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Squad Games — A Mercenary Company Turn-Based/Tactical LitRPG
Appendix 1: The Stats and Mechanics of Squad Games

Appendix 1: The Stats and Mechanics of Squad Games

1. The Stats

1.1 Core Stats

The 4 core stats are important drivers of the game system. They simplify character info into 4 main attributes. Why simplify? With so many characters, it reduces information overload and streamlines things.

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Might

Might covers strength, conditioning, but also combat ability-both offensive and defensive. Along with the element of luck, Might is a key determinant of a character's chances of hitting an opponent.

Grit

Mental fortitude-determination, resilience, endurance, and morale.

Agility

As well as physical agility, this covers speed, dexterity, and initiative. Initiative determines who gets to strike first in a combat, so expect to see the more agile characters get the first strike in, a big advantage in a turn-based game.

Intelligence/Intellect

Covers aspects like decision making, leadership, and can influence magic users' power.

1.2 Action Stats

A character's action stats are determined by their core stats. Enemy sheets generally only have the action stats.

EXP Level

In many RPG systems, characters gain XP (Experience Points), which level them up, and allows them to allocate points to their attributes.

In Squad Games, the system works the other way around. Characters' core stats can increase based on their performance in these areas. If their core stats total (i.e. the sum of all 4 stats) rises high enough, they advance to the next level. Therefore, every time you see a character level up, it's because their total has hit the next level.

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For example, all Level 1 characters have a core stats total of 1-20. As soon as a character's total hits 21, they will advance to Level 2.

Hit Points

The amount of damage a character can take. HP = Might + Grit + Level. Therefore, every time a character advances in Might or Grit, you should see their hit points rise at the same time.

Damage taken: When a character or enemy falls to the 1-3 HP range, they are incapacitated or unconscious. They can only be revived by a Medic. Once they fall below zero, they are dead. Only magic can save them in this case.

Action Points

This is the number of actions a character can take in an action round, such as Move or Fight.

AP = HP + EXP / 5.

For example, a character with 14 hit points, Level 2, is 14 + 2 / 5 = 3 Action Points. Thus, a drop in HPs can also lead to a drop in APs (in this example, when the character drops to 12 HP).

1.3 Other Stats and Attributes

Weapon skill

The main benefit of skill with a weapon is the amount of damage caused with a hit. Let's take the example of common weapons like short spears, short swords, short bows, that deal in D6 damage.

Skill Level Damage

Novice x 1 1-6

Competent x 2 2-12

Proficient x 3 3-18

Expert x 4 4-24

Master x 5 5-30

Other skills

Some other skills have a specific stat benefit. For example, being Ambidextrous means there is no negative penalty when using a second weapon.

Hidden Attributes

Each character has various personality traits that are "under the hood/invisible" and come out during the story. Some of these may influence stats and levelling up.

For example, some characters are fast learners, or have high potential. This could be in general, or in a specific stat . Other characters don't have high potential (not athletic; not clever; not coordinated enough for some weapons). They just don't have what it takes to become a legendary, highly skilled merc - maybe they're actually in the wrong profession? Or maybe, they're a solid, competent professional, just not outstanding.

2. Levelling Up (or Statting up if that was a word)

2.1 The Process

Each merc has a running score which can be thought of as experience points. If they contribute to a mission, at the mission end their points might go up enough to increase a core stat or weapon skill level.

What can affect whether this happens?

A recent stat gain. A merc who increases a stat sees their running total reset to zero. They may have to wait longer to a) get that stat increased again b) get another stat increased.

Mission success. Mission failures are far less likely to see stat increases.

Individual character traits. As outlined above.

Character Level and Age. As with learning any new skill, it's possible for an able merc to see fast progress through the lower levels. As the levels increase, mercs may not advance at the same rate. They've already learned the basics, and now they're trying to perfect the advanced skills that make them one of the best.

For example, a Level 6 warrior is in a moderately dangerous battle with goblins. They take 3 hits, but nothing that troubles their hit points. They score three kills, but they've done that plenty of times before. What has this individual gained from the experience? Not much. In the same fight, a Level 2 warrior takes 3 hits and comes close to death. They score three kills, more than they've ever done before. Their stats are likely to increase, because the experience has made them a better fighter than they were before the mission.

Younger mercs may be faster learners. Older mercs may even see some stats fall.

2.2 Level Stratification

Levels represent the perceived quality of each merc, and determine things such as pay and status.

The most common level for a merc is Level 2-about 25% of mercenaries can be found here. They are good enough to be hired, and will likely be competent with at least one weapon, or have another skill to offer.

About 2/3 of mercs are in levels 1-4. Level 5 and above (the other 1/3) are much rarer and paid significantly more.

In Gal'azu, higher level mercs are even rarer than elsewhere.

Q&A

Q Yes, but in chapter X such and such happened and character Y didn't get the same reward as in chapter Z.

A These are the game mechanics that underpin the story. Character development and story development will always bend the mechanics to their will.