YDS'S PROFILE

YDS
member of the bull moose party
2516
"see you on the other side of the moon, space rocker"

... is a LoOnY PiOnEEr (of Super Nintendo World Maps) named Max K.L of the golden state. This awesome dude totally believes games could be more (hoooly!) than giant ~bouncing~ tatas, explosions and muscles. Max wishes to share a world inside the dude's head to those who cared to turn around, and prove to Guy Montag that not all interactive media will become Soldiers of Dumb.

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ALL SOLDIERS
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All soldiers have the following parameters:

HP - Hit Points.

- The unit's lose condition.
- All damage reduces HP.
- If the unit loses all of their HP, they are KO'd.

Br - Bravery.

- Ranges from 1 to 100.
- Affects all of the unit's stats in various conditions.
- When an ally is KO'd, a unit has a chance of being "Broken".
  - Bravery is the unit's % chance to NOT become Broken.
- When a unit is Broken, their stats become a % of their former values.
  - Bravery is the % rate that the unit's stats change while Broken.

Lg - Logic.

- Ranges from 1 to 100.
- Represents the unit's % chance to inflict any sort of condition.

At - Attack.

- Increases damage dealt by the unit's actions.
- Firearms are unaffected by attack.

Df - Defense.

- Reduces damage taken from enemy actions.
- Firearms are unaffected by defense.

Fo - Focus.

- Affects the success rate of Firearm attacks.
- Affects how long stat Rend conditions (and "Broken") last.

Vi - Vitality.

- Affects healing taken from healing actions.
- Affects how long stat Boon conditions last.

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UNIQUE SOLDIERS
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Unique (commander) soldiers have the following 
parameters:

Cm - Command

- Ranges from 1 to 100.
- The commander's leadership ability.
- Helps the commander's soldiers avoid being Broken.
- When a unit would be broken, that soldier has an additional % equal 
  to their commander's Command to avoid being broken.
- If their party lacks a commander, they do not get a Command bonus.

Wl - Willpower

- Ranges from 1 to 100.
- The commander's force of will.
- Serves as a % chance to survive any damage with 1 HP.
- Willpower offers no protection when the commander is at exactly 1 HP.
- When willpower triggers, the commander is stated to have refused to die.

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CLASSES
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All units start out as the MILITIA class.

Units advance into the following basic classes:
MINUTEMAN
DEFENDER
MEDIC

Units then advance into the following advanced classes:
MUSKETEER
SHARPSHOOTER
BRAWLER
ESCORT
HUNTER
CAVALRY
CANNONEER

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MILITIA
Requires: Nothing

The base of all classes, the Militia fights for home and
country the only way they know how.

HP Bonus per Level: 2
Completion Bonus: +1 Vitality

Firearms: Basic
Sidearms: Basic
Attire: Basic

Action Command: Fundaments - The basics of the art of warfare.

Lv1 - Learns Tend.
Lv2 - +1 Attack.
Lv3 - Learns Reload.
Lv4 - +1 Defense.
Lv5 - Learns Aimed Shot.
Lv6 - +1 Focus.
Lv7 - Learns Agress.
Lv8 - +1 Vitality.
Lv9 - Learns Boost.

Tend - OO - Unit restores HP to itself. 10 PW. Vitality-based.
Reload - OOO - Unit readies their used Firearm, reenabling its use.
Aimed Shot - OOO - Damage to a foe with Firearm. Does not miss.
Agress - OOO - 150% Damage to a foe with Side-arm. Inflicts Shock.
Boost - O - Gains OOO AP.

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MINUTEMAN
Requires: Militia Lv5

HP Bonus per Level: 4
Completion Bonus: 1 Attack.

Firearms: Basic, Long
Sidearms: Basic
Attire: Basic

Action Command: Response - Address threats as rapidly as possible.

Lv1 - Learns Ambush.
Lv2 - +1 Attack
Lv3 - Learns Load Shot.
Lv4 - Gains Readiness.
Lv5 - +1 Focus
Lv6 - Learns Rout.
Lv7 - +1 Vitality
Lv8 - Learns Flank.
Lv9 - Gains Retaliate.

Ambush - OOO - Fast Priority. Damage to a foe by Firearm, DF rend.
Load Shot - OOOOO - Damage to a foe by Firearm. Firearm may be reused.
Rout - O - Fast Priority. Inflicts AT Rend on one foe, halving damage.
Flank - O - Fast Priority. Inflicts DF Rend on one foe, doubling damage.

Readiness - Pas. - Starts battle with an additional O AP.
Take Cover - Pas. - When damaged with a Firearm, gain DF Boon.

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DEFENDER
Requires: Militia Lv5

HP Bonus per Level: 5
Completion Bonus: 1 Defense.

Firearms: Basic
Sidearms: Basic, Swords
Attire: Basic, Heavy, Specialized

Action Command: Defend - Halt enemy advances and stall for time.

Lv1 - Gains Thick Skin
Lv2 - +1 Defense
Lv3 - Learns Envigor.
Lv4 - +1 Vitality
Lv5 - Gains Receptive
Lv6 - +1 Defense
Lv7 - Learns Fortify.
Lv8 - +1 Vitality
Lv9 - Learns Great Wall

Envigor - O - Slow Priority. Transfers HP from the user to the target.
Fortify - O - Fast Priority. Grants DF Boon to one ally, halving damage.
Great Wall - OOO - Slow Priority. Grants DF Boon to the party.

Thick Skin - Pas. - Damage taken is halved while at full HP.
Receptive - Pas. - Healing taken is doubled while under 50% maximum HP.

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MEDIC
Requires: Militia Lv5

HP Bonus per Level: 4
Completion Bonus: 1 Focus

Firearms: Basic
Sidearms: Basic
Attire: Basic, Heavy

Action Command: Doctrine - Bind wounds and stanch bleeding.

Lv1 - Learns Bind.
Lv2 - +1 Defense
Lv3 - Gains Samaritan.
Lv4 - +1 Focus
Lv5 - Learns Cathartic.
Lv6 - +1 Attack
Lv7 - Learns First Aid.
Lv8 - +1 Focus
Lv9 - Gains Downtime.

Bind - O - Fast Priority. Restores HP to the target and removes stat Rends.
Cathartic - OOOOO - Slow Priority. Restores HP to the party. Saps O AP.
First Aid - OO - Fast Priority. Restores all HP to target ally under 50% HP.

Samaritan - Pas. - Upon restoring an ally to full HP, gain O AP.
Downtime - Pas. - Recovers 50% HP after a battle.

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MUSKETEER
Requires: Minuteman Lv7

HP Bonus per Level: 5
Completion Bonus: 2 Focus

Firearms: Basic, Heavy
Sidearms: Basic, Heavy
Attire: Basic

Action Command: Volley - Excessive bullets, expertly aimed and fired.

Lv1 - Learns Sleight.
Lv2 - +1 Focus
Lv3 - Learn Scattershot
Lv4 - +1 Focus
Lv5 - Learns Line Up.
Lv6 - Gains Heartbeat.
Lv7 - +1 Focus
Lv8 - Gains Expertise.
Lv9 - Learns Sure Shot.

Sleight - OOOO - Damage to a foe by Firearm, even if expended.
Scattershot - OOOO - Damage to all foes by Firearm. Inflicts FC Rend.
Line Up - O - FC Boon to user, gain O AP.
Sure Shot - OOO - Damage to a foe by Firearm. Upon missing, gain OO AP.

Heartbeat - Pas. - When HP falls under 50%, gain O AP.
Expertise - Pas. - Upon damaging with a Firearm, gain O AP.

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SHARPSHOOTER
Requires: Minuteman Lv4, Medic Lv4

HP Bonus per Level: 4
Completion Bonus: 1 Focus, 1 Attack

Firearms: Long
Sidearms: Basic, Gun
Attire: Basic, Cover

Action Command: Snipe - Aimed shots for achieving exact goals.

Lv1 - Gains Cold Blood.
Lv2 - +1 Focus
Lv3 - Learns Cripple.
Lv4 - +1 Defense
Lv5 - Learns Long Load.
Lv6 - +1 Attack
Lv7 - Learns Gun Nest.
Lv8 - +1 Focus
Lv9 - Learns Kill a Man.

Cripple - OO - Attempt to Inflict AT Rend, DF Rend to one foe by Firearm.
Long Load - OO - Unit readies their used, Long-class Firearm.
Gun Nest - OOO - FC Boon to user, user cannot be targeted for three turns.
Kill a Man - OOOOO - Instantly halve a non-Commander unit's HP.

Cold Blood - Upon KO'ing an enemy, gain OO AP.

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BRAWLER
Requires: Minuteman Lv4, Defender Lv4

HP Bonus per Level: 6
Completion Bonus: 2 Vitality

Firearms: None
Sidearms: Basic, Swords, Heavy
Attire: Basic

Action Command: Berserk - Finesse is another word for holding back.

Lv1 - Gains Retaliate.
Lv2 - +1 Attack
Lv3 - Learns Knuckle Down.
Lv4 - +1 Vitality
Lv5 - Gains Bloodthirst
Lv6 - +1 Attack
Lv7 - Learns Beatdown.
Lv8 - +1 Attack
Lv9 - Learns God Hand.

Knuckle Down - O - AT Boon, DF Rend to user.
Beatdown - O - Attacks foe by Sidearm. Repeats until AP is depleated.
God Hand - OOOO - Ejects target foe from the battle.

Retaliate - Pas. - Upon taking Sidearm damage, attack with Sidearm.
Bloodthirst - Pas. - Recover 25% of damage dealt with Sidearms.

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ESCORT
Requires: Defender Lv7

HP Bonus per Level: 6
Completion Bonus: 2 Defense

Firearms: Basic, Heavy
Sidearms: Swords
Attire: Heavy, Specialized

Action Command: Guardian - Protects the subject from all harm.

Lv1 - Learns Forewarn.
Lv2 - +1 Defense
Lv3 - Gains Distribute.
Lv4 - +1 Defense
Lv5 - Learns Bulwark.
Lv6 - +1 Defense
Lv7 - Gains Stalwart.
Lv8 - +1 Defense
Lv9 - Learns Bodywall.

Forewarn - OOO - Fast Priority. Target ally cannot be damaged this turn.
Bulwark - OO - Fast Priority. User nullifies damage this turn.
Bodywall - OOOOO - Fast Priority. User is the only valid target in the party.

Distribute - Pas. - Excess healing to the unit is divided amongst allies.
Stalwart - Pas. - Upon nullifying damage, gain O AP.

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HUNTER
Requires: Medic Lv7

HP Bonus per Level: 5
Completion Bonus: 1 Attack, 1 Vitality

Firearms: Basic, Long
Sidearms: Basic, Swords, Gun
Attire: Basic

Action Command: Warden - Knowledge of all forms of battlefield.

Lv1 - Gains Fleetfoot.
Lv2 - +1 Vitality
Lv3 - Learns Advantage.
Lv4 - Learns Balm.
Lv5 - +1 Attack
Lv6 - Learns Assist.
Lv7 - Learns Trickery.
Lv8 - +1 Vitality
Lv9 - Gains Natural Grudge.

Advantage - OO - Damage to a foe by Firearm, stat Rend based on terrain.
Balm - O - Restores HP to an ally. Saps O AP.
Assist - OOO - Reload target non-user's Firearm.
Trickery - OOOO - Damage to a foe by their own Firearm.

Fleetfoot - Pas. - Upon changing terrains, gain OO AP at the start of battle.
Natural Grudge - Pas. - KO'ing this unit saps all AP.

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CAVALRY
Requires: Defender Lv4, Medic Lv4

HP Bonus per Level: 5
Completion Bonus: 1 Defense, 1 Focus

Firearms: Basic
Sidearms: Swords, Gun
Attire: Basic, Heavy

Action Command: Cavalier - Ride mounted as a terror in battle.

Lv1 - Gain Intimidate.
Lv2 - +1 Attack
Lv3 - Learn Trample.
Lv4 - +1 Vitality
Lv5 - Learn Passenger.
Lv6 - +1 Attack
Lv7 - Learn Graze.
Lv8 - +1 Vitality
Lv9 - Learn Ferocity.

Trample - OOO - Damage to a foe based on AT, random stat Rend.
Passenger - OO - Target ally gains O AP.
Graze - OOO - Restore HP to the user. Removes stat Rends.
Ferocity - OO - Damage to a foe by Sidearm, double if target has a stat Rend.

Intimidate - Pas. - Inflicts AT Rend on a random foe at the start of battle.

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CANNONEER
Requires: Minuteman Lv5, Defender Lv5, Medic Lv5

HP Bonus per Level: 4
Completion Bonus: 1 Attack, 1 Defense, 1 Focus, 1 Vitality

Firearms: Artillery
Sidearms: Basic
Attire: Basic

Action Command: 

Lv1 - Learns Single Volley.
Lv2 - +1 Attack
Lv3 - Gains Technician.
Lv4 - +1 Defense
Lv5 - Learns Wide Volley.
Lv6 - +1 Focus
Lv7 - Gains Avenger.
Lv8 - +1 Vitality
Lv9 - Learns Repeat Volley.

Single Volley - OOO - Damage to a foe by Artillery.
Wide Volley - OOOOO - Damage to all foes by Artillery.
Repeat Voley - O - 50% Damage to random foes. Repeats until AP is depleated.

Technician - Pas. - Artillery hits attempt to inflict FO Rend and VI Rend.
Avenger - Pas. - When an ally is KO'd, gain OOOOO AP.

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COMMANDERS
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Alfred F. Jones

Caucasian Male - Continental Army
Initial Classes: Militia 1

Gains access to General class after Seven Years War

HP: 42

At: 3
Df: 3
Fo: 3
Vi: 3

Br: 55 (+30 after Seven Years War)(+15 after Valley Forge)
Lg: 40 (+30 after Seven Years War)(+15 after Valley Forge)
Cm: 40 (+30 after Seven Years War)(+15 after Valley Forge)
Wl: 100

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Arthur Kirkland

Caucasian Male - British Imperial Army
Initial Classes: Militia 9, Defender 7, Escort 5

HP: 123

At: 4
Df: 13
Fo: 4
Vi: 7

Br: 70 
Lg: 70 
Cm: 52 
Wl: 61

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