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Fort Condor Mini-game Optional System is a simple system designed to simulate troops and their commanders. All characters start at level 1 and can level up to 10 (max). Leveling is pretty simple. To level, you must defeat 5 troops (Commanders count as 2 troops). Increasing level, you get a choice of +1 ATK or +1 DEF. Troops, however, stay the same.

Classes:

Races don’t matter in the grand scheme of things, but classes do, here are ways to convert your characters for the Fort Condor system:

All d10/d12 classes start with 30 hit points, 20 ATK, 20 DEF.

All d8 classes start with 25 hit points, 15 ATK, 15 DEF.

All d6/d4 classes start with 20 hit points, 10 ATK, 10 DEF.

All MP classes have a number of MP equal to their highest casting modifier or their base amount of starting spells.

Combat/Map/Actions:

To initiate combat, roll a number of d20 equal to the number of hit points a troop has (Commanders always roll 10) + 1 to the attack roll per 5 ATK, if this number beats the defense, you deal 1 damage per d20 that beats the defense. Troops and commanders have 10 hit points.

Water on maps reduces movement (unless you’re a mermaid troop) to 2 going into water and leaving a water tile.

All Commanders (and all troops have only the first two) have 4 actions they can perform in a turn (a move and an attack action, a cast action, or a fortify action):

  1. Move up to 6 squares (except Chocobo Knight).
  2. Attack (melee or ranged) or
  3. Cast a Spell or
  4. Fortify self: You heal 3 damage and you end your turn.)

Every commander has a command radius of 6 squares, if your troop is outside this radius, their ATK/DEF is reduced by 5.

Commanders/Troops/Spells:

Commander Types

  • Archer: Can fire up to 6 squares away, weak to all melee troops and commanders. Gains access to Archer and Knight troops.
  • Bard: Melee commander, gains a MP pool, access to 2 bard songs, weak to all melee troops and commanders. Gains access to Knight troops.
  • Beastmaster: Melee commander, weak to chocobo knight troops and commanders. Gains access to Dragoon and Knight troops. Beastmasters get an animal companion creature (that counts as a monster, 20 ATK/DEF).
  • Black Mage: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 3 black magic spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Dragoon: Melee commander, can jump up to 4 squares away, weak to all other melee troops and commanders (except Chocobo Knights). (Weakness only applies while in melee with a melee troop, not from range.) Gains access to Dragoon and Knight troops.
  • Knight: Melee commander, weak to chocobo knight troops and commanders. Gains access to Knight and Dragoon troops.
  • Monk: Melee commander, strong versus monsters, weak to all melee troops and commanders. Gains access to Dragoon and Knight troops.
  • Red Mage: Melee commander, gains a MP pool, access to 2 black magic or white magic spells, weak to all melee troops and commanders. Gains access to Mage, Knight, and Monk troops.
  • Thief: Melee commander, weak to all melee troops and commanders. Inflicts 1 additional damage when initiating combat. Gains access to Archer and Knight troop.
  • Warrior: Melee commander, weak to chocobo knight troops and commanders. Gains access to Knight and Dragoon troops.
  • White Mage: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 3 white magic spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Astrologian: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 3 white magic or time magic spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Berserker: Melee commander, weak to chocobo knight troops and commanders. Gains access to Dragoon and Knight troops.
  • Blue Mage: Melee commander, gains a MP pool, access to 3 blue magic spells, weak to all melee troops and commanders. Gains access to Knight, Mage and Monk troops.
  • Chemist: Can throw a bomb (attack from range) up to 4 squares away, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Chocobo Knight: Melee commander, has a movement speed of 10, weak to dragoon troops and commanders. Gains access to Chocobo Knight and Knight troops.
  • Cleric: Melee commander, gains a MP pool, access to 3 (any spell list but Blue Mage, Summoner, Bard, and Ninja) spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Dark Knight: Melee commander, weak to chocobo knight troops and commanders. Gains access to Chocobo Knight, Dragoon and Knight troops.
  • Engineer: Can fire (attack from range) up to 4 squares away, weak to all melee troops and commanders. Engineers get an automaton creature (that counts as a monster, 20 ATK/DEF). Gains access to Archer, Gunner and Knight troops.
  • Geomancer: Can use geomancy (attack from range) up to 4 squares away, gains a MP pool, access to 3 spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Gunner: Can fire (attack from range) up to 4 squares away, weak to all melee troops and commanders. (Weakness only applies while in melee with a melee troop, not from range.) Gains access to Gunner and Knight troops.
  • Illusionist: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 3 spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Medic: Melee commander, weak to chocobo knight troops and commanders. Can heal an ally troop and commander for 3, must be adjacent to do this. Gains access to Knight and Monk troops.
  • Necromancer: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 2 spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops. Necromancers get a bone commander creature (that counts as a monster, 20 ATK/DEF).
  • Paladin: Melee commander, weak to chocobo knight troops and commanders. Gains access to Chocobo Knight, Dragoon and Knight troops.
  • Psychic: Can mind blast (attack from range) up to 4 squares away, weak to all melee troops and commanders. (Weakness only applies while in melee with a melee troop, not from range.) Gains access to Archer, Mage and Monk troops.
  • Summoner: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 2 spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops. Summoners get an Avatar creature (that counts as a monster, 20 ATK/DEF).
  • Time Mage: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 3 spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Black Belt: Melee commander, weak to chocobo knight troops and commanders. Gains access to Dragoon and Knight troops.
  • Dancer: Melee commander, weak to chocobo knight troops and commanders. Gains access to Dragoon and Knight troops.
  • Druid: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 2 spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops. Druids get an animal companion creature (that counts as a monster, 15 ATK/DEF).
  • Fencer: Melee commander, weak to chocobo knight troops and commanders. Gains access to Dragoon and Knight troops.
  • Ninja: Can throw shurikens (attack from range) up to 2 squares away, gains a MP pool, access to 2 ninjutsus, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Samurai: Melee commander, weak to chocobo knight troops and commanders. Gains access to Dragoon and Knight troops.
  • Scholar: Can use power staff (attack from range) up to 2 squares away, gains a MP pool, access to 4 black magic or white magic spells, weak to all melee troops and commanders. Gains access to Mage and Monk troops.
  • Sword Saint: Melee commander, gains a MP pool, access to 2 swordskills, weak to chocobo knight troops and commanders. Gains access to Chocobo Knight, Dragoon, and Knight troops.

Troop Types

  • Archers: Can fire up to 4 squares away, weak to all melee troops and commanders. (Weakness only applies while in melee with a melee troop, not from range.) 15/15 ATK/DEF
  • Chocobo Knights: Melee troop, weak to dragoons. 20/20 ATK/DEF
  • Dragoons: Can jump up to 2 squares away, weak to all other melee troops and commanders (except Chocobo Knights). (Weakness only applies while in melee with a melee troop, not from range.) 20/20 ATK/DEF
  • Griffons: Monster troop. Can fly over terrain, weak to archers and gunners troops and commanders. 25/25 ATK/DEF
  • Gunners: Can fire up to 2 squares away, weak to all melee troops and commanders. (Weakness only applies while in melee with a melee troop, not from range.) 15/15 ATK/DEF
  • Knights: Melee troop, weak to chocobo knights troops and commanders. 20/20 ATK/DEF
  • Mage: Can cast up to 3 squares away, weak to all melee troops and commanders. (Weakness only applies while in melee with a melee troop, not from range.) 10/10 ATK/DEF
  • Mermaids: Monster troop. Double movement on water, half movement on land. Weak to all troops and commanders on land. 15/15 ATK/DEF
  • Monks: Melee troop, strong versus monsters, weak to all melee troops and commanders. 15/15 ATK/DEF
  • Monsters: Melee troop, weak to all monk troops and commanders. 20/20 ATK/DEF

If a commander/troop is weak versus another, the ATK/DEF value is halved. If a commander or troop is strong versus another, the ATK/DEF value is doubled. Weakness only applies while in melee with a melee troop or commander, not from range.

Spells (All spells cost 1 MP and have a range of 10 squares)

  • Bard Songs:
    • Foe Requiem: Deals 1 point of damage. Lasts as long as the commander dealsn’t do any other action other than move.
    • Knight’s Minne: Provides a +2 DEF buff to himself and his troops. Lasts as long as the commander dealsn’t do any other action other than move.
    • Sword Madrigal: Provides a +2 ATK buff to himself and his troops. Lasts as long as the commander dealsn’t do any other action other than move.
    • Valor Minuet: Provides a +1 damage buff to himself and his troops when attacking or being attacked. Lasts as long as the commander dealsn’t do any other action other than move.
  • Black Magic Spells:
    • Aero: Deals 2 damage and target deals 1 less range damage for 1d6 rounds.
    • Blizzard: Deals 2 damage to target, target cannot take move actions for 1d6 rounds.
    • Fira: Deals 1 damage to each target in a 15’-ft.-radius.
    • Fire: Deals 2 damage to target and target takes 1 additional damage per round for 1d6 rounds.
    • Ruin: Deals 3 damage to target.
    • Thunder: Deals 2 damage and target takes 1 additional damage if it takes a move action for 1d6 rounds.
  • Blue Magic Spells:
    • Aqualung: Provides a buff that allows him and his troops to traverse water without any movement penalties for 1d6 rounds.
    • Goblin Punch: Deals 3 damage to a target.
    • Mighty Guard: Increases DEF by 2 and reduces spell damage by 1 for 1d6 rounds.
    • Self-Destruct: Destroys the blue mage commander, deals damage equal to his remaining life total to all creatures within 15-ft.-radius.
    • White Wind: Allies within a 15-ft.-radius except the Blue Mage commander heals for 2.
  • Druid Spells:
    • Barkskin: Increases DEF by 4 for 1d6 rounds.
    • Charm Monster: Allows you to take control of enemy’s troop for 1d6 rounds.
    • Entangle: Reduces troop and commander movement speed by half in a 15-f.-radius for 1d6 rounds.
    • Longstrider: Increases your speed and your troops’ movement speed by 2 for 1d6 rounds.
    • Monster Heal: All Monster allies within 15-ft.-radius heal for 2 damage.
  • Geomancer Spells:
    • Barkskin: Increases DEF by 4 for 1d6 rounds.
    • Call Lightning: Deals 1 damage to each target in a 15’-ft.-radius.
    • Frostbite: Deals 2 damage and reduces target’s movement speed by half.
    • Longstrider: Increases your speed and your troops’ movement speed by 2 for 1d6 rounds.
    • Stoneskin: Reduces damage by 1 for 1d6 rounds.
  • Illusionist Spells:
    • Blur: Increases DEF by 4 for 1d6 rounds.
    • Charm Monster: Allows you to take control of enemy’s troop for 1d6 rounds.
    • Color Spray: Enemies within 15.-ft.-cone of you are stunned for 1 round (can’t perform any action, but can attack back if attacked.
    • Mirror Image: Creates 1d4+1 duplicates of yourself, if attacked, each point of damage negates a mirror image, lasts for 1d6 rounds.
    • Vanish: You and your troops are invisible until you attack for 1d6 rounds.
  • Necromancy Spells:
    • Animate Undead: Animates the corpse of a troop who has half health but the stats of a monster for 1d6 rounds.
    • Dark: Deals 3 points of damage.
    • False Life: You gain 5 temporary hit points for 1d6 rounds.
    • Fear: Target must run away for 1 round.
    • Reanimation: Heals all undead allies within 15-ft.-radius for 2 damage.
  • Ninja Ninjutsus:
    • Dokumori-Ichi: Target takes 1 point of damage for 1d6 rounds.
    • Fuma Throw: Deals 1 damage in a 15-ft.-radius.
    • Tonko-Ichi: You and your troops are invisible until you attack for 1d6 rounds.
    • Utsusemi-Ichi: Creates 1d4+1 shadow clones of yourself, if attacked, each point of damage negates a shadow clone, lasts for 1d6 rounds.
  • Summoner Spells:
    • Aerospark: Deals 1 damage to each target in a 15’-ft.-radius.
    • Chocobo Kick: Deals 3 damage to a target.
    • Counter Rockets: Provides an extra attack action for an ally for 1d6 rounds.
    • Moogle Charm: Heals all allies within a 15-ft.-radius for 1 damage.
  • Time Magic Spells:
    • Celerity: Provides an extra move action for an ally for 1d6 rounds.
    • Haste: Provides an extra attack action for an ally for 1d6 rounds.
    • Recall Agony: Deals 3 damage to a target.
    • Slow: Target can only move or attack (or cast spells) for 1d6 rounds, but can fortify as normal.
    • True Strike: Provides a +2 bonus to ATK for 1d6 rounds.
  • Sword Saint Swordskills:
    • Blade Flash: Deals 1 damage to each target in a 15-ft.-radius.
    • Minus Strike: Deals damage equal to lost number of hit points to a target.
    • Shadowblade: Deals 2 damage and heals you for 1.
    • Stasis Sword: Deals 2 damage and lowers target’s movement speed by 2 squares.
  • White Magic Spells:
    • Cura: Allies heal for 1 in a 15-ft.-radius.
    • Cure: Target heals for 3.
    • Light: Deals 3 points of damage.
    • Protect: Increases DEF by 4 for 1d6 rounds.
    • Protectra: Increases DEF by 2 for all allies in a 15-ft.-radius for 1d6 rounds.
    • Shell: Reduces spell damage by 2 for 1d6 rounds.
    • Shellra: Reduces spell damage by 1 for all allies in a 15-ft.-radius for 1d6 rounds.
    • Stoneskin: Reduces damage by 1 for 1d6 rounds.