Editing the OP to show how the header post is maintained.
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Edited by Tabs on Jan 25th 2023 at 3:33:31 AM
Elena and Christie Monteiro, Co-Goddesses of Dance Battlers


- Lesser Goddesses
- Symbol: A silhouette of a rhino with Christie's necklace on it.
- Alignment: Neutral Good
- Portfolio:
- Both: Capoeira, Not Wearing Shoes,[[Extremity Extremist only using kicks]], Fanservice, Stripperiffic, Foreign Fanservice
- Elena: In Harmony with Nature, Foot Focus, White-Haired Pretty Girl,Huge Schoolgirl, Dojikko, Friend to All Living Things, being tall and attractive, Walking Swimsuit Scene, Genki Girl
- Christie: The Tease, Underboobs, [[spoiler: hitting Eddy Gordo for leaving her to work for the Mishima Zaibatsu, Shorttank
- Domains: Dance, Rhythm, Friendship
- Allies:Ryu, Chun-Li,
- Followers: Mr. 2 (One Piece), Eddy Gordo, Lili (Tekken), The cast of West Side Story,
- Prior to their Ascension, the two had met each other, Elena immediately taking a liking to Christie, had a brief battle, and became good friends.
- Elena has an odd ability to communicate with the trees, so the can tell her any secrets certain god might be hiding, thus, there is very little foliage in the Council of Shadows to prevent other from hearing their plans.
- Most Gods seem to enjoy their presence given their cheerful attitude, certain God enjoy them for, other, reasons...
Updated Rules
Character Elements:
These are the stats and attributes which make up your character during combat.
- Level
- Levels are increased by gaining experience points from battle. The total points required to level up are 2x current character level.
- Experience points are generated by defeating enemies, and are distributed equally among the participants at the end upon victory.
- The experience points gain for defeating enemy are equal to their levels.
- All player characters start at level 3. The maximum level is 10.
- Health
- Character's health is equal to 2x their character level.
- Attribute
- Attributes affects HP and movement ranges. Earth, Air and Water are the choices based on the warlord's history. These are:
- Earth: Default element. 6 movement.
- Air: 7 movement, ignores Terrain Movement penalties. -20% maximum health.
- Water: 5 movement, +3 movement on Coastal terrain. + 1 Attack roll on Water.
- Attributes affects HP and movement ranges. Earth, Air and Water are the choices based on the warlord's history. These are:
- Weapon Type
- Long Range: 2-3 hex range. +1 attack roll vs Short Range, -1 attack roll vs Melee.
- Small Arms: 1-2 hex range. +1 attack roll vs Melee, -1 attack roll vs Long Range.
- Melee: 1 hex range, +50% base damage (rounded down). +1 attack roll vs Long Range, -1 attack roll vs Short Range.
- Magic Abilities
- Magical abilities come in three types:
- Offensive: Provides a +1 roll to attack damage under specific conditions.
- Defensive: Applies -1 Damage roll to enemy attack under specific conditions.
- Utility: Utility abilities provide benefits not related to increasing attack damage or reducing damage taken.
- A character may choose one new magical ability each time she levels up, but is limited to only one ability of each type until she has chosen one of all three types, then two of all three, and finally three of all three.
- At level 10:
- Characters receive Super Ability. Major effect on field. Can only be used once per battle.
- Character receives Ultimate Ability. Instant battlefield victory. Requires sacrifice of character and creation of new replacement character.
- Magical abilities come in three types:
Battle Actions:
Actions are performed in phases during team-based turns. During the player turn, all player characters may act. During the enemy turn, player characters cannot act. A character's actions during a turn are divided into 2 phases.
- Phase 1 Actions
- Move: Move across the map, up to your maximum movement range, and end the phase.
- Rest: Recover 10% of your maximum health, rounded up, to a minimum of 1, and ends your turn.
- Pass: Go the Phase 2.
- Phase 2 Actions
- Attack: Deal damage to a target enemy and end your turn.
- Defend: Reduce damage from enemy attacks by 1 until your next turn and ends your turn.
- Ability: Use an active ability and end your turn, unless otherwise specified.
- Pass: End your turn.
- Talking Is a Free Action. Actions should be contained in spoiler text to easily differentiate them from chatter and flavor text.
- Movement
- Different terrain conditions can increase or decrease a unit's movement.
- Entering a hex space with a + or - movement effect from terrain alters a unit's movement for the phase by the given amount.
- A unit cannot enter a hex with a - movement effect if the amount of the effect reduces them below the minimum movement value to enter that hex. Ex. A unit with 6 maximum movement cannot enter a Hill hex if they have already moved 5 hexes.
- Water units gain +3 movement on Coastal terrain, added to their remaining movement for the phase when they enter a Coastal hex. This bonus only applies while on Coastal terrain; if the unit move onto a non-Coastal hex, the bonus is lost. A Water unit may not enter a non-Coastal hex if they do not have enough movement to enter it without their Coastal movement bonus.
- Movement effects from terrain are only applied upon entering the hex, not when starting the turn on the hex.
- Attack Damage
- Attack Damage is calculated by roll. Roll results are related to your level from a base amount at level 2, and are as follows:
- 1: Counterattack, target autorolls 3 against attacker.
- 2: Miss
- 3: Base damage to target. (+ Bonuses skip to 5)
- 4: Base damage to target.
- 5: +1 damage to target.
- 6: +2 damage to target.
- Every other level (4, 6, 8, etc.) the rolls get the following additions, with fractions rounded to the nearest whole number:
- 3: +0.25
- 4: +0.5
- 5: +0.75
- 6: +1
- Attack Damage is calculated by roll. Roll results are related to your level from a base amount at level 2, and are as follows:
- After Attack damage is done the target has a 50% (Rolls 4,5,6) chance to counterattack with an autoroll 3 if the attacker is in range. All bonuses apply. Cannot be done if the attacker rolled 1 and was already countered.
Terrain:
Battles are played on a map made up of hexagonal spaces. Terrain is divided into four categories, each with its own subset of different conditions which may help or hinder units when occupying them or traveling across them.- Grasslands
- Grass
- Clear
- Hills
- -2 Movement. +1 Attack roll. -1 Damage roll.
- Woods
- -1 Movement. -1 Damage roll.
- Wooded Hills
- -2 Movement. +1 Attack roll. -2 Damage roll.
- Marsh
- -2 Movement. Rest unavailable
- Swamp
- -2 Movement. -1 Damage roll. Rest unavailable
- Grass
- Desert
- Sand
- Clear
- Dunes
- -1 Movement. +1 Attack roll.
- Rocky
- -1 Movement. Rest unavailable.
- Brush
- -1 Damage taken.
- Scrub Hills
- -2 Movement, -1 Damage roll.
- Badlands
- -1 Movement, -1 Damage roll. Rest unavailable.
- Sand
- Snow
- Drifts
- -1 to movement.
- Muddy
- -2 to movement. Rest Unavailable. Defend Unavailable.
- Glacial
- -1 to Movement, -1 Damage roll. Rest unavailable.
- Drifts
- Coastal: Applies Water bonuses.
- Beach
- Clear
- Sea
- Only Water or Air can move.
- Beach
- Other
- Road
- Clear
- Obstruction
- Only Air can move.
- Road
Terrain can be converted to Improved Terrain by the addition of structures. These are:
- Fortification: -2 to attacks roolls against, +1 to attacks roll.
- Field Hospital: 20% health every turn healed, rounded up
Resources
Some battles may include bonus objectives. Bonus objectives are not necessary to winning the battle or completing a mission, but will award Resource Points when completed. Bonus objectives include:
- Capturing structures
- Defeating certain enemies
- Assisting civilians
- Completing timed missions under the time limit.
- Etc.
Completing bonus objectives awards the team with a communal pool of Resource Points which can be used to gain tactical advantages. Points are retained between missions, but degrade by 100 points at the end of each mission.
- 50 Points
- Deploy Wall
- Targeted hex becomes Improved Terrain: Wall
- Walls are impassible
- Walls can be attacked, and have 10 health.
- Scout
- The targeted hex adds +1 damage taken for 3 turns.
- Obscure
- The targeted hex reduces damage taken by 1 for 3 turns.
- Deploy Wall
- 100 Points
- Diffused Artillery Strike
- Deal 1 damage to all units in the targeted hex and all adjacent hexes
- Focused Artillery Strike
- Deal 1d6 damage to the target unit
- Resupply
- Heal the target by 1dX, where X = the party's level
- Diffused Artillery Strike
- 250 Points
- Reinforce
- Heal target to full
- Combat Engineers
- Add or remove an Improved Terrain feature.
- Terraform
- Change the targeted terrain hexes to a type of your choice.
- Rally
- Grants all units in the targeted hex and all adjacent hexes +1 to their next roll or -1 to the next roll made against them, whichever comes first.
- Reinforce
- 500 Points
- Revive
- Brings the last player to be KO's back to life with full health
- Summon Magical Girl
- Summons an available ally Magical Girl equal to the party's level.
- Revive
edited 2nd May '13 5:10:14 PM by Parable
https://tvtropes.org/pmwiki/posts.php?discussion=i8uor2qhs54fh07tkxkxpktr&page=171#4267
| Aryuke Line | ||||
| # | Station | Transfers | Distance | |
| 01 | Tibara | 0.0 mi | 14.5 mi | |
| 02 | Sayane | 1.2 mi | 13.3 mi | |
| 03 | Damsana | 2.4 mi | 12.1 mi | |
| 04 | Toquini | 3.5 mi | 11.0 mi | |
| 05 | Arisa | 4.6 mi | 9.9 mi | |
| 06 | Banori | 5.8 mi | 8.7 mi | |
| 07 | Tayasi | Wakina Line | 6.9 mi | 7.6 mi |
| 08 | Asbana | 7.9 mi | 6.6 mi | |
| 09 | Yoquane | Central Line | 8.5 mi | 6.0 mi |
| 10 | Ornawa | 9.2 mi | 5.3 mi | |
| 11 | Wamiwa | 10.1 mi | 4.4 mi | |
| 12 | Arane | 10.8 mi | 3.7 mi | |
| 13 | Sinase | 11.6 mi | 2.9 mi | |
| 14 | Bowona | 12.3 mi | 2.2 mi | |
| 15 | Darisa | 13.6 mi | 0.9 mi | |
| 16 | Kaware | Airport Line | 14.5 mi | 0.0 mi |
edited 11th May '13 8:30:24 PM by MikuruFan

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