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And I took my geometry exam on the 13th. Moreover, 13 people took it. And in room No.... you guessed it, No. 27. And everyone got a 5. Everything is just great. There are three 4s in my diploma, but I stopped caring about them long ago. This might be an old joke, but I found it very funny:
Hero – Director
S. Spielberg – "Master-Blockbuster" - starts with the blockbuster level budget skill (no amulet needed)
Q. Tarantino – "King of Trash" - "trash" perk is strengthened by 20+2%*Level.
P. Jackson – "Lord of the Oscars" - troop efficiency increases against orcs and undead. During battle, 10+5*Level zombies appear on your side.
J. Cameron – "Unsinkable" - once per battle can summon the Titanic, which hits the middle part of the battlefield with a width of 6 cells and the viewer's imagination. Efficiency increases in water skirmishes.
R. Zemeckis – "Back to the Past" - can send an enemy faction two weeks back into the past
W. Ball – "Conqueror of Box Office Ruins" - Budget skill cannot be increased beyond medium. The chance of a box office failure increases twofold.
M. Gibson – "Umame?!" - this hero's units speak an unknown language, as a result of which enemy initiative drops by 2+1%*Hero Level.
N. Mikalkov – "True Nobleman" - after watching the battle, the enemy faction pauses for a long time to digest the director's genius.
Racial skill: Budget
Small budget: after the movie-battle, the hero is returned 60-80% of the cost of actor-creatures, prop-artifacts, cinema magic, and set-buildings. 80% box office failure – the hero receives nothing and disappears forever. Level 5-7 creatures cost twice as much. Level 1 cinema magic is available.
Medium budget: after the movie-battle, the hero is returned 80-120% of the cost of actor-creatures, prop-artifacts, cinema magic, and set-buildings. 50% box office failure – the hero receives nothing and disappears forever. Creature stats increase by 20%. Level 2 cinema magic is available.
High budget: after the movie-battle, the hero is returned 100-150% of the cost of actor-creatures, prop-artifacts, cinema magic, and set-buildings. 20% box office failure – the hero receives nothing and instead gets a penalty from the producer. Creature stats increase by 50%. Level 3 cinema magic is available.
Blockbuster (mastery pendant required): after the movie-battle, the hero is returned 150-300% of the cost of actor-creatures, prop-artifacts, cinema magic, and set-buildings. 1% box office failure – the hero receives nothing and instead gets a harsh penalty from the producer. Creature stats increase by 100%. Cinema magic costs less gold.
Perks
Sequel: in case of box office success, the chance of failure for the next battle is halved.
Trash: (activatable ability) the director appeals to the most primitive desires of the public - the amount of meaningless killings, blood, and nudity increases twofold. Income increases by 40%.
Hi-tech technology: efficiency of cinema magic in battle increases
Directors have access to a unique school of magic – cinema magic, which consumes gold instead of mana. Some spells:
Take N – the hero is able to change the last three moves in battle that they didn't like (attack, defense, movement, spells, special abilities)
Juicy Explosion – increases the power and beauty of fire spells and attacks based on them.
Unexpected "Boo" - a squad of zombies, vampires, cyclops, hydra, dragon, etc., may randomly appear on the battlefield. Also turns Hollywood units into Maniac units (those capable of such transformation)
Dolby Digital – the sound in the movie suppresses the psyche even of the AI; enemy unit efficiency drops by 20%.
Love Line – cast on a friendly unit; its next attack will make any enemy unit "fall in love," forcing it to serve the director. (Gender, race, religion, and age do not matter. Undead can also become objects of love. We have a free society!)
And others.
1. Teenager – teenagers in movies are constantly getting high, getting drunk, partying, and having random hookups, setting an example for other units.
"Slacker"
"Corrupting Example" morale of any units (including friendly, undead, and mechanisms) standing on an adjacent cell increases by 28; it acquires all properties of a Teenager.
"A-a-a-a-a!" when meeting units such as Zombie, Vampire, and Maniac, these creatures will all die from one hit, with only 0-2 randomly remaining.
1a. Loser – a team of losers. They can't do anything at all; their luck is always -5. But in the final turns of battle, it increases by 10 and the Losers win the fight.
"Loser"
"Last Gasp"
1b. Obnoxious Preppy – captains of football teams, head students, leaders of student clubs. They are vile and terrible. They constantly bully Losers, dealing double damage to them until they use "Last Gasp." In that case, the morale and luck of Preppies go deep into the negatives.
"Showing Off" everyone around loses half their initiative; Losers take double damage.
"Dark Spite" the sight of winning Losers reduces the morale and luck of Obnoxious Preppies.
2. Ordinary Resident – ordinary residents of Hollywood; they are constantly running around and have absolutely no orientation in what is happening.
"Timidness" not controllable by the player - they run on their own for the available movement distance, do not respond to attacks, and do not attack themselves.
2a. Minion of Good – super-equipped special forces; nevertheless, they perish from practically any threat. When a creature > level 2 ordinary upgrade appears in the army, their morale increases by 3.
"Die at First Threat"
"The Cool Guy Will Do Everything For Us"
2b. Minion of Evil – dark variation of the minion; when a creature > level 2 alternative upgrade appears in the army, their morale decreases by 3
"Die at First Threat"
"Now They're Gonna Hit Us"
3. Former Cop – when things are really bad for Hollywood, they call upon forgotten heroes of the past to join their ranks. Former cops love to drink, but you can't drink away their coolness.
"One More Round" a permanent hangover forces the unit to blast the enemy with a stream of acrid fumes, dealing monstrous damage.
"Coolness Can't Be Drunk" on the third turn, the "One More Round" ability is disabled and... "Immeasurable Coolness" is enabled; the enemy misses with a 75% probability
"Shooter", "Infinite Ammo"
3a. Bruce Willis – when things are just a total mess, Bruce Willis joins the director's ranks. Sometimes in the heat of battle, a blinding beam of light erupts from his bald head, depriving the opponent of any ability to resist.
"Immeasurable Coolness"
"Shooter", "Infinite Ammo"
"Kick-flip with a triple underarm turn" can shoot regardless of nearby enemies or spells. Effects hindering shooting are ignored. Even dead, he can shoot.
"Blinding"
"Charisma" it just is charisma
3b. Vile Traitor – this unit always conscientiously fights on our side as a Former Cop. We love him and trust him with all secrets. But sooner or later, he switches to the enemy's side, stealing our spells, artifacts, and build information. 100% dies by the end of the movie-battle.
"Hairy Paw" Vile Traitors demand world domination for their betrayal, but 30 gold pieces will suffice in a pinch
"Gain Trust"
"Vile Betrayal"
"Swipe Something Very Important"
"100% Justice"
4. Scientist – smart and clueless. A unit of any level can capture them and use them at their discretion. Does not attack, does not respond, and barely even moves (speed 1).
"Give Money, We'll Do Everything" the unit serves whoever has a creature standing next to it. If there are several such creatures, it becomes neutral and waits for a showdown. Moves with its owner at the owner's speed. Only good races pay money.
"Scientific Work" bombs/Armageddons, bio-weapons/mass plague, occult research/summoning demons and undead, as well as other special skills. Determined randomly.
4a. Unrecognized Genius – he talks about unrealistic but cool things. His own hero doesn't listen to him, and only the enemy can use him similarly to Scientists.
"This is for Science" modification of "Give Money, We'll Do Everything"
"Discovery of the Century" a twofold strengthened "Scientific Work"
4b. Mad Scientist – completely nuts in the head, but somehow still capable of coming up with something.
"Immunity to Mind Influence" due to lack thereof
"Mad Invention" scarier and more random than "Scientific Work," more incredible than "Discovery of the Century."
"Mega-bomb" places a mega bomb on the field with large red numbers; it can only be deactivated when 1 second remains on the timer before explosion.
5. Sensei – many think that mysterious hermits living in mountains/temples/dungeons have already run out. But they simply reappear in the movie and bring Secret Knowledge to everyone.
"Sorcerer" random spells
"Hermit" wanders who-knows-where and only occasionally comes to give a beating to an enemy or student
"Smart Thought" (activatable ability) used on any unit puts it in a stupor for 3 turns.
"Secret Knowledge" opens new spells and abilities
5a. Ancient Sensei – grey-haired elders who are even more ancient and cool.
"Sorcerer" very random spells
"Hermit"
"What a Twist! or Very Smart Thought" used on any unit puts it in a stupor for the entire battle.
"Very Secret Knowledge" opens things that Sar-Ellam has never heard of.
5b. Shadow Puppeteer – no one has ever seen this creature. It is terribly mysterious and villainous, managing all terribly mysterious and villainous affairs. Does not appear on the battlefield... at all. With a 10% probability, it may appear in a sequel and replace the Main Villain.
"Terrible Mystery and Villainy"
"The Curtain Has Opened"
6. Hero's Idiot Friend – next to any hero, as a comic element for the viewer, there is such a talkative, frivolous subject.
"Fools Get Lucky" has an 80% chance not to die from an attack
"Idiot" doesn't know how to fight, but possessing wild survivability can hinder the enemy from moving and attacking.
6a. Sidekick – always stands in the shadow of the GG, moves only after him and supports his attack with its own. Can become the GG himself in case of the latter's death.
"Rear Guard"
"Agreeing"
"Replace on the Field of Battle"
6b. Villain's Right Hand – dark analog of the Sidekick; carries out all the master's orders and necessarily dreams of becoming one himself. Cruel and very vile.
"Rear Guard"
"Lackey"
"Meaningless Killing" if a unit (Minion of Evil, Vile Traitor, Scientist, or Mad Scientist) performs any action poorly, this creature can kill exactly one creation from the squad, as a result of which that squad gets double initiative and -3 morale, and the Right Hand casts Berserk on itself
"Knife in the Tailbone" when the Main Villain's health is below 20%, the Right Hand can take him down (only while standing behind) and become the Main Villain himself.
7. Hero – such do not just die.
"Big and Important Creature"
"Double Strike" "Death Blow" "Stunning Blow" "Who Knows What Other Blow"
"Hero" cannot be killed by creatures below level 7 or spells below level 5.
7a. Main Hero – fighter against evil and injustice. Paladin of law and order. Compensates for a deficit of grey matter with an excess of sculpted muscles and flaming fanaticism.
"A Very Big and Important Creature"
"Super Strength" can fly, shoot beams from eyes, move mountains, drink without getting drunk, cheat on tests without being caught, ride fare-free, etc.
"Flaming Speech" heroic speech – all units completely lose initiative for two turns; having finished the speech in one turn, the GG can attack them.
"No-o-o-o-o!" if a squad of Sensei, Ancient Sensei, Hero's Idiot Friend, or Sidekick dies, the GG sits over their corpses for a long time, again destroying enemy initiative. The GG's stats are doubled.
"Main Hero" can only be killed by the Main Villain
7b. Main Villain – hates all living things and naively craves world domination, like hundreds of villains before him. His plans are so terrible that grandmothers jump on their benches. He does not think about methods or the price of achieving goals, nor does he think about the meaning or motive of his god-abhorred behavior (most often because there is no meaning).
"A Very Big and Scary Creature"
"Our Goals are Murky, Our Thoughts are Dark" you never know what to expect from a villain. Each turn uses a random negative effect for the enemy.
"Villainous Laughter" -3 morale to all good creatures, +3 to evil ones. 40% probability that after laughing, the unit will start initiating everyone into villainous plans (effect similar to GG's "Flaming Speech")
"Meaningless Slaughter" modification of "Meaningless Killing"; the list of offenders is filled by the Right Hand unit.
"Main Villain" can only be killed by the Main Hero
Level unknown.
Maniac – at any moment by the director's will, level 2-6 units can turn out to be Maniacs. Maniacs have from 1 to 10 lives (depending on box office success) and can kill any squad in one hit (except GG and MV).