Jaune Arc said:
Stats:
Diplomatic Score: 3 + 1[Just] = 4
Martial Score: 3
Economic Score: 3 + 1[Just] = 4
Intrigue Score: 4
Learning Score: 3 + 1[Just] + 1[Inventor] = 5
Personal Combat Score: 1[ALA] +2[Crocea Mors] + 10[Burning Steed] = 13
Traits:
Just: You are well known for your sense of honor and fairness. +1 Diplomacy, +1 Economy, +1 Learning
Abnormally Large Aura: Your aura is significantly larger than normal. + 1 to Personal Combat Score
Awakened Spark: ???
Inventor:
You have fashioned a wondrous invention!
+1 Learning
Biologist: +2 Learning concerning Biology.
Retinue:
Team CFVY - 0 Upkeep
A team of 2nd-year Hunter trainees. They were of great help in the Battle of Arcdon.
Veteran Arc Sword Trainees - 1 Upkeep
These Swordsmen are lightly equipped, and trained in the Arc Family's Sword Techniques. They excel against Grimm and lightly-armored enemies.
Veteran Militia Guard - Upkeep 1
Armed with spears, they serve as a frontline against threats to the people. Very lightly armored.
Veteran Militia Gunners - Upkeep 1
They are armed with simple semiautomatic rifles, serving to support the Militia Guard. Again, very lightly armored.
Arc Skyhawks - Upkeep 3
A unit of Hippogryphs ridden by elite soldiers, they carry carbines, lances, and bombs to serve as an aerial superiority force.
Artifacts:
Crocea Mors: The blade of Caeser Arc, who put the Atlas armies to flight time and time again, whose cunning saw even the Mistral Golden Citadel seized by Valish armies. It is an outdated weapon, but a famed one. +2 to Personal Combat Score
Burning Steed: This horse-shaped construct is made of steel, flame, and fury. Its energies defend its rider as well as itself from all manner of attacks, and its burning breath cleanses the earth before it of foes. +10 Personal Combat Score when in use
Arc Holdings said:
Arcdon Manor: The home of the Arc Family, situated atop a hill overlooking the fields. It has been hastily converted into a center of governance, and now it bustles with frenzied activity. Warriors train in the courtyard, couriers run through the halls, and meetings are held in the Grand Hall which will decide the fate of the barony. It is fairly defensible, but it is no fortress. Not yet. The bulk of the Manor is new construction, built after the Great War. However, its crypts and foundations date back beyond written history.
Enables Recruitment of the Arc Sword Unit Line.
Enables Recruitment of the Militia Unit Line.
+1 Income
Arcdon Barony: The Arc ancestral lands, bordering the sea. It has a humble fishing port, and the outskirts are regularly patrolled. A peaceful place. For the time being. It is primarily an agricultural region, with a burgeoning industrial section due to recent wartime efforts.
+3 income
Greater Arcdon Baronies: The baronies nearby Arcdon Barony have pledged their allegiance to your cause.
+2 Income
Arc Biolabs: the Birthplace of Arc gene-engineered beasts, within Arcdon Manor.
+5 Income.
Leaders said:
Leaders Gained:
Nora Valkyrie
Traits: [Brave] [Fierce]
Weapon: Sledgehammer
Lie Ren
Traits: [Diligent]
Weapon: Simple Knives
Da Rules:
Each turn you get Dilemmas, basically the pertinent issues for that turn. These are intended to be how you build up your holdings, good solutions to these Dilemmas result in long-term benefits.
However, you also get 1 Free/Personal Action. This represents Jaune Arc acting independently of his Council. He can either go supervise one of the Dilemma Solutions, improving the chances of success, or he can go do his own thing. Maybe it's building better irrigation, or devising a Deathray, recruiting Units, or going off and confronting the Bandits alone. Being as Jaune is a Spark, Free/Personal Actions are rather... potent.
Now, you also have a Treasury. This represents THE MONIES. You can spend them on 'enhancing' solutions/actions, and improving their chances of giving you something good.
... Oh, yeah. Your Stats modify the rolls for each solution/action, traits both modify your stats AND can offer additional special options, and your Retinue represents the forces assigned to you. If you have any questions, feel free to ask.
Leader Rules: 1 Leader can be assigned to an action. This gives you a reroll in case of a critfail, and enables choosing additional options based on the traits the Leader has. However, each leader can only be assigned to one action.
Troops Currently Available for Recruitment:
Arc Sword Unit Line:
Arc Sword Trainees - Upkeep 1
These Swordsmen are lightly equipped, and trained in the Arc Family's Sword Techniques. They excel against Grimm and lightly-armored enemies.
Arc Sword Guard - Upkeep 2
Arc Sword Guard are more heavily armored than Sword Trainees. While still specialized towards Grimm and lightly-armored enemies, they are also better disciplined than Trainees, and more practiced in the Arc Family's Sword Techniques.
Arc Swordmasters - Upkeep 5
Arc Swordmasters wear no armor at all. All they have is their blades, for that is all they need. They are supremely agile, their skills on par with fully-fledged Huntsmen.
Militia Unit Line:
Militia Guard - Upkeep 1
Armed with spears, they serve as a frontline against threats to the people. Very lightly armored.
Militia Gunners - Upkeep 1
They are armed with simple semiautomatic rifles, serving to support the Militia Guard. Again, very lightly armored.
Arc Bioconstructs:
Arc Skyhawks - Upkeep 3
A unit of Hippogryphs ridden by elite soldiers, they carry carbines, lances, and bombs to serve as an aerial superiority force.
Arc Hippogryphs - Upkeep 2
A unit of Hippogryphs with no riders. Fast, Strong, and terrifying to battle against, but rather undisciplined.