such he feels he has the right to do whatever he wishes to Fegian. And what are the commonfolk to do? Rebel? And incur the wrath of Amosto's Unholy Weapon? No, everyone's lived in fear, other Houses and Kingdoms live in fear of Amosto's might. Though, where there is terror, there is a desire to stop it.

Enter the Silver Snatchers. This is a Guild of thieves, who swear to act in secrecy to defy the King and one day usurp him of his power and hopefully allow him to feel his sins crash down on his shoulders. However, to do that, they need more people. Stronger people. Enter you. Strange letters appeared before you, asking for your assistance. This could be your chance to change the kingdom for the better!

Character Creation
Before you initiate, you'll have to create your character.
 * Name:
 * Gender:
 * Backstory:
 * Class:
 * Dreamclass:
 * Starting Inventory:
 * Growth Rate Priority:
 * Personal Skill:

Name, gender, and backstory should be simple enough to explain, but let's discuss Class, Dreamclass, Starting Weaponry, Growth Rate Priority, Personal Skill.

Current Level/Rank

 * Lvl 1: 00/100, Rank(E): 00/100

Above represents the experience you should have at this point of creation. The Rank E area represents weapon proficiency. If your character can use multiple weapon types, then you'll have to divert the experience among the weapon types. For every rank above E, you'll have a 100 exp to give to your weapons. If Rank is equal to Rank(E): 56/100, then you can only distribute 56 experience. If Rank is equal to Rank(D): 10/100, you can distribute 110 experience among your weapon proficiencies.

Classes
A class is integral to your character. Classes determine your starting stats, whether or not you can fly, what weapons you can wield, and what other classes you can eventually promote yourself into. There are a few starting classes available at the start. You may notice a letter next to the available weapons. That represents your proficiency. You improve your proficiency by using that type of weapon more and more, and you can only use certain weapons based on your proficiency. You can only equip yourself with weapons of the same proficiency of your starting proficiency when you create your character.

Beyond that, HP determines how much health a character has, Str determines how much damage a physical attack does, Mag determines the effectiveness of magic moves, Skl increases hit rate and crit rate, Spd determines the evasion ability and can determine if you get multiple hits, Lck determines the luck of someone, Def determines how much physical damage is negated, Res determines how much magical damage is negated, and Move determines how many grid spaces you can move. Your stats randomly increase when you level up. You can level up a class up to level 20. If your character is at or over level 10, then you can use the item "Master Seal" to promote yourself to another class.

You'll also notice "Dreamclass". This game holds "Second Seals", seals akin to Master Seals. Except instead of promoting the user to their next class, Second Seals change the user's class outright. A Mercenary could become an Archer if that's their dreamclass, a Tactician can become a Mage if that's their dreamclass, and so on. Players will have to be at or over level 10, and their stats and the weapons they use will change.

As the story progresses, more classes will be made available for character creation.
 * Tactician: A class capable of wielding swords and magic. They are very balanced and have a fairly even growth rate. Though, because of this, they tend to not excel in a particular area.
 * Available Weapons: Sword(E), Anima Tome(E)
 * Stats: HP:16, Str:4, Mag:3, Skl:5, Spd:5, Lck:0, Def:5, Res:3, Move:5


 * Cavalier: A unit riding a horse. These are good for direct attacks, though their growth rates will eventually make things harder for them.
 * Classifications: Beastly
 * Available Weapons: Sword(E), Lance(E)
 * Stats: HP:17, Str:6, Mag:0, Skl:5 Spd:5, Lck:3, Def:5, Res:3, Move:7


 * Archer: Bow wielders that aren't good when surrounded.
 * Available Weapons: Bow(E)
 * Stats: HP:17, Str:5, Mag:0, Skl:7, Spd:5, Lck:2, Def:4, Res:1, Move:5


 * Cleric: A unit that isn't usually used for combat, but is instrumental in a successful attack due to their supportive abilities.
 * Available Weapons: Staff(E)
 * Stats: HP:16, Str:0, Mag:4, Skl:3, Spd:6, Lck:4, Def:1, Res:6, Move:5


 * Mage: A classic magic user, though not good at up close combat.
 * Available Weapons: Anima Tome(E)
 * Stats: HP:15, Str:0, Mag:4, Skl:5, Spd:6, Lck:1, Def:1, Res:3, Move:5


 * Thief: A quick unit that is able to pick any lock. Good for if you want to grab something from a chest or open a locked door.
 * Available Weapons: Knife(E)
 * Stats: HP:16, Str:3, Mag:1, Skl:4, Spd:8, Lck:1, Def:2, Res:4, Move:5


 * Dancer: A unit that isn't usually good in battle, but can inspire fellow units to move again in the same turn by dancing to them.
 * Available Weapons: Sword(E)
 * Stats: HP:16, Str:1, Mag:1, Skl:5, Spd:8, Lck:0, Def:3, Res:1, Move:5


 * Mercenary: Units that stick to the sword. They are usually balanced.
 * Available Weapons: Sword(E)
 * Stats: HP:18, Str:5, Mag:0, Skl:8, Spd:7, Lck:0, Def:5, Res:0, Move:5


 * Fighter: A powerful class brandishing a powerful axe in battle. These guys are typically built for face to face combat.
 * Available Weapon: Axe(E)
 * Stats: HP:20, Str:8, Mag:0, Skl:5, Spd:5, Lck:0, Def:4, Res:0, Move:5


 * Knight: A warrior clad in thick armor and bringing lances to battle. They serve as a thick line of defense against incoming foes, and can dish out a fair amount of damage, but they are notoriously slow.
 * Classifications: Armored
 * Available weapon: Lance(E)
 * Stats: HP:18, Str:8, Mag:0, Skl:4, Spd:2, Lck:0, Def:11, Res:0, Move:4


 * Wyvern Rider: They're known for being very powerful against normal units, and being able to fly. However, like other flying units, they're weak to wind magic and bows. Plus, they don't have a lot of defense against magic, so be careful if you see a mage.
 * Classification: Draconic, Flying
 * Available Weapons: Axe(E)
 * Stats: HP:19, Str:7, Mag:0, Skl:6, Spd:5, Lck:0, Def:8, Res:0, Move:7


 * Pegasus Knight: A knight perched upon a Pegasus. Pegasus Knights have unmatchable maneuverability, able to fly over raised planes and hover over gaps. As a Pegasus Knight, you should be weary of archers, beast-killing gear, and wind magic. Also be weary of their frail defenses.
 * Classifications: Beastly, Flying
 * Available Weapon: Lance(E)
 * Stats: HP:16, Str:4, Mag:2, Skl:7, Spd:8, Lck:0, Def:4, Res:6, Move:7


 * Myrmidon: A foot soldier known for their speed and skill. They can't take too many hits, but they're good for dealing damage, so long as they can dodge fast enough.
 * Available Weapons: Sword(E)
 * Stats: HP:16, Str:4, Mag:1, Skl:9, Spd:10, Lck:0, Def:4, Res:1, Move:5


 * Troubadour: A mount unit that can cross a wide distance to any injured ally. Beware, for their low defenses make them easier prey for foes.
 * Classifications: Beastly
 * Available Weapons: Staff(E)
 * Stats: HP:16, Str:0, Mag:3, Skl:2, Spd:5, Lck:0, Def:1, Res:5, Move:7


 * Dark Mage: A type of spellcaster notable for their use of dark spells. They wield dark magic, which is very powerful, yet fairly inaccurate.
 * Available Weapons: Dark Tome(E)
 * Stats: HP:18, Str:1, Mag:3, Skl:2, Spd:3, Lck:0, Def:4, Res:4, Move:5


 * Light Mage: A spellcaster known for utilizing light magic in order to assail enemies. Light magic doesn't deal a lot of damage, but is notorious in its precision.
 * Available Weapons: Light Tome(E)
 * Stats: HP:13, Str:0, Mag:5, Skl:7, Spd:7, Lck:2, Def:1, Res:1, Move:5


 * Jester: Agile characters with a focus on movement and luck, using various weapons that can create illusions and various tricks. They would be able to create diversions and mess with opponents.
 * Available Weapons: Gags(E)
 * Stats: HP:13, Str:1, Mag:3, Skl:4, Spd:5, Lck: 4, Def:0, Res:1, Move:6


 * Manakete: A being that has the power to become a dragon. These guys use Dragonstones to control their transformation. They're good at sustaining damage.
 * Available Weapons: Dragonstone(E)
 * Stats: HP:18, Str:0, Mag:6, Skl:3, Lck:0, Def: 5, Res: 4, Move:5
 * Classification: Dragon
 * Note: If this is the primary class or a dreamclass, the user will still have the Dragon classification


 * Feardyne: A person that has the power to transform their power into the shape of a nasty feline that'll strike enemies.
 * Available Weapons: Beasatstone(E)
 * Stats: HP:16, Str:3, Mag:0, Skl:6, Lck:2, Def:3, Res:2, Move:6
 * Classification: Beastly
 * Note: If this is the primary class or a dreamclass, the user will still have the Dragon classification

Weapons
Weapons determine how much damage you do, but they also have a limited usage. Mind your weapon's durability. It should also be noted that certain weapons are part of a rock-paper-scissor-esque triangle. Which ever beats the other determines whether the weapon will deal more damage or not. Sword is better than axe which is better than lances. Similarly, Light tomes beat dark tomes, dark tomes beat anima tomes, and anima tomes beat light tomes. Whenever a weapon has advantage over the other, the user gets a bonus to their attack damage which increases with weapon rank. An advantageous E rank nets 1 bonus damage, an advantageous D rank nets 2 bonus damage, and so on. More weapons will be listed as the story progresses and proficiencies increase.

Swords, lances, axes, knives, beaststones, and bows deal str damage unless specified otherwise. Anima tomes, Light tomes, Dark tomes, Dragonstones, and gags deal mgc damage.

Note: Before you choose your weapons, consider the Current Creation Level/Rank, specifically the rank. If you choose a unit with more than one weapon type, you'll have to either allocate all proficiency experience into one weapon rank, or allocate your experience across the various weapon ranks.
 * Bronze Sword
 * 50 uses, 3 damage, 100% hit rate, 0% crit rate, 1 range
 * Rank E Sword
 * Glass Sword
 * 3 uses, 11 damage, 85% hit rate, 0% crit rate, 1 range
 * Rank E Sword
 * Bronze Lance
 * 50 uses, 3 damage, 90% hit rate, 0% crit rate, 1 range
 * Rank E Lance
 * Glass Lance
 * 3 uses, 13 damage, 75% hit rate, 0% crit rate, 1 range
 * Rank E Lance
 * Bronze Axe
 * 50 uses, 5 damage, 85% hit rate, 0% crit rate, 1 range
 * Rank E Axe
 * Glass Axe
 * 3 uses, 15 damage, 65% hit rate, 0% crit rate, 1 range
 * Rank E Axe
 * Bronze Bow
 * 50 uses, 3 damage, 90% hit rate, 0% crit rate, 2 range, deals 3x damage to flying units
 * Rank E Bow
 * Glass Bow
 * 3 uses, 12 damage, 75% hit rate, 0% crit rate, 2 range, deals 3x damage to flying units
 * Rank E Bow
 * Bronze Knife
 * 30 uses, 1 damage, 100% hit rate, 0% crit rate, 1-2 range, Target takes -1 spd/skl for a turn
 * Rank E Dagger
 * Glass Dagger
 * 5 Uses, 9 damage, 100%hit rate, 0% crit rate, 1-2 Range, Target takes -3 Spd/Skl for one turn after being hit by this weapon.
 * Rank E Knife
 * Staff(Heal)
 * 30 uses, heals 10 units + Mgc, 1 range
 * Rank E Staff
 * Staff(Rescue)
 * 5 uses, pulls a unit within range of 1-(Mgc/2) to a space adjacent to caster
 * Rank E Staff
 * Thunder
 * 45 uses, 3 damage, 80% hit rate, 5% crit rate, 1-2 range
 * Rank E Anima Tome
 * Fire
 * 45 uses, 2 damage, 90% hit rate, 0% crit rate, 1-2 range
 * Rank E Anima Tome
 * Wind
 * 45 uses, 1 damage, 100% hit rate, 0% crit rate, 1-2 range, deals 3x damage to flying units
 * Rank E Anima Tome
 * Flux
 * 45 uses, 4 damage, 75% hit rate, 0% crit rate, 1-2 range
 * Rank E Dark Tome
 * Light
 * 40 uses, 1 damage, 110% hit rate, 0% crit rate, 1-2 range
 * Rank E Light Tome
 * Bronze Beaststone
 * 50 Uses, 3 damage, 95% hit rate, 5% crit rate, 1 range
 * Rank E Beatstone
 * Bronze Beastrune
 * 50 uses, 4 damage, 90% hit rate, 10% crit rate, 1 range
 * Rank E Dragonstone
 * Bronze Dragonstone
 * 50 uses, 3 damage, 85% hit rate, 0% crit rate, 1-2 range
 * Rank E Dragonstone
 * Bronze Dragonrune
 * 50 uses, 2 damage, 90% hit rate, 0% crit rate, 1-2 range
 * Rank E Dragonrune
 * Fog
 * 1 Damage, 30 Uses, 90% hit rate, 0% crit rate, 1-2 Range, reduce accuracy by 5
 * Rank E Gag
 * Illusion
 * 2 damage, 30 Uses, 80% hit rate, 10% crit rate, 1-5 range, when not being used to damage a foe, it produces an illusionary copy that doesn't deal damage, and dissipates after one hit
 * Rank E Gag

Items

 * Vulnerary, an item that, upon consumption, restores 10 HP. Can be used 3 times.
 * Lockpick, an item that can be used to open Treasures and Doors. Can be used 5 times.

Growth Rate Priority
Each class has a different likelihood determining which stats increase whenever they level up. Some stats are likely to always grow up when you level up, whereas some are more likely to never grow up. When you pick a Growth Rate Priority, you have a slight influence on that. If you choose to have a Growth Rate Priority, then you must do the following: Putting a + next to a stat will make it more likely to grow, while putting a - next to a stat will make it more likely to not. You'll only be able to increase the growth rate of one state, and if you select a stat, you have to choose a stat to take the -. If you do not wish to alter stat growth, feel free to leave this blank.
 * +Stat1, -Stat2

Skills
Skills are latent abilities specific to the players. A few enemies may also have personal skills. These skills will have their own influence on the overall battlefield. There are a few different type of Skills.
 * Use - these skills are skills that units must select in order to initiate
 * Chance - these skills are skills triggered under random circumstances typically dictated by the wielder's stats
 * Passive - these skills are always present and tend to have a constant presence on the field
 * Circumstantial - these skills are skill that trigger when circumstances specified under the Skill itself are met.

Classes will obtain a Skill when they level up, and a few weapons may provide Skills. So keep an eye out for them, and make sure your Weapon Proficiency's growing.

Battle Scene


Story stuff and character interaction are both very important in this overall game. But you must be warned: sometimes, characters will show up that will force your units into a fight. Battle is represented via a grid, where each player and enemy is positioned on it. This grid is used for movement, and as such uses the Move stat.

Each unit is color coded. Player units are blue, enemy units are red, and allied/third party units are green.

Terrain


You'll have to keep the playing field in mind. There's a certain scale to the terrain, dark colors representing low terrain whereas lighter colors represent taller terrain. Pitch black represents a piece of land too deep to cross (i.e. a pit). If you don't see a piece of terrain that's one stage more/less than the terrain your unit is currently traversing, then they won't be able to progress through the land. For example, a unit won't be able to go from the middle land type to the far right land type unless land type of the second from the right is between them and it.

Turns
Before battles begin, there'll be a few spaces marked "Player" followed by a number. These represent where players can be set. At battle preparation, players will declare which space they wish their unit to occupy by saying "Player" followed by the appropriate number. Players will also specify the weapon they wish to hold (these weapons will have to be in your inventory). For example, if you see a spot marked "Player3" and you wish to stand there, you'll say " Player3, ". During Battle Preparation, equipment can be traded around, and, if you have the capabilities, Seals can be used too. Players usually always go first. During this phase, players are tasked with moving around. The Player Phase is followed by the Enemy Phase. Here, enemies are next to move, in which I'll control the enemies. Applicable only if there are allies/third party. Unless the third party happens to be a player unit, I'll take control of the allies and do what I feel is appropriate for them.
 * Battle Preparation
 * Player Phase
 * Enemy Phase
 * Ally/Third Party Phase

Movement/Battles
Movement is dependent on the user's Move stat. You're able to move up to the amount of spaces equal to your Move stat. For example, in the pic provided, the Mercenary at F5 has a Move stat of 5. So, he'll be able to move down to F8. Similarly, that enemy Cavalier at E10 has a Move stat of 7, which means that he can move up to E3. Another important factor to take in is weapon range.

A unit can only attack units that are within the amount of spaces equal to the range stat. The Mercenary wields a sword (whcih for argument's sake we'll say has 1 range). That means he'll only be able to hit enemies that are directly left, directly right, directly up, and directly down (spaces diagonal from the player are considered to be 2 spaces away). So, if we were to position him at F8, that means he'll only be able to hit an enemy if they stand at E8, G8, F7, and F9. If that archer wields a bow that has a range of 2, then they'll only be able to hit enemies that are 2 spaces away. Take the archer standing at H3, for example. If he attacks from H3, he can only hit enemies that stand at F3, G4, H5, I4, J3, I2, and H1.

You'll notice that Tomes typically have a range of 1-2. This means that the wielder will be able to hit enemies that stand at 1 space away, or at 2 spaces away.

If you engage an enemy, be weary. If the attacking unit is within the attacked's weapon's range, then the attacked unit will be able to counterattack. If that cavalier were to engage the mercenary directly, then the cavalier would strike first, and the mercenary would be able to fight back. However, if the cavalier were to engage the archer somehow, then because he's standing at a range of 1, the archer will be unable to counterattack because his bow has a range of 2.

Event/Treasure/Door
You may also notice the "Event" space on the field written in yellow. If a unit stops on one of these, then a helpful event will occur to them. This event depends on the user's Luck. They could find extra gold, they could find an item/weapon, they could improve their weapon proficiency, or they could earn some experience.

Yellow typically represents the "Other" thing on the field. This encompasses Treasure and Door. Treasures and Doors are both locked, requiring either a Key or a Lockpick. Units of the Thief class will be able to unlock either of these without having to expend a resource. Both spaces occupy their space, meaning units that can't fly won't be able to go through them. Treasure don't go away once they're unlocked, but if a door's unlocked, then that space will disappear, allowing units to pass through.

Inventory
Each unit can hold up to 5 items/weapons. Anymore, and either it or something currently in your inventory have to go the Convoy, at which point the item/weapon will be inaccessible during the fight.

The Story So Far

 * Chapter 1: 