Mods
Some Traits like Weapons are improved by level by adding different abilities and bonuses. These are called Mods and function similar to Traits. A particular mod can only be taken up to twice.
Armor ModsDefense: Armor comes with Temporary Life Points equal to the character’s Life Stat. By taking the Defense mod the armor gets bigger and tougher granting 2x/3x Life in temporary Life Points.
[Body stat 3 = Life 3. Armor adds +3 TLife, Defense mod x2 adds = +6 TLife, Final total Life points =12]
[Body stat 3 = Life 3. Armor adds +3 TLife, Defense mod x2 adds = +6 TLife, Final total Life points =12]
Toughness: A character’s body stat reduces the damage they take from attacks. A toughness mod increases the value of the body stat for reducing damage by +1/+2. This bonus only applies to reducing damage.
[Body stat 3 vs Attack Power 5 = 2 damage. Body 3 + Toughness x2 vs Attack Power 5 = 0 damage]
[Body stat 3 vs Attack Power 5 = 2 damage. Body 3 + Toughness x2 vs Attack Power 5 = 0 damage]
Hardened: Reduces critical hit chance -1/-2
Resistance: Specialty Armor gives resistance/Immunity to status effects (poison, blind, stun)
Element: Enchanted Armour has an elemental alignment that affects bonus damage.
Spiked: Wicked armor that damages any enemy that hits it with a grapple or adjacent melee/unarmed attack. Deals ½ damage for each enemy attack and each turn that the character is being grappled.
Shield: A physical shield attached to one arm. Character can use 1 action to Block, reducing the character’s chance of being hit by -1/-2. Counts as a one-handed item, affecting weapon usage.
Counter: An experienced fighter uses skill as well as steel to defend themselves. If an adjacent enemy attacks the character and misses, they take that opportunity to strike back at the enemy. A character can counter 1 / 2 of a single enemy’s attacks.
Storage: Normally a hero comes with 2 pockets to store 1 item each. A suit of armor starts with 2 more pockets, but can be upgraded with +2/+4 more
[Character 2 pockets + Armor 2 pockets + Storage x2 = 8 pockets with 1 item each]
[Character 2 pockets + Armor 2 pockets + Storage x2 = 8 pockets with 1 item each]
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Melee Weapon ModsPower: Melee weapons start with Power 1, and with mods can have Pow 2/Pow 3. This value is added to the character’s Body Stat to determine damage
[Body stat 3 + Pow 2 = Attack 5 vs enemy body 4 = damage 1]
[Body stat 3 + Pow 2 = Attack 5 vs enemy body 4 = damage 1]
Critical: On a natural To Hit roll of 10, a character gets to attack again with that weapon. A crit mod turns that roll of 10 into a 9/8 making it easier to get the bonus attack.
[a target with hardened armor reduces this value and may make it impossible to crit]
[a target with hardened armor reduces this value and may make it impossible to crit]
Reach: Some melee weapons can reach farther than others. Melee weapons by default have a reach of 1, only striking targets in an adjacent (non-diagonal) space. A longer weapon like a spear or whip can reach targets 2/3 spaces away
Dual-Wield: Character has a matched pair of weapons they use one in each hand. Weapons by default are counted as one-handed. A dual-wield weapon becomes two handed and can strike one more time per attack action.
[A dual-wielding character that goes all out strikes 4 times in a turn Body+Power=Attack 4 times]
[A dual-wielding character that goes all out strikes 4 times in a turn Body+Power=Attack 4 times]
Heavy: A heavy weapon is cumbersome but devastating. It counts as two-handed and deals attacks at x2 damage.
[A heavy weapon character can attack up to twice in a turn Body Stat + Weapon Power = Attack Value. Attack Value x2 x2 strikes]
[A heavy weapon character can attack up to twice in a turn Body Stat + Weapon Power = Attack Value. Attack Value x2 x2 strikes]
Element: The weapon has an elemental alignment that affects bonus damage. Choose the element at creation.
Effect: Weapon causes a status effect. Choose the effect during creation.
Quick Draw: Normally readying a weapon or swapping between weapons costs 1 action. Quick Draw denotes super speed or a fast rig or some other quick access method that allows the character to draw/switch to the weapon as a free action.
Combination: This weapon profile is part of another weapon profile, making the two weapons 1 item. profiles can be swapped as a free action. This requires another weapon trait to be bound to.
[Think a rifle with a bayonet and/or grenade launcher, or a knife with a hidden gun]
[Think a rifle with a bayonet and/or grenade launcher, or a knife with a hidden gun]
Grapple: The weapon has hooks or flexible parts that allows a character to attempt a grapple without putting away their weapon or potentially without moving into an adjacent space if it has Reach.
Parry: A defensive mod, if an enemy strikes the character with a melee weapon and hits, the character may attempt to negate the strike by rolling to hit. Only applies to melee weapons, regardless of reach or number of strikes made.
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Ranged Weapon ModsPower: As above
Critical: As Above but weapons without Fast Reload, magazine or combination cannot take advantage of criticals as they cannot prepare another shot fast enough.
Range + : A ranged weapon can reach a number of spaces equal to the character’s size without penalty. Shooting at a target beyond that distance incurs a -1 penalty for each space away. A range mod makes the weapons effective range becomes Size x2 (medium)/Size x3 (long).
[At 50%, a level 1 short range medium sized weapon has a chance to hit a target 7 spaces away, with the ranged weapon skill that becomes a range of 8 but with a Range Mod that becomes 11 spaces]
[Maximum range = Based on 50%, Size 5, Ranged Skill x2, Weapon Focus x2, Mod x2 = 15(6+4)=25 spaces]
[At 50%, a level 1 short range medium sized weapon has a chance to hit a target 7 spaces away, with the ranged weapon skill that becomes a range of 8 but with a Range Mod that becomes 11 spaces]
[Maximum range = Based on 50%, Size 5, Ranged Skill x2, Weapon Focus x2, Mod x2 = 15(6+4)=25 spaces]
Dual-Wield: As Above
Heavy: As Above but starts as a single shot
Quick Draw: As above
Fast Reload: All ranged weapons have to be reloaded or recharged eventually. By default all ranged weapons must be reloaded after each attack, which costs 1 action. A weapon with fast reload never has to take that reload action, though they may run out of ammunition. (Weapons made as Traits never run out of ammo, but weapon items do).
Rapid-Fire: The weapon fires +1/+2 shots per attack, this does not affect reloading
Magazine: The weapon can fire +1/+2 shots/bursts before having to be reloaded. Weapons with fast reload gain no benefit from this. It will affect special ammo usage, and is most appropriate on item weapons.
Line: The weapon has powerful penetration ability, striking all targets in a straight line (cardinal directions only)
Cone: Weapon works like a flame thrower or shotgun, affecting an area of 1->3 spaces / 1->3->5 spaces
Area: Weapon is like an explosive, striking targets in a circle (imagine a + instead of a square on a grid map) from their impact point in an area of 1->3->1 spaces / 1->3->5->3->1 spaces
Status Effect: As Above
Element: As above
Combination: As above
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Vehicle Mods
All vehicles start of as a 1 seat Speed 1 Ground transport like a horse or motorcycle.
All vehicles start of as a 1 seat Speed 1 Ground transport like a horse or motorcycle.
Amphibious: The vehicle also works normally on or under the water.
Flight: The vehicle flies over ground and water, ignoring terrain and other characters.
Speed: A vehicle by default is the same size as its rider and adds a speed boost of +1. A speed mod increases that bonus to +2/+4. Distance can also be increased by Harness Kits.
Seats: A vehicle starts with 1 seat but can be expanded to carry 2/3, which is useful for allies. Player characters may join forces to create even larger capacity vehicles.
Size: Vehicles start as the same size as their owner but can be increased in size, improving their survivability, armaments and speed.
Armaments: Vehicle has a melee or ranged weapon just like character traits above, but they count as Mounted Weapons for skills.
Defense: Vehicle has additional Life points like the armor trait above.
Charge Attack: Driver uses EP to use the vehicle as a weapon, damaging anything that gets in its path. Vehicle may be damaged too so be careful.
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Kits
Kits are tools and items that a character uses to perform complex actions. They cannot use weapons or move in the same turn that they equip and/or use their kits.
Kits are tools and items that a character uses to perform complex actions. They cannot use weapons or move in the same turn that they equip and/or use their kits.
Medic Kit: Character uses their EP to restore LP
Repair Kit: Character uses EP to restore durability of an item/object
Thief Kit: Character uses EP to open locks or steal items from another character’s pockets.
Harness: Character uses EP to better control their vehicle. Speed Boosts, Weapon boosts.
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