Shining Force Tabletop RPG
Battlefield maps are made up of navigable terrain tiles.
Players take turns performing actions using their units, represented by figures placed on the grid.
Unit Actions
Units can move and perform an action each turn.
Actions include:
- Attack an enemy with an equipped weapon.
- Cast a spell using mana.
- Use a held item.
- Interact with a nearby object or NPC.
Unit Movmement
How for a unit can move is determined by their movement type in relation to the terrain.
| Movement Type | Speed | Flat | Sand | Forest | Mountain | Water |
|---|---|---|---|---|---|---|
| πΆ Walk | 6 SPD | 1 π« | 2 π¨ | 1 π© | 2 β¬ | 3 π¦ |
| π Ride | 8 SPD | 1 π« | 1 π¨ | 2 π© | 2 β¬ | 3 π¦ |
| ποΈ Fly | 4 SPD | 1 π« | 1 π¨ | 1 π© | 1 β¬ | 1 π¦ |
| π§ββοΈ Swim | 8 SPD | 2 π« | 2 π¨ | 3 π© | 3 β¬ | 1 π¦ |
A unit begins a turn with energy equal to their Speed (SPD).
By expending energy equal to their movement's terrain cost, they can traverse onto an adjacent tile.
A unit can no longer move once they have insufficient energy to pay terrain costs.
Additionally, there may be β Walled boundaries that are not traversable.
Classes
Each unit has a class that determines their stat progression and proficiencies.
A unit's Health (HP) and Mana (MP) stats increase as they level up.
| Class | Proficiencies | Movement | Speed | Lv 1 | Lv 2 | Lv 3 | Lv 4 |
|---|---|---|---|---|---|---|---|
| Warrior | πͺ Axe / βοΈ Sword | πΆWalk | 6 SPD | 8 HP | 12 HP | 16 HP | 20 HP |
| Knight | π± Spear | π Ride | 8 SPD | 8 HP | 12 HP | 16 HP | 20 HP |
| Archer | πΉ Bow | πΆWalk | 6 SPD | 6 HP | 10 HP | 12 HP | 16 HP |
| Birdman | βοΈ Sword | ποΈ Fly | 4 SPD | 6 HP | 10 HP | 12 HP | 16 HP |
| Priest | βοΈ Holy / πͺ Staff | πΆWalk | 6 SPD | 6 HP/MP | 8 HP/MP | 10 HP/MP | 12 HP/MP |
| Mage | π₯ Elemental / πͺ Staff | πΆWalk | 6 SPD | 6 HP/MP | 8 HP/MP | 10 HP/MP | 12 HP/MP |
| Mermaid | π Curse / π± Spear | π§ββοΈ Swim | 8 SPD | 6 HP/MP | 8 HP/MP | 10 HP/MP | 12 HP/MP |
Weapons
Each class is proficient in certain weapon types.
A weapon wielded by an unskilled class will deal diminished damage.
Higher level weapons have greater damage potential.
| Weapon | Proficient Classes | Attack Range | Lv 1 | Lv 2 | Lv 3 | Lv 4 |
|---|---|---|---|---|---|---|
| πͺ Axe | Warrior | Melee (1) | D6 | D8 | D10 | D12 |
| βοΈ Sword | Birdman & Warrior | Melee (1) | D6 | D8 | D10 | D12 |
| π± Spear | Knight & Mermaid | Melee (1) Ranged (2) |
D6 D4 |
D8 D6 |
D10 D8 |
D12 D10 |
| πΉ Bow | Archer | Ranged (2) Long Ranged (3) |
D6 D4 |
D8 D6 |
D10 D8 |
D12 D10 |
| πͺ Staff | Priest, Mage & Mermaid | Melee (1) | D4 | D6 | D8 | D10 |
| Melee Bow |
Unskilled | Melee (1) Ranged (2) |
D4 D4 |
D4 D4 |
D4 D4 |
D4 D4 |
The amount of damage an attack deals to an enemy is determined by a dice roll.
Dice are numbered by how many outcomes they have.
For example, D6 means roll a six-sided die.
The possible sizes are D4, D6, D8, D10, D12, D20.
Magic
Units proficient in using staves can cast spells by expending mana.
Each class learns new spells in their respective school of magic as they level up.
Elemental Magic
Mages wield the elements to strike down enemy forces.
A mage specializes in one of three elements, learning higher level incantations as they level up.
| Spell | Level | MP Cost | Range | Target | Effect |
|---|---|---|---|---|---|
| π₯ Blaze | 1 2 3 4 |
1 2 3 4 |
Ranged (2) Ranged (2) Ranged (2) Ranged (2) |
Single (1) Area (2) Area (2) Single (1) |
D6 D6 D8 D12 |
| π§ Freeze | 1 2 3 4 |
1 2 3 5 |
Ranged (2) Ranged (2) Ranged (2) Long Ranged (3) |
Single (1) Area (2) Area (2) Large Area (3) |
D6 D6 D8 D10 |
| β‘ Bolt | 1 2 3 4 |
1 2 4 5 |
Ranged (2) Ranged (2) Long Ranged (3) Long Ranged (3) |
Area (2) Area (2) Large Area (3) Single (1) |
D6 D6 D8 D12 |
Holy Magic
Priests wield holy magic to restore strength to their allies.
Priests know how to cast Heal at level 1.
They learn a blessing at level 2, and may learn their choice of holy magic at higher levels.
| Spell | Description | Level | MP Cost | Range | Target | Effect |
|---|---|---|---|---|---|---|
| Heal | Restore HP. | 1 2 3 4 |
1 2 3 4 |
Touch (1) Ranged (2) Long Ranged (3) Touch (1) |
Single (1) | D6+2 HP D8+2 HP D10+2 HP Full HP |
| Aura | Restore HP to a group. | 1 2 3 4 |
2 3 4 6 |
Long Ranged (3) Long Ranged (3) Long Ranged (3) Entire Map (X) |
Area (2) Large Area (3) Large Area (3) All Allies (X) |
D6+2 HP D8+2 HP D10+2 HP D12+4 HP |
| Detox | Remove curses. | 2 | 1 | Touch (1) | Single (1) | Negate all Curses |
| Boost | Grant an attack blessing. | 2 | 1 | Touch (1) | Single (1) | Add D6 to next Attack |
| Quick | Grant a speed blessing. | 2 | 1 | Touch (1) | Single (1) | Add 2 SPD Reduce 2 damage |
| Shield | Grant a magic barrier. | 2 | 1 | Touch (1) | Single (1) | Negate one Magic |
Curse Magic
Merfolk wield curse magic to weaken their foes.
| Spell | Description | Level | MP Cost | Range | Target | Effect |
|---|---|---|---|---|---|---|
| Dispel | Inflicts Silence. | 1 | 2 | Ranged (2) | Single (1) | Cannot cast |
| Muddle | Inflicts Confusion. | 1 | 2 | Ranged (2) | Single (1) | Flip coin to attack |
| Toxic | Inflicts Poison. | 1 | 2 | Ranged (2) | Single (1) | Lose 2 HP/turn |
| Slow | Inflicts Slow. | 1 | 2 | Ranged (2) | Single (1) | Reduce 2 SPD Increase 2 damage |
| Sleep | Inflicts Sleep. | 1 | 2 | Ranged (2) | Single (1) | Flip coin to awaken |