Leadership Profession in Untold Legends | World Anvil
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Leadership

Leadership • To ••••• The skill leading armies.   A unit has base stats such as:
Size: This represents the total health of the unit. A unit with five combatans has 1 health each, giving them five total.
Initiative: Dexterity + Dexterity + dieroll or if character is part of unit Initiative will be what character rolls.
Strenght: Says something of their overall brute strength and part of their finesse with melee weapons.
Arcane Power: The magic units magic strength
Dexterity: Says something about their quickness and finesse with ranged or thrown weapons, also determines defence.
Ranged or melee: Says something about their pure knowledge and training in weapons use
Weapon: The weapon used may grant additional bonuses to the group based upon the weapon of choise.
Magic: The elements in which magic units use.
Defense: This stat is determined by their dexterity stat above.
Armor: The armor rating of their gear.
Speed: Dexterity + size of persons in group. Humans are 5. Says something about how long they can move in a given turn.
Merit: Any special none magic abilities the unit might possess.
Stealth/Larceny: Only used by rogue or asassin like units to remain hidden or gain access to places.   Die modifiers:
Morale: Morale can give bonus or negative dies depending on lack or abundance of food or drink, a recent major victory or defeat. If unit has abundance of food (3 different food items or more) it gains 1 bonus die modifier to all actions. If abundance of drink (3 different things to quench their thirst with) they gain another bonus die. Having had a exceptional victory they gain another bonus die for the reminder of the session. Likewise, if the unti had a loss in combat, they will get a die penalty for the reminder of the session. The leadership skill of their leader also has a impact on morale. If a leader is commanding a unit bigger than his experience and ability would dictate they incur a morale penalty, the leader simply isn't doing a good enough job. Similarly, a unit comprised of different types of units incur a morale penalty as they simply aren't as good as they could have been. Example: A until with 2 swordmen, 2 archers and 1 spearman would be flexible, but not excell at anything. The archers doesn't have enough firepower to efficiently work through a opposing until of swordmen with shields, 1 spearman does not have enough stopping power to hald mounted combatans etc. If the mixed until meets another mixed unit however the morale penalty is the same for them, and as such cancels eachother out.   Defense: Defense is based totally off of the groups Dexterity stat and does not gain additional modifers unless the unit doges or shields themself for the turn, doubling their Defence rating but foregoing attack. A magic user with the shield ability on higher levels however are able to create a force field surrounding the unit, giving it a defence and/or armor bonus equal to that persons strength in the spell. If the spellcaster are not a fighter, fitting with the overall unit the until incurs a minus 1 penalty talked of above as they are lacking a fighter.   Armor: Armor has base stats, such as a normal leather armor with a die modifer of 1. This adds to your total die pool when defending, unless attacker attacks with some kind of amror piercing weapon negating armor. Amrors might also have penalties imposed on both defence and speed as it might be heavy and clunky like a full plate armor etc.   Weapons: Weapons has base stats, such as a normal sword has a die modifier of 3 (L). This is added to your units total die pool. Some weapons might be exceptionally crafted or enchanted giving aditional die modifers, usually signifyed by a +1, +2, or +3 on the info of the weapon in question. This too is added to your units total die pool. other tools.  
Troop vs troop:
Spear vs sword, spear gets 1 bonus die. (Spear and shield vs sword only gains 2 bonus die)
Sword vs archer in close combat, sword gets 1 bonus die. (Sword and shield vs archer only, in close combat gains 2 bonus dies)
Archer vs sword or spear in ranged combat, Archer gets 2 bonus die, (1 bonus if spear and swordmen also has shield) Mounted vs sword or archer in close combat gains 2 bonus die, regardless of shield use. Spear vs mounted gains 2 bonus dies.   Fewer units vs bigger units A full unit has 5 members, combat functions as normal. Amass die pool from stats above and die modifiers below, subtract enemy units defence and armor, then roll for successes. Each success renders 1 person of the opposing unit unconceous, if not tended to these troops will bleed out and die.   If one unit manages to render 1 person of the opposing unit unconceous that unit gains 1 bonus die for next attack as they are 5 vs 4. If they manage to take out another person they would be 5 vs 3 and they'd get another bonus die, totalling in 2 bonus dies as, this continues until its 5 vs 1 and a total of 4 bonus dies. Likewise the unit with fewer members gains a minus die pr person downed when attacking a greater force, the fewer they are, the worse the penalty. 4 vs 5 incurs a minus 1 die penalty, 3 vs 5 give a 2 die penalty and so on until max 4. 5 vs 10, the minus penalty is 5, against even lager groups they will most likely surrender or retreat unless the leader uses a willpower point, rolls 3 dies and gains a success. If successfull he's able to keep the morale high and make them stay and fight the overwhelming force. If not, they retreat.   The character can choose to act as part of the unit, in that case if character is of same type, i.e: Archer, the character does the attack roll and add bonus dies equal to the size of the unit. If unit size is 5, they add five bonus dies. If unit size is 3, they add 3 etc. In this scenario the player does not roll once for their character, and then for the unit.   As a leader, you must always make sure your troops are fed, therefore its up to you to either put someone in charge of purchasing nesecary supplies and grant them enough money to do it, or make the arrangements yourself.     You're in command of a squad of 5 warriors. They cannot operate on their own.   •• You're able to command a group of 10 warriors +1 acting as a liutenant. You're able to split the group into two, you commanding one group of five, and the liutenant the other group and remaining warriors, acting out your orders by themselves. The liutenant can also advance their leadership skill to three dots max, promoting him to a general and giving him a liutenant under him that can lead another group of men. This second liutenant cannot gain a 3rd liutenant under him but he can command up to 20 warriors. With the help of a experienced General and a liutenant you're able to command a force of 50 warriors.   ••• You can now command 20 men.   •••• You can recruit another General with the same perks as when you gained at two dots in leadership, and you can command 30 men. Max personell in your army is now 110   ••••• You can now command 50 men and recruit a captain which can earn five dots in leadership with all the generals, liutenants and even a captain of his own, this second captain however can only comman up to 50 warriors by themselves and have two liutenants under him. Your army totalling in at 310 men.

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