Sunday, June 8, 2014

MonBuilder June - The Queen



MonBuilder June Update: The Queen
Finally did it! Finally got a rough concept for the Fantasy setting Queen character that actually fits what i had in mind (more or less).
Working Concept
Queen Elizasextoria the Temperate, Ruler of the Fertile Lands and Defender of the Faith
(don’t laugh, it’s not that funny, just on the spot XD )
Her major features here are her superior beauty, command of the military and the citizens, great wealth, personal guards, many children, and the floating enchanted ring that surrounds her body as a barrier against men, monsters and attacks.
On the one hand …
Queen Temperance is a beloved ruler who runs her country and commands her people with a fair and measured hand. She considers herself a matriarch to her people, handling her subjects as she would her own children, with care and concern and commitment to their greater good. Those who know her well in the castle refer to her as Grandame Toria.
As a ruler on her thrown she thinks of herself as a reflection of her people, so she fills her hall with the gifts and words of her people, everything from scrimshaw to exotic gold and gems. She wears everything that her people make for her, no matter how glamorous, garish or common, in public for a day at least once.
Her appearance, attire, travel and attendance of special events are suggested or demanded by her people, so they may see the Queen as they like, when and where they like (within reason) and she may rule them as they need, first hand.
Her politics and policies are prevalent with three strikes, second chances, and compromise. Her preferred punishments are public humiliation and community service first, incarceration and labor second and exile or public execution last. When it comes to meeting law and punishment mostly she acts like she’s handling squabbling children, taking a firmer hand to them each time until they comply or prove to be unfit to remain in her greater family. She rarely exiles anyone, such is a punishment for those that cannot stay but she has no malice towards. Executions are more common and are as a rule reserved for those who have so greatly offended her and threatened her people that her own outrage becomes loudly apparent. At these times she appears a volcanic woman, seething heat and hatred and letting it flow out of her onto the land. Executions tend to be quick, public and gruesome and decidedly inhumane. These events are usually held in an arena within a day of judgement. The condemned may plead for the mercy of a beheading or the attending citizens may attempt to call for mercy by poisoned dart. Typically the obscene offender is placed into the arena against gladiators, vicious animals or terrifying monsters kept in captivity.
On the other hand… (working concept)
Before she was queen of the realm she was an adventurer. So she has great knowledge of the world, its beauty and its cruelty.
Years ago she secretly married the Demon Prince that currently besets her country. Publicly she denounces him and his army of monsters as invaders to be eradicated and pushed back into the abyss. But her secret of secrets is that she and her husband are quarreling over finding suitable wives and husbands for their children as they each come of age. So this war stands as a gauntlet for his monster minions to run to earn his respect and his more monstrous children to choose a mate from the people while she blocks his overbearing influence to allow her more human children to fall in love with whom or whatever they wish or not at all.
He created the barrier ring for her as a form of protection should any of his minions turn out to be powerful or cunning enough to reach and approach her. Only he can penetrate it freely.
And on the third hand…
She has at least 10 children, all 1 year apart from the next, maybe some twins or triplets in there, haven’t decided yet. And they are all half demonic though not all show it. Those who do show it go to live with their father in the Dark Spire Mountains (working name) and become Demon Generals or Agents. Those that are more human live with their mother in White Spire Castle (working name) where they are raised as royalty would be. They are never told of their demonic nature unless it manifests itself, that way they may be allowed to live their life as humans more normally.
Their father is rough and doting on his children but he’s still a demon, an evil, depraved, malicious demon who does whatever he wants. Their mother is a thoughtful and vivacious woman who loves to tease and embarrass her children with affection. They both love their children and would not want to see them harmed and would be outraged by their sorrow and furious beyond reason at their death. However they are very disparate people and cannot live or rule together. So he visits her in her dreams or in a temporary pocket dimension. Once a year in the summer and again in the winter she meets him at his fortress and her in her castle, both in total secret from man and monster alike. They are both meant to remain apart in the mean time but as a demon he cheats and masquerades as a traveling peddler, delivering her extravagant gifts or as a local craftsman making things like lurid clothing, dirty manuscripts and nude statues.
In game…
As a hero she is your commander in chief, her word is law handed down directly or through one of her Ministers. She is very thoughtful and wise of the world so getting her to change her mind is low, but compromising and negotiating with her may make a bad situation much better.
As a monster she is the ultimate target, if you can cross her country, pass her army, enter her castle, track her down and find a way to capture her.

Wednesday, April 30, 2014

STORY: A Future in Flowers

Sci-Fi story focusing on alien contact, space colonization, artificial intelligence, gynoids and giant monsters. Alien’s referred to as “Florans” for now, name already in use, new name to come later.  Inspirational visual design elements from starbound, warframe and guyver.
Name options: Lithops, Mold-ovans, Fung-ians, Moss-aratti

The first colonial ship is sent into space, aimed at the closest Earth like planet. It takes 100 years to reach it so what little human crew there is are placed in cryo stasis. An artificial Intelligence built from one of the crew maintains the functions of the ship and monitors the embryonic life forms stored on board. In the last year of their voyage they detect signals from an alien intelligence. The AI makes contact and begins the language translation process. After months of communication the alien signals are understood and dialogue is officially opened with lifefroms on a probe orbiting the target planet.

For weeks the crew exchange with the aliens and eventually begin negotiating with their leaders. The aliens are a form of intelligent flora from a planet more similar to Venus orbiting the same star as the target planet. A tentative arrangement is made based on the mutual benefits of complimentary biology and technology. The alien probe remains in orbit, hanging from a crystal lattice until it is ready to make planetfall in several years. The humans make planetfall to investigate the surface in greater detail than the aliens are capable and the cyberized crew begin the process of searching for an ideal location to build their colony.

The planet features an incredibly high degree of electro-magnetic flux, making their technology increasingly unreliable. They discover strange features like floating rocks whose magnetism defies the heavier gravity (1.5-2G) and lifeforms of immense size, some highly territorial and aggressive. The colony ship has to deploy its ground combat systems for the crew to survive its trek across the surface.

The aliens technology is founded on organic principles beyond human comprehension but is relatively behind human tech. However due to its organic nature it is more ideal for operation on the planet with its highly disruptive magnetism. Even so their biology is not adapted to survive on the planet which is much more hospitable to human physiology. But with the exchange of information and technology they are able to develop systems/creatures/technology specifically to survive on the planet and with the human colonists.

Eventually the human’s ground systems are overcome by the environment and hostile animals. So the alien probe orbiting the planet drops early to deliver the new bio-tech to the colonists in time to save their lives. This sacrifice and mutual respect concretes a bond of trust and faith between the two species. It also marks the species first face to face encounter and the human colonists get a surprising look at their new allies.

The aliens officially begin a plan to launch new probes that will carry materials, technology and genetic material needed for colonization with their human friends. The colonial ship must remain in space outside the effects of the planet’s extreme magnetism. It enters a stand-by mode meant to last years while the colony site is established.

To that end the human and floran colonists continue their trek across the surface surveying pre-designated areas. Life becomes as much about mutual survival and building of relationships as it does surveying and searching for signal.  They struggle with the differing natures of their biology, technology and culture drafting the foundation for the future. Both sides suffer losses from monsters and volatile environment. The florans display rapid evolution and adaptation with the help of human technology and Earth lifeforms. Meanwhile the human’s remaining technology slowly deteriorates until it has to be augmented with or replaced by floran systems. Eventually both species develop a working symbiotic relationship that allows them to feed off each other’s physiology and technology to create an elegant solution for colonization with both civilizations.

Over time probes are dropped on the planet’s surface in key locations to slowly grow into installations that will some day be sources of natural resources and safety for the colonists. Eventually an ideal location for the first colony foundation is chosen in an equatorial region with proximity to fresh water and presumed far enough removed from immediate hostile animal threats or crippling displacement of the local biosphere. The humans devise a structure that will take advantage of the available resources and climate while the florans devise how to ‘grow’ the structure. The process will take years more to fully develop, at which time the colony ship will be ready to start the final sequence of dropping its stores of technology and genetic material to the surface.

In that time the colony team which has grown into a family continues to explore the surface in the colony zone in greater detail, circling further and further out. The human’s aging has been slowed considerably due to cyberization and nano-infusion while the florans genetic makeup gives them a near infinite lifespan if supplied with nutrients and sunlight. However the plan is threatened when a super volcano erupts, launching enough ash into the area to threaten everyone’s survival as well as the development of the colony. The area is evacuated and the colonists move to the closest floran facilities to secure a new site for the colony that will survive the years the ash cloud  will hang in the region.

However many local animal groups are displaced as well, sending them fleeing along with the colony team. And to make matters worse, new creatures crawl from the broken ground to pose an even greater threat. By this time the florans have grown a colonial ship of their own in space. It is still expanding and evolving but it reaches the planet’s orbit to join the human colonial ship. Together they devise a plan to combat the current situation and save the lives of those on the surface.

A new species of giant florans has been engineered to secure the surface. They are deployed and quickly grow to size and secure the second colony site. Similarly, large-scale cybernetic nano-infused bio-forms are developed for combat in the ash regions and dropped to the surface team to combat the ash monsters that are ravaging the surface. The Colony Leaders are then faced with a real choice about whether or not to exterminate these hostile species on the planet. It comes down to the surface team to decide whether or not weapons of mass destruction will be launched to secure the surface.

Probably a good point to end it, BUT if not.

In order to survive the destruction on the surface, either from monsters, ash or WMDs the colony team enters a state of hibernation.  It’s not until many years later that they begin to awaken. In that time the colony project has progressed and adapted humans have been living with adapted florans and the ash cloud has dissipated. The colony has defenses against the hostile lifefroms around them and a culture of combat and exploration has developed. The pod facilities that were dropped previously have developed into mines and power generators with their own small settlements.

Work had begun on a water craft of massive scale to explore the oceans. However the floating platform is attacked by a massive sea monster that destroyed it, barring colonization plans for the deep waters. Plans instead begin to further develop inland waters and arctic regions.

The original colony team are heralded as heroes by most, godlike by some and as monsters by a few. Their return to the world is an opportunity for them to finally settle down. Though likely they would be called on to return to combat.

Also a good point to end it. There’s not much left for the original characters to do except retire.
More giant monsters, Swarm monsters, natural disaster, new disease outbreak, social unrest.
A sequel or follow up could involve a new cast of characters who are growing up in the colony, perhaps hybrid children of the original colony team. Then through them we would see the nature of growing up and living in such circumstances. How they live, eat, sleep, love and survive from day to day. Where their problems occur and how they struggle through a typical day and atypical situations, even for them. Demonstrating just how different their culture would be from that of earth in the present.

Would a scenario like this fail? If the environment could be conquered without compromising it, and the two races could form a mutually beneficial relationship then barring massive natural disasters what would they have to struggle for?
Race and cast preferences would eventually develop. Greed may grow in the resource centers as ego centric individuals take command. This may influence the creation of a wholly unnecessary commerce system.
If the floran homeworld wanted to increase the number of floran colonists, there would be enough room to not be a problem since the native florans are biologically incompatable with the ecosphere. However if they decided they wanted to rule over the humans rather than share with them as equals, that would be a huge problem for all involved.

A military organization would have to maintained to deal with the monster population until an emplaced solution could be established, then to police the growing population. Greed, hatred, jealousy and psychosis would still exist and threaten settlements. If the florans can be presumed as more docile with fewer biological or sociological requirements than the humans and humans are more violent and resource intensive, then some sort of disparity would develop. Even if the difference proved to be irrelevant or part of the symbiosis it would eventually be perceived as an inequality that may create inevitable social stressors. Otherwise when the planet’s critical resources eventually become depleted it would be past time to plan progressing to another planet or star system.


The introduction of another intelligent alien race would dramatically change the story. If the new aliens were peaceful then it would be the prelude to a totally different environment. If the aliens are hostile then they would pose a new extreme threat that would take everything the colonists have to defeat.

Monday, March 17, 2014

STORY: Betwixt

Sci-Fi Fantasy, Alternate world travel

Setting is a narrow space in between existences. To cross the boundaries of time, space, dimensions, reality, etc. beyond the natural order brings you to or through this space.
It appears to be a massive tube bounded by cosmic clouds with stars and space beyond. At one end of the tube is a light brighter than the sun that warms the space and the life that exists there. At the other end is an abyss of swirling darkness.
The light is a point in time and space at the creation of the universe, a reflection of the big bang. Approaching it exposes a life form or craft to high levels of energy and tidal forces that accelerates their perceived time to greater and greater degrees until even the most sturdy vehicle or long lived life form are dispersed into waves of energy. The force of the energy tends to push most things away from the light before they can be consumed.
The dark is a polar opposite, a sucking vacuum that like a black hole, consumes light and energy and time. It is a point at the end of the universe when and where all matter in existence collapses in on itself to a single point. To approach it slows time and progressively drains all energy from an object until it crumbles to dust and is sucked into the darkness. Most lifeforms freeze in time and in the cold before they cross the threshold.

This space is not empty, rather it is full of flotsam from all times and places. Lifeforms, technology, solids, liquids and gases from any point in the universe might be found here. However none came to this place willingly or knowingly. Jutting through the space are latices of crystal like roots, most of which terminate inside the space, forming the foundation of communities and structures that offer stability in the chaotic space. These latices are the tears in time and space when either by artificial or natural forces material is forced through the natural boundaries of existence. Time travel, wormholes, dimensional rifts, subspace jumps all must pass through this space to reach their intended target. The greater the energy used, the larger the lattice, the closer the attempt got to its target, the longer it is. Most attempts fail in disaster, stranding the lifeforms and material in the space between. There are a few latices that span across the entire space, presumed evidence of successful crossings. A popular theory among the denizens is that if one could reach one of these complete bridges they might be able to return to normal space time, though not in their own time or space. If one were to travel to the walls of the space they would find innumerable looping bridges, evidence of small attempts at crossing time or space that succeeded, they can be seen from time to time glowing, evidence that they are in use. Though the crossing happens so quickly, even the most diligent watchers have never been known to be able to catch one for study, and the wall of the tube is a transparent shell that no force from the inside has been found to affect.

The wall of the space is the boundary of existence, circling onto itself and spanning the beginning or time to the end of it. Through the wall a person can observe all of existence warped by time and gravity as swirling stars, gaseous nebulas and planets shimmering like mirages.
One never knows when a new lattice will enter the space, large or small. But when one does it deposits new life and materials that the inhabitants collect up for their use and may destroy existing structures and lattices.
Time does not pass in the space at the same rate os normal space nor even at the same rate in its own boundaries. But for most of the peoples living here near the center of the tube it passes in a familiar way. Though those used to the turnings of seasons and night to day find need to travel to places where those states exist rather than waiting for them to come round on their own.
The effects or normal physics like gravity and momentum can be observed though they are warped and skewed. If one were to jump off one of the floating islands they would be drawn towards a body large enough to attract them. Otherwise they would fall steadily towards the center of the space, blown away from the light slowly and steadily towards the darkness.

The lifeforms that exist here survive by a combination of community rules established by the oldest beings and technologies collected before falling into the darkness. The powerful are the ones who hold and command structures and resources like food and water and maintain control by force of arms and strength of technology. Most peoples live under these controllers, reforming water and growing food.
When one faction is lacking in materials they need they will often barter with others for it, usually peacefully. The criminal elements in the space are pirates and thieves that attempt to loot transports when they appear or break into strongholds periodically.
In between, traveling the space from one end to the other are the salvagers, the adventurers who race to new latices to collect materials and peoples before the other or before falling into the hands of raiders or the crushing abyss.
There are evil creatures in the space, though rarely seen, that live on the very edge of the abyss. They're motivated by the desire for power and the need to escape back into normal space. They appear only rarely, when some powerful technology or new discovery emerges that they believe will aid their efforts and sometimes when their waiting becomes too boring to bare. By living close to the abyss they have extended their life spans from time dilation, and through some combination of technology and natural ability they maintain awareness of the rest of the space. But even this knowledge is partially deception, the truth is these beings can come and go from the between space as they choose, but only from a point in time near the end of their existence, so they are there trying to collect knowledge and technologies that may take their race to the beginning of time so that they might survive and pass through history again as the dominant force in all existence.

This story follows the life of one (or more) new 'drifters' who appear in the space between as they adjust to their new home and their new lives, however long or short they may be. From being unceremoniously drawn into the space, being collected by salvagers or pirates then realizing that they will never be able to leave and finally settling with one faction or another.

The Rookie, The Warrior, The Mascot, The Mentor, The Pilot, The Veteran, The Noble, The Criminal, The Lunatic, The Devout, The Child, The Beast, The Prophet, The Doctor, The Queen, The Guardian

Factions are divided by their species, grouping together their survival needs. Creatures that require very specific environments like rare gasses or liquids often die shortly after entering the space. Most of the intelligent creatures in the space share common requirements of atmosphere and nutrition or have adaptations that allow them to survive more or less comfortably than others.

Aquatic, Insectoid, Reptilian, Mammalian, Avian, Flora, Mineral, Energetic, Parasitic/Symbiotic, Mechanical

Aquatic: Intelligent species that live in liquids like water populate floating spheres of water held secure by gravitational binders. The beings there manage the liquid in the orbs and recycle wastes from other factions into usable fluids. They ensure universal availability of the life giving substances by predation of unwelcome visitors. They also house major food production and medical quarantine facilities. There is a single major cluster with sub clusters attached to other faction areas. This makes the supply of liquids as nourishment and fuel inherently well regulated and secure.

Insectoid: Exoskeletal lifeforms have superior physical abilities and resistances. They are present in every corner of space in near infinite shapes and sizes. The intelligent species band together in a single Hive with a ruling monarchy. Those living among other intelligent creatures perform many laborious and hazardous jobs like handling dangerous materials or recycling the dead and refuse. Because of this and their sometimes incomprehensible methods of communication, they tend to be poorly treated by others.

Flora: Plant type beings manage the growth of food and other plants that are used as building material. Some also provide necessary recycling of gases and liquids through their own biological processes. The y are on every surface that they can take root and grow and work with all other lifeforms. They get along equally well with all and have relatively few requirements of other creatures aside from fertilizing that comes from the insectoids.

Mineral: Though few in number there are some creatures that live as rock or crystals with myriad abilities. These rare beings are left to their own devices slowly building the islands and structures that make up settlements. Some assemble structures for other races like glass, stone walls or iron bars. Other silicone based creatures have been known to colonize into living computer networks that other creatures  employ to manage their settlements. Mineral creatures tend to not need anything from others and are left alone by all except the Flora. The most important of these life forms are the ones that collect the energetic dust that blows from the Light and in time coalesces it into usable chunks. These creatures are monitored and protected in the best interest of all in the space.

Energetic: There are a few known life forms that are energy based. They prefer to keep to themselves and live closest to the light. Most interactions with them are warnings to turn back from dangerous areas or acting as temporary power sources or even manipulating dangerous electromagnetic hazards. The ones that are most commonly seen among other creatures are built of psionic energy, sustaining themselves on the thoughts and mental energy of others.

Parasites/Sybiotes: Lifeforms that require close contact and dependence on others to survive as a single organism are not uncommon but tend to be the most disliked and are often eradicated upon arrival as they have a tendency to try spreading like a plague. The ones that remain and cooperate share with their host anything from great knowledge to enhanced strength and healing.

Avian: Those species with natural flight ability have proven to be the best suited for life in the space. They dominate travel and combat making them the most visibly powerful and influential creatures in the space. They tend to make their roosts on or near the walls, hooking to the lattice loops and remaining relatively out of the way of flying debris and the noise of other settlements.

Mechanical: Sometimes artificial life forms life androids or drones are sent through as test probes. More rarely evolved mechanical creatures arrive that become guardians and scientists. Since most all of these entities require a considerable energy source more than food or water or what the Light can provide alone, they assimilate to one community or another, trading power and companionship for technology and protection.

Reptilian and Mammalian: These vertebrate species are clearly different in appearance though they possess they same varieties, temperaments and requirements aside from the reptilian's inherent dislike of the cold, keeping them away from the darker reaches where mammalian lifeforms can be more comfortable and survive.





Wednesday, March 5, 2014

MonBuilder March 4 - Actions

These are the basic mechanics that allow a character to interact with game environment. There are some actions in the General category that players may come up with not covered here, and this list doesn't include any Free actions, though they may be added later or included in the Sci-Fi or Modern modules.

Actions, Movement, Combat
During a character’s turn they can take two actions; movement, combat or general actions. There are also Free actions that do not count against this limit.

Movement
A character can normally move once per turn, before or after any other action. A character can traverse as many spaces in a normal move action is based on their Speed stat.
Stationary: A character that takes no move action naturally doesn’t go anywhere. A character that does not move and takes no combat actions can choose to Hide, reducing their chance of being detected or being hit by an enemy attack (50%).
Crawl: A character that chooses to sneak or move through difficult areas move up to half their speed stat (round down). They can still crawl twice in one turn to cover a distance equal to their speed stat.
Walk: A character moves a number of spaces up to their speed stat.
Run: A character that moves twice can traverse up to 2x their speed stat. Running increases the chance a character will be detected.
Fly: Movement through air. Rules for crawling, walking and running still apply.
Swim: Movement through liquid. Rules for crawling, walking and running still apply.
Dig: Movement through ground. Rules for crawling, walking and running still apply.

Climb: A character can easily traverse vertical distances if they have something to grab on to like a ledge, ladder, rope, etc. If they can find something to hang on to, they can climb a height at crawl speed.
Jump: A character can leap through the air vertically onto higher surfaces or across some obstructions. They can jump vertically a number of spaces equal to half their Size value (rounded down). They can jump horizontally over obstructions at crawl speed.
Fall: A character can fall or jump down a number of vertical spaces equal to their Size stat without suffering damage. After that they take damage based on their size stat for each further space fallen.

General
General Actions are any action that doesn’t count as movement or combat.
Gather: A character looks around the area for a specific item or a random useful object. Rare or hidden items may take several turns to locate (1-10) after which they roll for probability of finding something. If they fail they can try again as many times as they want.
Craft: A character uses raw materials to create a new item. The difficulty of the item increases the number of turns it takes to make it and the likelihood of success (1-10). Simple consumable items like potions and magic scrolls are relatively easy to make, while weapons and clothing are moderately difficult.
Repair: Things like broken doors, vehicles, weapons or walls may be usable again with a little work. The greater the damage or the more skill required, the more turns it takes to fix the object into working order (1-10)
Thievery: Picking locks on manacles, doors, chests and picking pockets or stealing crown jewels without being detected is all part of a thief’s job. But sometimes  a prisoner needs to break free or a hero needs to break in. Some locks are tougher or harder to crack safely than others and therefore take longer (1-10)

Combat
Combat actions are any actions that are offensive or defensive. They break concealment, cover, disguises or any other attempts at being sneaky. A character can take one or two combat action per turn, though they may still be able to attack multiple times with a weapon.
Attack: make an attack with a weapon or limb, striking, firing, throwing or similar non-magical attempts at damaging a target.
Cast: A magic user casts a spell, regardless of what the spell is for. A character can cast one spell per turn.
Defend: A character commits their combat action this turn to protecting against the next attack made against them. Only works on the first attack made against the defender until their next turn. Reduces the likelihood the character will get his by any attack by 50%, stacks with shields.

Grapple: Grappling is a key combat action to MonBuilder. It is integral to the Ero system. A character can attempt to grapple a target within arms (or tentacles) reach. Grappling a target requires a grapple check between the attacker and the target. The two characters compare their Strength stat, the difference, if any, positive or negative adds a modifier to the check. If the target can succeed the check they grapple the target. Once per turn the target has a chance to succeed the check and break free. If they break free they can take their turn as normal.
If the difference between strengths is too great for the attacker, they cannot grapple. If the difference is too great for the target to break free they will need help from an ally to break free.
An ally can attack the grappler to break the grapple. If the ally can deal 1 or more damage then the grapple is broken.
When a target is grappled, the attacker may be able to make some kinds of attacks to deal damage to the target, otherwise all they can do is hold them in place until an ally can come and help them. An ally to the attacker can attack the grappled target without a chance of missing.

Same strength = 50% chance or roll 6+
Strength 5 vs Strength 3 = +2 bonus, meaning a roll of 4+
Strength 5 vs Strength 1 = -4 penalty, which needs a roll of 10
Strength 10 vs Strength 5 = -5 penalty meaning a roll of 11 is required which can’t be made on a d10 so the target can’t break free.

Ero Bouts
Either during a grapple or a willing bout, two characters engage in special non-damaging combat.  

Breaking through armor/clothes (if any)
The attacker must break through the target’s physical defenses. The attacker must make one grapple check a turn to reduce the target’s armor level by 1 point (Level 5 armor takes at least 5 turns to break). This includes any magical barriers like spells or enchantments by level (1-5). Armor can be repaired to restore its effectiveness.
Strength vs Armor

Draining energy
After the physical defenses are stripped, it becomes a race to see who runs out of energy first. Both characters roll checks against each other’s energy stat. Each success drains 1 point from the other’s Energy Stat. Checks continue until one character’s Energy reaches 0, rendering them unconscious. Stat drain recovers 1 point to the Energy stat per turn or after the character has regained consciousness.

Breaking Grapples
If a grappled character succeeds their grapple check, the grapple is broken and the grappled character gets to make a normal turn. If an ally can damage the grappler for at least 1 point, the grapple is broken. If during an Ero bout the attacker fails their armor break check, the grappled get to make a strength check to break the grapple. If during an Ero bout either character’s Energy stat is reduced to zero, the grapple is broken. Once an Ero bout is in the energy drain stage the attacker is assumed to have a firm grip on the target and won’t be able to break loose without help from an ally or winning the Ero Bout. 

Questions, Comments and Suggestions for additions or adjustments are welcome.

MonBuilder March 3 - Hero Traits and Skills

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.