Haha :3! Am getting a lot done these days ^^ Dunno why but I am simply enjoying this a lot even if it is only a "beta" that may change latter.
Also, if anyone wants to help this proyect needs:
An artist or more, but I think a good artist is enough ^^ (concept drawings and such) which is the only one needed for a boardgame :3.
And everything and everyone needed to make a PC game.
I would also like to ask if it is posible to get a fan version of Hand of Odd, unfinished or something? I want to get some inspiration (And play it in general if posible

)
Well, anyways... Here is the 2º chapter of this :3
Chapter Two: Ways of playing, attributes and XP (Cogs and Spooze)
Part 1: Attributes
The way to win a war is to know your enemy’s plan, but what if the plan did matter as much as the guy next to you? No plan survives battle and few survive battles themselves, which is why you are here: To know which battles you may fight… and which battles you may live to tell.
First, you should know the basics for every creature and every machine in this l and no one owns but the blood and the actions of the warriors. This means you should know how these creatures function and in which things they are good at simply by taking a look at them. How? Easy, use the T.C.V (Tactical Command Vision).
T.C.V is a device used by generals on the armies the industrials own to give them an awareness that grants them the ability to see far away with simply their augmented senses while the world moves slowly around their units. This device is usually forced inside the commander’s brain in a very delicate surgical operation… which means they usually take from months to years to use them properly to command a group of units and will never use it on whole armies because the stress would make their heads blow since this device uses this augmented senses to communicate telepathically and the pressure can make the problem here mentioned be… quite literal.
It walls implemented in every faction using the idea by the shaman commanders of the Mudokon (that can enter the state the T.C.V artificially generates thanks to deep concentration, but still can’t communicate with armies since it stresses their senses too much) as well as in any army owned by commanders of the Wild Lands (theirs are worse, but work well in some way).
The device is something that optimizes the units’ efficiency, time of reaction (since the general can see all in the battlefield… usually) and can be decisive over the battles. Problem is that this stresses the units, which usually would work ‘better’ on their own but instead have to be mind proved by the general to decide which course of action to take, so luck has a lot to do when they are being exhausted to these limits.
Here is where the attributes take action, they are:
The measurement of power: Strength. Body sturdiness: Constitution. Graceful and deadly: Dexterity (C, or close combat/R, or ranged combat). Quick and untouchable: Reflexes. Peaceful yet destructive: Mind. And finally, the decisive range at which the warriors will advance to risk their neck: Agility. There is also the attribute of Wounds and Armor, but that is for later.
These attributes are used as follows:
Strength:
Used: Check against enemy constitution to make sure that hit ends in a wound!
Description: The measurement of power, strength means how powerful a unit, weapon or spell is. Usually hand to hand weapons have no strength or they have modifications to the wielder’s strength since they are as powerful as the wielder. Ranged weapons usually have strength as well as some magic powers.
Constitution:
Used: Against enemy strength to make sure your guys don’t get harmed.
Description: This is how sturdy your unit’s body is. It usually means how well they can whistand those nasty bruises or gunshots without being really hurt BUT won’t make them live forever. Machines and living beings have Constitution (that could be described one way or another) and usually little to no modifications are granted with equipment, but can be granted with temporal drugs or potions.
Dexterity (C and R)
Used: Compete against enemy Dexterity (C) or Reflexes to land a hit! This doesn’t mean you did hurt the unit though.
Description: How good are you wielding that club? How nice a shoot are you? Dexterity matters when you have to fill someone’s head with lead and also does help when you want that unit to land a kick in the nuts. Usually long range weapons or helmets can have some modifications done to Dexterity, but you may find good or bad mods in everything.
Reflexes:
Used: Against Dexterity (R) and to decide which unit does things first.
Description: Do you have that good hand/eye coordination and a good pair of legs? If so, you have nice reflexes that can save your ass and make your units act quicker than their enemies since the one with the better reflexes moves before the others. Usually heavy equipment of any kind will take this attribute down a notch, but other times some things can boost it…
Mind:
Used: Usually to resists magic and to use it against enemies or even summon help from the wilderness.
Description: If your unit did skip class most its life, forget this. A good mind will help your units get tougher against magic attacks or mind invasions while it also will help getting someone’s head to explode with the right magic tricks. This also serves to make sure your guys get in line and don’t go away running like pussies when their friend’s heads get to explode finally. Usually special helmets (or whole armors) as well as weapons may give boosts to this, but they are very limited and usually not good at anything else.
Agility:
Used: It shows how far away you can move, it also is used when you want to go around spaces where other units are or to flank enemies.
Description: Good feet and quick movements can save your life, but how far can you run? If your unit wants to turn tail and go home crying, it will need some good agility to get away from the action as well as (if they get bright and decide to go into killing spree) to get close and crush those damn idiots on the ground. Usually there are no modifications except negative since the bigger load you have, the slower you will get.
These are the attributes, now, how to use these dudes? Well, easy.
Pick a dice of 10 sides and your friend should do the same. Done? Good, now let’s say your friend has Dexterity (C) 3 and wants to kick your ass for saying something about his mother that he didn’t like at all. You are a pussy and only have Dexterity (C) 2.
Now, when you compare these attributes you have a -1 and he has a +1, which is easy to see since you only need to see who has the bigger one (bigger attribute, as in strength…) and then get a look at the dice.
You two have a 10 head dice so if you want to get a fair game going on the normal thing to do if you have equal attributes that will compete against each other you will have to get MORE than 5 to do it right… But why does your friend throw a dice too? If he gets more than 5 (when having equal attributes) he will hinder you by the amount he scores over what he needs to.
So this goes like this:
If you have to get a 5 and you land a 9 but your friend lands 10 it means he went over 5 points what he needed and you would have needed a 10 to get away from that asskicking you were (and now ARE) going to get.
But in this case things aren’t THAT fair! You get a -1, so you have to score 6 or more to hinder your buddy’s attack while he will score it with a 4 or more, which will mean if he gets 8 or more he will hit anyway and you will end up feeling his shoe in your rump.
So when you FINALLY throw the dice he gets (we suppose) a 9 and you simply don’t want to throw the dice because he will kick your ass anyway.
However you are a pretty sturdy guy and he isn’t all that strong… You have 5 in constitution for so many beatings in your life and he only has 2 in strength because he likes to kick ass, but he doesn’t like to train.
So this means you will only need to get 2 or more (since there are 3 points difference) to give him the idea that you will not get harmed easily, except if you get a 1 (I will say why latter), in which case you can still taste pain. Your buddy, though, needs 8 or more to make you suffer a nasty bruise down there, but unless he scores a 10 (I will say why right away) he will probably do nothing but make you laugh.
Now, why the 10 and 1? Well, there are those moments where you think you scored that luckiest hit that will grant your life, OR, you feel that you broke your arm when you tried to punch that guy’s metallic pants at the wrong angle.
10 is a critical, you have the option to multiply that hit by 2 (normally, some skills or weapons give a nicer multiplier) or to land a wound right away not caring for armor, but you still have to get through constitution first (If you don’t have armor, you get wounded right away). However, +1 in constitution to the victim always means the weapon or attack can’t deny them their chances even if they don’t have an armor.
1 is a catastrophically miss, this usually means you will fail the attack automatically, but the better chances you had the worse this will be. +1 or +2 will mean you can’t attack the next turn (reason? Whatever you want to think) but +3 will get your unit without a weapon for 1D10 turns since it did something really f***ed up with the damn thing… +4 or more will get him to hit or shoot himself! Magic will mean that the unit’s head flew away without the body. So yea, you can get yourself killed! Idiot…
Now, Wounds and Armor? Well, wounds mean how badly damaged the unit can get before getting a few feet under the ground until they are brought back to life… if they ARE brought back to life, that is.
Armor is used after Constitution vs Strength and only the defender throws. Each armor has a Constitution value asides the Armor value, the differences can only be applied in positive to the armor (so +1, +2, etc…) but never in negative.
Why positive here? Is it bad?
Yes, it IS bad… the armor means how high you have to score to get that hit away from your sensitive flesh.
So what happens if I have an armor of 3.75 with 2 Constitution? (you can have decimals and they are rounded up). Well, if the enemy hit you with 4 Strength (for example) your armor will be reduced to 5.75 (so 6) which will mean you will need to land a 6 or more to not get cut in two.
Of course armors will usually (at least at the beginning of your battles) be really lame until your guys get stronger and better to have equipment that doesn’t suck, but is better than nothing.
It is fair to say here, before we end this section, that most attributes for humanoids cannot reach more than 10 points (Even getting to 10 points is near imposible if you don’t want to have crappy attributes in the other things) except with boosters from weapons or equipment, but even then it will probably be only one attribute while the rest are crap.
Animals like Scrabs or Paramites (for example) can have some attributes up to 15 or so while others may be downed to a minimum of 5. If there is a creature with a top at 20, probably two or three attributes will be lowered to 5, but you better don’t get close anyway…
Also, humanoids cannot get more than five wounds, no matter what (Except heroes).
This is all for attributes, next… GETTING YOUR DUDES TO BE BETTER SOLDIERS!
Part 2: Experience (Cogs and Spooze)
Well possible commander, you know how to know how good your guys are and that you can get them better with equipment (that we will talk about in a future section) but you still don’t know how to get them better because they earn it!
Cogs and Spooze, those are the things! Moolah once ruled the world but now, in this land at war, Cogs are the coin for trade as much as Spooze.
Industrials usually reward their commanders with Cogs when they receive the reports from the battles (even when they are defeated! But usually fair less, of course) while the native tribes grow Spooze after the celebrations of their victory, or at least a bit to compensate the efforts of the army that tried their hardest to win.
With enough Cogs or Spooze you can create new equipment and use the virtual training machines (or the ancient visions and stones) to upgrade your units after the battles. Rarely a creature needs both Cogs and Spooze, but everyone in this party knows how to scavenge from the enemy those resources they need… so no commander will find it hard to have a bit of the other side if they need it.
Your men will be able to get better toys (armors and weapons) thanks to Cogs or Spooze any time you wish for it (Except if the mission is a series of battles, you have to return to base for this), but getting them to level up and get upgraded needs for them to risk their necks.
Why?! Because you may want to upgrade a unit since you have the resources for it, but the guys up there are going to see your report and your battle one way or another… If they think that unit did not play its part, well, you can’t get that one up the ranks.
Also, dying is a traumatic experience you know? You can still get them weapons and armor if they died, but they will not be able to get inside a machine for training or get their minds stressed for the power of the ancients and shamans to wash over them. You must take care of your units!
Also, Cogs and Spooze can be used to get new units (basic units are what I would ask you to get) that will now be able to get upgraded if you want to explore the other pats for those guys or try a different way of training.
There are usually at least 4 levels for most units, in each they will advance to a different unit class which will be a bit stronger (usually up to 3 points you can distribute) and will get access to better weapons and armor types.
You can gain plain “Experience” for YOU to level up and upgrade the maximum amount of C.P (command points) you have. These points are used to determine how big an army you can lead since every unit takes its tool, remember your brain is getting stressed out there too.
We should also mention that as you level up you unlock better units (2º, 3º, 4º and 5º grade), but while a new unit comes with the basic stats and up to 3 points to customize it with, level 2 and upwards will come with premade stats that will have less stats at the end.
Lets explain:
Lv1: Basic stats and up to 3 extra points to spend.
Lv2: The Basic’s stats and up to 3 points to spend if you leveled up, if not: Premade stats and up to 2 points to spend.
Lv3: The Lv2’s customized stats and up to 3 points to spend if you leveled it up, if not: Premade stats and up to 2 points to spend.
Lv4: The Lv3’s customized stats and up to 3 points to spend if you leveled it up, if not: Premade stats and up to 2 points to spend.
Lv5: Lv4’s customized stats and up to 3 points to spend if you leveled it up, if not: Premade stats and up to only 1 point to spend.
If you get a unit from Lv1 to Lv5 you can get up to 15 points to personalize it (which can buy skills as well as attributes) which, one way or another will make it better or a simple KILLER. But don’t dream, you can’t get one invincible unit, only a thought ass mother****er under YOUR command.
If you bought a Lv2 or superior you end from 3 or 4 points shorter to simply getting no points at all. These units will be good, ok, to a certain extent. They will look mean and they will act mean and even really be mean… But a leveled up guy will crush their skulls.
It is true not all will have up to 5 levels; maybe some will have 4 or only 3… But it is still better to get them to level up because you will be proud and they will be better.
Training pays off, remember that.
Also you must know that in one against one player matches you cannot have more than +1 levels against your enemy, it would not be fair… But if you do have, you can use the previous level’s C.P to play and have fun anyway. You will still have an advantage, but it would not be like, say, those +6 levels you had over the poor dude… In group matches the total levels must not differ in more than 1lv/player (So in 2vs2 it can be 2lv difference and 3vs3 would be 3lv difference total) since the C.P grow the same for everyone and the more people, the harder it is really noticed and more fun it will be.
This is all for the currency that also is the experience, Cogs and Spooze.
Part 3: Ways of fighting
Well now! You still don’t know the units you can command but you know what they can do and how to make them better, at least you think you know that to a certain extent with that brain of yours (So I am praying you know to ask them to shoot the guys that aren’t from your army, please). BUT YOU STILL DON’T KNOW WHAT YOU WILL BE DOING!
So let’s get it started ok?
-Skirmish-
Your basic battle, do you need a reason? You found the enemy patrol, you got those hunters or whatever… The objective in a Skirmish is to kick the assholes on the other team until they are praying for their lives or they are in cloning tanks or resurrection totems.
Good to practice and to get your guys up a few levels (or a lot), but these aren’t all that fun since the maximum player capacity is a 1vs1.
-Conquer the land-
Oh yes, that village should look nice, IN FLAMES! Hold the key locations to achieve domination or obliterate the enemy team and then conquer the place to do as you see fit (Outlaws should not be asked what will they do).
A good way of testing teamwork between players since there is no real species and sides’ limitations here. Up to 2vs2 or 3vs3
-Conquer and transform-
Like Conquer the Land, but this time only the same faction can team up (so no cross factions) which will force players to understand their enemy far better while also getting to know their units to the same limit they will be used. Didn’t you like that faction? Then get to work with it properly!
-Assault!-
In this play you and your team will attack an enemy base (That will have its full C.P force in units and extras in defenses!) with the intention of holding a specific spot usually with a secondary objective of killing a specific unit (Important or high level unit) that you decide from your designated enemy (one of the opposing players that you will tell the 3º party or master).
The attackers may win if they conquer the designated location (no enemy unit is there for at least 3 turns while there is one allied unit) and they will have extra resources (exp, cogs, spooze) if they also achieve the secondary objective. If an ally achieve the secondary objective for someone else it doesn’t count. If the defender doesn’t have that special unit killed (at all, cant die from anyone’s hands) they win the special reward instead of the enemy. The defenders may not know the secondary objectives of the attackers, only the master.
This kind of game needs a master (3º party, watcher, etc…)
Up to 2v2 to 4vs4.
-Campaign!-
“No Man’ Land” Is big, big enough to be bigger than the place where 4 games took place so you may have a campaign designed and played here in any number of scenarios planed beforehand (and usually constructed).
This game should have up to 8vs8 players and a schedule to play the game in rounds, record the battles if possible and share them for everyone’s enjoyment while making an interesting story.
The 3º party (or master) may also control neutral armies in battles so the players don’t have grudges and may throw a dice every “campaign turn” (so when everyone has done their move and or battle) to see if someone is attacked. This is the only thing the master should do with everyone knowing how it will happen so no one gets angry, this is a game.
This kind of games should be fun, long, and you should start a new commander for the purpose of playing the Campaigns. Buildings and any other things that should be used are NOT currently being worked on.
Part 4 (last): Turns.
A turn is really only a small portion of time (probably around five seconds) where the units move in order of Reflexes (If the teams have units with the same number of points in Reflexes, they all throw a dice and go in order from higher throw to the lower, if there is a tie, throw again and decide who goes first and who goes after for those who tied up).
They go like this: Move, attack (capture a zone, use magic or equipment such as mines, medic kits and anything else… also you can reload if your unit needs it) and finish.
If your unit moves and finish it will counterattack the next time it is attacked if the mentioned unit CAN counterattack (so if the enemy is in range).
When every unit has acted this turn (they sould be marked as so) they all will be able to move again and the action will be rolling again as done before.