Commander

The knight are radiant lights gleaming upon the battlefield, champions which sit at the forefront of the battlefield confronting the hated foe. But while the knights are the heroes that slay Iraeidin in small elite squads the rest of the armies of Zaveron do not sit idly, no, they are led and instructed by the most veteran strategists of the nation. Every spear, every plate of armor, every Iraeidin, all accounted for in their battle plan to maximize the enemies destroyed and minimize the lives lost, the Commanders of Zaveron.

Similar to knights, Commanders are often trained in areas with veteran members specializing in different aspects; these areas are referred to as regiments. They are called such not to particularly refer to the size of each group, but rather noting of the hierarchy, which is known to be much stricter compared to that of the knights. The special skills of a Commander are referred to as Stratagems, this represents the advanced preparation and tactical insight required of a Commander to turn around even the most desperate of battles.

Commander's are focused into three primary categories; these categories represent the overarching subset of skills that a Commander is capable of. These categories are as follows below:

Captain ★

The standard and most original form of the purpose of the Commander role within the Zavrisian Military. The Captain revolves around being able to lead an ever increasing number of soldiers that follow him and increase their combined threat through their mental prowess in commanding them. The Captain primarily focuses on utilizing his troops proffering to give commands rather than be in the fight himself. The troops the captain receives will be able to be easily found and recruited at any Zaveron town or city, as the power and influence of the Captain grows, the skills of those willing to follow him will increase as well, alongside the gear they may potentially carry, however, buy and large the captain will have to equip his soldiers himself. A Captain's max number of soldiers following him is dependent on the event points of the soldiers following him. The Captain can have a max of triple their current even points as followers, however, they cannot command any character with 75% of their event points. Lastly, the Captain revolves around mind and soul for their primary attributes. Compared to most other classes this means that primarily invests into attributes not necessarily focused on combat, although, how much they invest depends on the character.

Stratagems ⦿

The Stratagems of the Captain are often displayed as formations, having his troops assembled in a way that gives them a significant advantage in the situation. Alternatively, these stratagems could be orders utilizing advanced teamwork between all his troops, thus maximizing their lethality. The Captain gains a stratagem point for every point of Mind or Soul, For example, even at 5 mind 0 soul they would have 5 stratagems. If instead they had 3 mind 7 soul they would have 10 stratagems they can use in a day. Lastly, it should be noted, that the Captain's stratagems are orders he gives his soldiers, he does not participate in his own stratagems.

Shields Up -(can be used as a reaction) the Commander's orders all soldiers to ready their shields, Preparing each individual soldier for any incoming attack.

Order : Inescapable Barrage - the Commander's troops all attack the enemy but delay each attack with just a few milliseconds in order to make it impossible for the opponent to dodge every attack or overwhelm their defenses.

Fortification ⊕

Once a day, as a reaction(1 action) the Captain can call forth all of his soldiers within 5 meters, having them prepare to block in front of him. The soldiers understand the risk this presents, but more often then not, their loyalty to the Captain is enough for them to risk their own lives for his protection. Should the Captain be injured despite this his soldiers can immediately counterattack should they be able to. Lastly, the commander can gain more uses of this through increasing their mind or soul, gaining an additional usage at 10 of each.

▣ If a Leader's soldier falls in battle, the Captain receives a +3 to all stats for the remainder of the fight

Genius of Battle ᛝ

When burning a fate point all Stratagems that take 3 or 2 actions take 1 action instead, and can once a turn can use a 1 action stratagem as a free action. Additionally, the Captain may use Fortification as a free action, alongside the counterattack activating even if the Captain himself was not damaged.

Leader ✦

An awe inspiring presence who arrives on the battlefield and raises the morale and skills of all around him through his masterful usage of stratagems focused around buffing and giving new options mid combat.

Maneuvers ⦿

The Maneuvers of the Leader are split between Offensive Maneuvers and Defensive Maneuvers. These Maneuvers are limited by only being able to be deployed once a certain scenario is met (which are set when the stratagem is created), alongside for maneuvers with duration only 1 can be ongoing at a time. Unlike Captain and Sworn Ally, a Leader can use Maneuvers as many times as they desire throughout a day, as maneuvers are already limited through only being activatable situationally.

Examples are as follow:

Offensive Maneuver Momentous Advance

Requires All party members to have successfully attacked an opponent within a single round. All of the leader’s allies gain +1 PP and Dex for 3 turns, this can be dismissed early if the Leader wishes this effect to be replaced with another Maneuver.

Defensive Maneuver Scatter

Requires the Leader to be within 5 meters of all his allies. Used freely upon an enemy's attack to give all of his allies a full reaction, however, part of their full reaction must include getting more than 5 meters away from the leader.

To Victory ᛝ

Upon burning a fate point the Leader lets out a rallying cry signalling a decisive assault. During this the Leader can have any number of Maneuvers ongoing at the same time all allies ignore any attribute penalties they are suffering for 5 turns.

Sworn Ally ✦

(150% weapon empowerment)

The sworn ally commander is the least support focused version of the class where they have a single non-humanoid companion (as in it cannot be a creature of any of the three races).

Coordinations ⦿

The actual Coordinations of the Sworn Ally can vary greatly depending on the companion, but by and large it revolves either skills in the form of commands to your companion, or skills in the form of combination skills of both the Commander and his companion.

Guardian ⊕

Guardian is a ability that costs 1 fate to use, when the companion is under attack the Commander can move up to their movement speed to their companion, and if they can reach them, they can block their companion from taking any damage regardless of the attack (aoe or not). This also functions in the opposite scenario where the Commander can give their companion a command to do the same for them, either way it uses a fate and depends on the movement speed of the Commander or companion.

▣ For Sworn Allies they function similar to Knight Stamina but the Commander and companion have a shared Stamina pool. However, the pool only resets upon fatigue loss if both lost a fatigue (or alternatively one of them lost 2 fatigue). Hence, if the pool reaches zero they both gain a fatigue point.

▣ When a Sworn ally attacks together with their ally, the opponent receives a -4 to reaction speed.

Unified Front ᛝ

Upon burning a fate point the Sworn Ally are able to act perfectly in sync, increasing the reaction speed debuff to -8. Additionally, when using guardian or Coordinations the Sworn ally and their companion cannot lost fate points or fatigue. The various effects mentioned previously last for 5 turns.

Lastly, it should be noted that a player could make a Sworn ally commander without being directly affiliated with Zaveron, it is "possible" but not plausible for a leader to be unaffiliated with Zaveron.


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