How to Play

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How to play
The Nameless Land is a place of death and survival,  if one is to proceed to discover its mysteries,  and  unravel its secrets,  it must be known how to engage those most capable of ending your fight for survival. 

Eight Moves of Combat
Eight basic moves.
Move: This is your ability to change position.  Every “Step” Costs you one move point. 
Draw Weapon: This allows you to pull out or holster on of your equipped weapons.  Strategies using your weapons. Costs one move her draw or holster. 
Engage: This is your “attack” and “Spell Casting” Option.  This allows you to shoot a gun,  use and hold spells.  Or use you class moves. 
Talk: Speak to an enemy.  Starts a character conversation.  The only time you can talk mates and enemy. 
Reload: Reload your main,  special,  mechanical and gun type weapons,  that require bullets or ammunition. 
Use Item: Use an item that allows you to place a buff on yourself,  others or the heal wounds,  extend conversation range pause the game or effect the field of play.
Dodge: Attempt to avoid damage completely from melee,  attacks,  spells,  and gunshots. Some attacks cannot be dodged.  But your skill & learning stats can extend the length of your dodge. (Base distance 3 Steps) 
Block: Attempt to avoid damage by combating it with the power of one of your weapons. (None Sheila weapons can only block for 1\3 of their total damage. Shield weapons block for full damage.) 
There are moves that can be made by any class.  These moves are essential to combat,  play,  and interaction between characters,  and their opponents. 
Each move requires the use of.  “Movement Points”. 

Movement Points: Movement points are what determine your ability to take action per turn.
  At the beginning of each turn your movement points per turn are determined by the number of dice allowed to you by your Speed Attribute. 
• Every player starts with 2 Dice,  and gains a dice per six points of experience placed in your speed attribute. 
• At the beginning of each match.  Each player will roll two dice,  and start the battle with this many move points.
• After Rolling your dice you are allowed to take as many moves as you need from the Movement Points you have gained in order to progress through the level and game. 
• Each character takes turns,  in a clock wise,  counter clockwise,  or pattern that is to stay consistent throughout the battle. 
• Each turn you take consists of two parts.  The Action Phase,  and the defense phase. 

Turn Phases
Action Phase: This is the part of your turn in which your turn starts.
• Move your characters position using the “Step” action. 
• Speak to other characters using “Talk”
• Draw weapons
• Prepaid cast spells
• Reload weapons
• Use items
• Attack using spells,  melee, ranged weapons, class moves,   special moves and super moves.
All the move points not used during this phase are moved over to your defense phase.

Defense Phase: This phase initiates during the end of your action phase.  And takes place when other players initiate their action phase.  This number of move points available, un this phase,  depends on how much you have left over from tour action phase. 
During this phase you can:
• Block
• Dodge
• Activate defensive Class Moves
• Draw or holster weapons
• Use prepped spells defensively
• Combine attacks with someone in an action phase “Using Magic Eye”
• Talk
• Reload

The Board
One must be versatile if they hope to survive.  The Nameless Land,  is an ever changing ever formless place with unpredictable conditions hazards and monsters.  This is not a place made for those who are comfortable with predictability will not survive the harshness of this place.
Board Setup
This is a board less game. End of legends is mentioned to be played on what is known as a formless board.
A formless board is any flat surface or room that you choose it to be.  This game is made to be adapted in scale to a multitude of surfaces or areas.
The size of scale in which you character move in is determined by both your play are and your own judgment.  But breaking the board guidelines might see you game become odd or unfair.
These guidelines are:
• Step length cannot be established be the size of the map. The size of a “Step” must be reduced to a length that allows it to fit within a map at least 30, 40, or 50 times
• Step size can be established using a measurement or item,  however this measurement size must be something available to  players. (A good way to determine a characters location is to use a marker item.  A good suggestion for use are coins,  washers, pogs,  or pieces of paper. Or figurines from other games. Anything with a circular base.)
• You can make a ruler for the sides of the map,  if you need to. 
• Invisible players can remove their token from the map,  but need to report their locations honestly
• Each “step begins and ends at the edge of the official step size
• Each player token or character statue must have a forward face marker drawn placed on it.
• Pro Mode: people can take turns simultaneously. Your survival depends on your reaction time,  and tactic.

Orientation
Each board that you set up must have a few rules of orientation that establish it as a playable field of confrontation.  Your field of play must have:
• An Atlas or Cumpass that establishes a sense of direction for all players. 
• The field of play must have a sun orientation and position,  and a marker that represents this. (As facing the orientation of the sun will reduce your accuracy.)
• Any object placed on the field of battle that isn’t a compass or sun are a part of the field itself.  They will obstruct player eyesight and must be jumped over or moved through,  in order to surpass. 

Rules of Combat
There are only a few rules for combat. As it is End of legends is a game of vicious battle made to be quick,  ruthless and violent.  Do not show your opponents mercy.
• Melee damage is calculated as: Melee strength+ total attack=Total Damage.  End Damage = Total Defense-total Attack. (This is the damage that applies to your character. 
• Recovery Roll: For every six recovery points you have in recovery,  determines 1 dice you can roll to recover health points. 
• Gunshots or “Critical Damage” have a chance of missing when within range, 1/3 chance of missing.  And a 50/5 chance of missing when target is outside range. Unless the target exceeds a certain size. 5 steps. 
• If a critical hit lands,  it is the base damage of the weapon that  gets past armor×the number produced by a dice roll+ a skill roll (one dice per six points)  ×2.
• You can add a power,  Phis Res,  or Magic Resistance roll,  to block damage of that type.  In the same way you can add damage with power or magic. 

Experience
In End of Legends you gain experience for every basic, class,  or race move that will make.  Your experience is called Coin,  and when gaining coin you can either spend it on upgrading your character stats.   You can upgrade your character mid battle,  but need the item or spell required to pause the game,  in order to do so.  It is important to keep track of how many moves that you make. As this is your experience.
• Steps are worth 1 coin each
• Talking is worth 5 coin a conversation both parties involved. 
• Attacking and defending gain 3 coins a piece.
• Leveling your character in game applies to both PvP and story mode. 

In game currency
In the End of Legends,  you in game currency is shells and bullets. You ability to use gun type weapons is your money,  so it would be wise to use your Gun type weapons strategically. So as to not drive your character into a state of vulnerability in long range and combat,  and finance.
Shells can be used to purchase a variety of objects,  weapons armor,  more guns and riding creatures. 
You can gain bullets and shells a few ways:
• Fighting and defeating other players in pvp. 
• Mining  or extracting rare materials and pressing them into bullets or shells using a subclass or gun Smith shop.
• Fighting and defeating monsters in Pvp or Story mode. 
• Completing mission in story mode. 
Shells are valued in from least to greatest in this order growing in value in 50¢.  Brass, Copper, Silver, Gold, Platinum, Crystal.  Bullets are worth +50¢. 
Every character starts with $50 dollars. 
Character Stat Calculation
Total Health: the total health is calculated by adding the total stats of all of your characters together after armor buffs and so fourth. Speed + Power +magic +learning+ speech+ recovery+ Phis Res+ magic Res= health.
Total Defense: Your total defense of your character is your power+ magic+ Recovery +physical Resistance armor and buffs apply.
Melee/Defense Strength: Melee strength is determined by adding speed+power+skill+Phis Resistance. The damage your weapon does in attack and defense is determined by the weapon type. Anything that isn’t classed as a shield. Any weapon that isn’t a shield has -2/3 reduced number when blocking,  shield have the same reduction offensively.
Melee Throw Distance : If you choose to throw a weapon,  its distance is determined by power+skill +a power and skill roll.
Critical Strength: The damage gun weapons do is determined by adding speed+skill x the mark of the weapon. All main weapons count as a mark V weapon.

Magic Damage: Basic magic damage is. Magic+ Learning+ Skill+ and specific Element level divided by 4.
Critical magic Damage: This damage is determined by your basic magic damage x your magic affinity slots that create a critical roll. 
Combo Slots: The number of combo slots is determined by your character class and your input towards combo slots.  You need 10 experience to add a combo slot to your character.
Distance Calculation: Spell travel distance (Range)  is determined bye Magic+ Learning+ power+ +spell element master level/ divided by 3.

End of Legends: Character creation and player guide. Where stories live. Discover now