Equipment
Traits – A character can have as many of these as they want, each slot holds
one piece of gear. As the character levels up, the power/effect of the item
also increases.
Armor: A
suit of armor that reduces non-magical damage a character takes (add to
toughness) 1-5
Shield: A
hand held shield that has a chance of absorbing an attack, negating damage. 10%
- 50%
Melee Weapon:
A hand held weapon that can strike targets 1 or 2 spaces away. At each level
(1-5) a weapon gains a new bonus chosen by the player.
Ranged
Weapon: Like a melee weapon but can effect targets in and beyond melee range.
Magic: A
character has access to a school of magic that includes 5 spells, one unlocked
at each character level (1-5). Can be taken 2 times, once for 2 different
schools of magic.
Vehicle:
The character has a mount or vehicle they are responsible for like a horse,
dragon, chariot, etc. This mount cannot always accompany the character but they
never lose control or command of it and it can be disabled but not destroyed.
Companion:
The character has a pet or sidekick with 2 slots to attribute Augments and/or
Traits. The companion may not always be able to follow the character but they
never lose control of them. The companion acts on the player’s turn and may be
disabled or captured but not killed.
Kit: A
character has a kit of special tools. By spending Energy they can use the kit
to create a specific effect once per turn. Similar to casting some spells but
the effects do not improve as the character grows.
[Tool Kit:
Craft or Repair an object, Potion Kit: Heal or Buff an Ally]
Weapon
Bonuses
With a
Weapon Trait a character is assumed to always have a chosen weapon available,
even if they can’t make attacks with it at the time. As the character levels
up, their weapons get stronger. At each level the weapons gains a choice of
effects, improving their strength.
Increase
Damage: All weapons deal a minimum of 1 damage. Melee weapons add the wielders
Strength to the attack. This bonus increases the damage by +1
Increase
Threat: All attacks critical on a roll of 10, dealing double damage. This bonus
increases the chance of getting a critical by +1, allowing an attack to
critical at a lower roll (maximum of a roll of 5)
Dual Wield:
Carry a pair of weapons, one in each hand, adds an additional attack. Can be
taken only once
Reach: Adds
1 space to weapons range.
Special
Effect: Includes any kind of effect like elemental damage, bind, explosions,
blinding, poisoning
Skills
Heros have
Skills that improve their chances of successfully completing a particular
action. Skills take up a slot in the same way traits do.
Normally a character has a 50/50 chance of succeeding at an attack or
activity but as the difficulty of that action increases, so does their chances
decrease. (Using a d10, 1 being failure, 10 being success, normally needing a
6+ to complete a task or hit a target) Each skill gives +5 / +50% to completing
that action unless noted otherwise.
Unarmed: Attacking
without a weapon or with fist types weapons
Melee:
Attacking with a melee weapon
Ranged:
Attacking with a ranged weapon
Thrown:
Attacking with consumable ranged weapons like Shurikens or explosives.
Armor: A
suit of armor increases the wearers defense while reducing their speed and
raising the difficulty of all actions. The Armor Skill negates those penalties.
Shield:
Carrying a shield increases the character’s defensive abilities in exchange for
fewer offensive options. The shield skill allows a character to attack with the
shield (Damage = Strength)
Ride:
Increases the chance of completing all non-combat actions while riding a mount
or vehicle
Cavalry:
Increases the chance of completing all combat actions while riding on a mount
or vehicle
Casting:
Increases the chance of successfully casting a spell
Crafting:
Increases the chance of creating or repairing an object.
Gathering:
Increases the chance of obtaining the desired items and materials from nature,
shops, libraries, etc.
Stealth:
Decreases the chance of being detected while crawling, flanking, stealing or
any sneaky action where they have not been detected by an enemy yet.
Expect a good amount of modification and expansion on these when Combat, Movement and Actions are released.
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