Organized Items into Folders
- Domains - Mechanics - Characters - Mainline Story
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91
Mechanics/Items.txt
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Mechanics/Items.txt
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# In-Game currency = Z (*pronounced zee*)
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Coins are hand crafted from sea salt metal, infused with raw Mana, and coated in volcano zinc / nickel
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- Currency references what MP it would be worth if it was used normally
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## Weapons average 10z x base DMG *when bought from shop*
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- 1DMG = 10z, 2DMG = 40z, 3DMG = 90z, 4DMG = 160z, 5DMG = 250z
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- Selling to shop divides sale price by base DMG
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## Potions average 50z per size, regardless of the type
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- SML potions = 25z, MED potions = 50z, LRG potions = 75z
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- Selling to shop reduces price by 1/2
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# Banded Ring
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## A magically infused ring available in 12 different colors
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- *Wearer becomes immune to one STATUS*
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- *STATUS immunity matches color of ring / magic*
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# Mana Shield
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A gold arm bar strapped in at both ends of the forearm, with an MP potion slot near the elbow
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- Casts a REACTIVE only variant of GOLD spells, fueled by an equal number of MP
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## HP Potions (clear liquid)
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- SML heals 5HP
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- MED heals 10HP
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- LRG heals 15HP
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## MP Potions (pearlescent)
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- SML recovers 5MP
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- MED recovers 10MP
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- LRG recovers 15MP
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## Element potions (misc color)
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- SML deals 1 DMG + STATUS when thrown / reduces ELE DMG by 1 for 3 rounds + removes STATUS when drank
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- MED deals 3 DMG + STATUS when thrown / reduces ELE DMG by 2 for 3 rounds + removes STATUS when drank
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- LRG deals 5 DMG + STATUS when thrown / reduces ELE DMG by 3 for 3 rounds + removes STATUS when drank
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WEAPONS
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Weapons do anywhere from 1-5 DMG
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- Weapons can be IMPROVED to gain +1 DMG
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DUAL-WEILD
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- HIT with weapon 1 = weapon 2 ATK at DISADV (roll twice, take lower roll)
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- MISS with weapon 1 = weapon 2 ATK at ADV (roll twice, take higher roll)
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FLEXIBLE
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- These weapons can be used one-handed for normal DMG, or two-handed for +1 DMG)
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REACH
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- These weapons have the option to attack one zone away as a one-handed weapon
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RELOAD
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- To use weapon again once ammo is empty, sacrifice MVMT for the turn to reload with more ammo
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THROWABLE
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- Weapon can be thrown using either SHOOT or PHYSIQUE to do same DMG on HIT
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- Can only be thrown into one ZONE away
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TWO-HANDED
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- Can only use one at a time and must hold it in both hands
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## 1DMG
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Chains (dual-weild, reach)
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Daggers (throwable, dual-weild)
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Rocks (throwable)
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Slingshot (SHOOT, reload)
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Metal Pipe (dual-weild)
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Baseball Bat (dual-weild)
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## 2DMG
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Gauntlets (Dual-Weild)
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Handaxes (throwable, dual-weild)
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Swords (dual-weild)
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Basic pistols (dual-weild)
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Light crossbows (reload)
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Whips (Reach)
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Polearms (reach) (flexible)
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## 3DMG
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Long swords (two-handed)
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Shotguns (two-handed, reload)
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Long bows (reload, two-handed)
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## 4DMG
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**Broadswords** (two-handed)
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**Grenade launcher** (two-handed, reload)
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**Heavy crossbow** (two-handed, reload)
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## 5DMG
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**Rocket launcher** (two-handed)
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**Zanbatou** (two handed)
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371
Mechanics/Magic.txt
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Mechanics/Magic.txt
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ACADEMICS is used to earn your spells and attack with them too
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Every spell at their respective level does the same thing, and the COLOR/ELEMENT/STATUS of the spell itself is what makes them different
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Every color/element of spell comes with a unique STATUS that is applied when the spell's roll is a HIT/MATCH
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LEVEL 0 Infusion (1MP)
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Deals 1DMG + STATUS
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- Hits one TARGET in the same ZONE
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- Can be INFUSED into a WEAPON for a round to add its DMG & STATUS
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-----
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LEVEL 1 Strike (2MP)
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Deals 1DMG + STATUS
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- Hits all characters in your ZONE or one nearby ZONE
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- Does NOT target
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-----
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LEVEL 2 Line (4MP)
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Deals 2DMG + STATUS
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- Hits all characters in 4 ZONES in a line, including diagonal
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- Does NOT target
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-----
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LEVEL 3 Burst (6MP)
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Deals 3DMG + STATUS
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- Hits a 3X3 grid of ZONES, and can HIT ALLIES, ENEMIES, or BOTH (caster's choice)
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- TARGETS if all ALLIES or ENEMIES are selected
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- Does NOT target if selecting ALL
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-----
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LEVEL 4 Summon (8MP)
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Summons a 10HP elemental creature
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- It takes its turn directly after the CASTER, all stats are the same as the caster's
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- Attacks with a 4DMG (TARGET) MELEE ATK, which uses YOUR ACADEMICS for its roll
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-----
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LEVEL 5 Idol Summon (10MP)
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Summons a 15HP elemental creature
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- It takes its turn directly after the CASTER, all stats are the same as the caster's
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- Can use each LV1, LV2, or LV3 spell of its element ONCE EACH for free
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- Also has a 5DMG (TARGET) MELEE ATK, which uses YOUR ACADEMICS for its roll
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- You can only control one of each IDOL at a time
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-----
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CALAMITY SPELL
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Costs ALL MP, minimum of 10
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- REQUIRES +5 ACADEMICS & +5 MANA
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- Each ONCE-PER-FIGHT spell does something different, and the result is increased based on the amount of MP paid into it
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- Still requires ACADEMICS roll, but a MISS/MATCH deals HALF DMG + STATUS, but no additional effect(s)
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- Spells TARGET all Allies and/or Enemies regardless of resist/immune/status
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-------------------------
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RED / FIRE MAGIC
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STATUS: AFTERBURN
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TARGET takes 1 FIRE DMG at EOT
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- (can negate this by sacrificing MVMT during their turn)
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Level 0 spell: PYRO
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LV1 spell: TORCH
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LV2 spell: FLAMETHROWER
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LV3 spell: FIREBALL
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LV4 spell: TAVROS
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(bull) RESIST Fire, WEAK Water
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Level 5 spell: PHOENIX
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(firebird) IMMUNE Fire
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CALAMITY : VOLCANO
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- TARGET(s) take FIRE DMG equal to MP spent across all TARGETS + AFTERBURN
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-----
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ORANGE / TIME MAGIC
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STATUS: DESYNC
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TARGET's next ATTACK has DISADV
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Level 0 spell: CHRONO
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LV1 spell: TIME OUT
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LV2 spell: TIME STREAM
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LV3 spell: TIMEZONE
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LV4 spell: YO'LBARS
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(tiger) RESIST Time, WEAK Space
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LV5 spell: SMILODON
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(sabertooth) IMMUNE Time
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CALAMITY : TIME STOP
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- (Can be cast as REACTION)
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- Caster gains one extra turn per 10MP spent + TARGET(s) get DESYNC
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- Any ATTACKS against ENEMIES are guaranteed CRIT HIT
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- Any STATUS persists until spell ends
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-----
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YELLOW / LIGHT MAGIC
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STATUS: RADIANT
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Next ATTACK vs TARGET gets ADV
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Level 0 spell: HOLY
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LV1 Spell: SHINING RAY
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LV2 spell: SOLARBEAM
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LV3 spell: SHIMMER BURST
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LV4 spell: AILBHEAN
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(elephant) RESIST Light, WEAK Dark
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LV5 spell: MELISSAE
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(honeybee goddess) IMMUNE: Light
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CALAMITY : SMITE
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- TARGET(s) take 1 LIGHT DMG per 2MP spent + RADIANT + all weapons & worn items are destroyed (except REGALIA & INVENTORY items)
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-----
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GREEN / WIND MAGIC
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STATUS: LIFTOFF
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TARGET pushed one ZONE away from CASTER
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(deal 1 DMG if something/someone else is in same zone instead)
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Level 0 spell: AERO
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LV1 Spell: AIRBLAST
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LV2 spell: DOWNBURST
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LV3 spell: TORNADO
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LV4 spell: BAO DOM
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(jaguar) RESIST Wind, WEAK Earth
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LV5 spell: QUETZALCOATL
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(winged serpent) IMMUNE Wind
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CALAMITY : HURRICANE
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- TARGET(s) take 1 WIND DMG per 2MP spent + LIFTOFF + all characters lifted and dropped into random zones, then take 1DMG upon landing
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-----
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BLUE / WATER MAGIC
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STATUS: RIPTIDE
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TARGET pulled toward CASTER by 1 ZONE
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(Deal 1 DMG if something/someone else is in same zone instead)
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Level 0 spell: HYDRO
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LV1 spell: AQUA JET
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LV2 spell: TIDAL WAVE
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LV3 spell: GEYSER
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LV4 spell: IHLENGESI
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(dolphin) RESIST Water, WEAK Fire
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LV5 spell: DAKUWANGA
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(shark god) IMMUNE Water
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CALAMITY : TSUNAMI
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- TARGET(s) take 1 WATER DMG per 2MP spent + all pulled to 1 ZONE of caster's choosing + RIPTIDE
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-----
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VIOLET / LIFE MAGIC
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STATUS: VITAL
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On an ALLY: Heals HP instead of doing DMG (Does not require ROLL)
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On an ENEMY: Caster heals own HP equal to highest DMG dealt among ENEMIES
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Level 0 spell: CURE
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LV1 spell: HARMONY
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LV2 spell: RESTORE
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LV3 spell: MIRACLE
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LV4 spell: HAZON'AINA
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(tree of life) RESIST Life, WEAK Death
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LV5 spell: TU'ER YE
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(moon rabbit god) IMMUNE Life
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CALAMITY : REBIRTH
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- ENEMY TARGET(s) lose 1HP per 2MP spent
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- ALLY TARGET(s) gain 1HP per 2MP spent
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- Revive one DEAD character per 10MP spent
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-----
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PINK / SPACE MAGIC
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STATUS: STARSTRUCK
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TARGET must ATTACK CASTER next turn
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+ TARGET cannot use REACTION next turn
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Level 0 spell: STELLAR
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LV1 spell: ASTEROID
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LV2 spell: STAR SHOWER
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LV3 spell: GRAVITY WELL
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LV4 spell: CON SU TU
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(lion) RESIST Space, WEAK Time
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LV5 spell: GRYPHUS
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(gryphon) IMMUNE Space
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CALAMITY: METEOR STRIKE
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- TARGET(s) take 1 SPACE DMG per 2MP spent + STARSTRUCK + each ENEMY can only use ONE A.I.M. action per turn for rest of fight
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-----
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WHITE / ICE MAGIC
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STATUS: FROZEN
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TARGET cannot throw ITEMS/WEAPONS next turn
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Level 0 spell: FROST
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LV1 spell: CHILL BURST
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LV2 spell: ICE SPIKES
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LV3 spell: HAILSTORM
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LV4 spell: BELIY MEDVED
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(polar bear) RESIST Ice, WEAK Lightning
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LV5 spell: CERNUNNOS
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(stag man god) IMMUNE Ice
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CALAMITY: AVALANCHE
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- TARGET(s) take 1 ICE DMG per 2MP spent + FROZEN + cannot use MVMT next turn
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-----
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SILVER / LIGHTNING MAGIC
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STATUS: CONDUIT
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Next HIT to TARGET deals 1 extra LIGHTNING DMG
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(does not apply to anything with CONDUIT status)
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Level 0 spell: STATIC
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LV1 spell: THUNDERCLAP
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LV2 spell: LIGHTNINGBOLT
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LV3 spell: PLASMA WALL
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LV4 spell: BINESI
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(thunderbird) RESIST Lightning, WEAK Ice
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LV5 spell: AZEBAN
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(raccoon god) IMMUNE lightning
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CALAMITY : JUDGMENT
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- TARGET(s) take 1 LIGHTNING DMG per 2MP spent + CONDUIT + all ENEMY FIGHT & SHOOT attempts are at DISADV for rest of fight
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-----
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GRAY / DEATH MAGIC
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STATUS: DREAD
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TARGET cannot TARGET caster next turn for ATTACKS
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Level 0 spell: NECRO
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LV1 spell: WITHER
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LV2 spell: TERRORIZE
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LV3 spell: BLIGHT
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LV4 spell: BUFNITA
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(gray owl) RESIST Death, WEAK Life
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LV5 spell: WEPWAWET
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(Anubis' gray brother) IMMUNE Death
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CALAMITY : DEATH'S DOOR
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- Reduce 1 TARGET per 10MP spent to 1HP x that TARGET's LV + DREAD
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-----
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BLACK / DARKNESS MAGIC
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STATUS: HOLLOW
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TARGET's next DODGE roll has DISADV
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(does not apply to anything with HOLLOW)
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Level 0 spell: STYGIAN
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LV1 spell: SHADOW STRIKE
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LV2 spell: NIGHT WAVE
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LV3 spell: BLACKOUT
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LV4 spell: PILINDIR
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(tarantula) RESIST Dark, WEAK Light
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LV5 spell: KUROGITSUNE
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(Black fox demon) IMMUNE Dark
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CALAMITY : VOID
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- TARGET(s) take 1 DARKNESS DMG per 2MP spent + HOLLOW + must attack each other for 1 round
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-----
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BROWN / EARTH MAGIC
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STATUS: HEAVY
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TARGET moves 1 less ZONE on their next turn
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Level 0 spell: STONE
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LV1 spell: ROCK WAVE
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LV2 spell: BOULDER ROLL
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LV3 spell: TECTONIC SHIFT
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LV4 spell: BERBEC
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(ram) RESIST Earth, WEAK Wind
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LV5 spell: HIAE MOZA
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(pangolin god) IMMUNE Earth
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CALAMITY: EARTHQUAKE
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- TARGET(s) take 1 EARTH DMG per 2MP spent + HEAVY + 4 squares of BATTLEZONE in line are destroyed & unusable (any characters in destroyed zones are pushed to a nearby ZONE & take 1DMG)
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-----
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GOLD / ANTI MAGIC
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STATUS: ANTIMAGIC
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These spells have no STATUS effect, but also have no RESISTANCE
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LV1 spell: GLEAM
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LV2 spell: BRILLIANCE
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LV3 spell: RESPLENDENCE
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REACTION: Each spell can be cast at half cost to CANCEL one spell of equal LV
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- Using it this way does not deal DMG or inflict STATUS, this is pure counterspell
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-----
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165
Mechanics/Regalia.txt
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165
Mechanics/Regalia.txt
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REGALIA are unique weapons or worn items that, while equipped or wielded, grants a STATUS on top of any HIT or MATCH dealt with any weapon, spell, or thrown item, including potions
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In addition, every Regalia possesses a ONCE PER FIGHT spell called an INVOCATION that lasts three rounds, and activating it counts as an ITEM action.
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REGARDLESS OF THE TYPE, YOU MAY ONLY HAVE ONE REGALIA EQUIPPED AT A TIME
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IF YOU TRADE OUT THE REGALIA, THE INVOCATION IMMEDIATELY ENDS
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-----
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Flint Flametongue (5 DMG) (Heft) (Two-Handed)
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A six foot long & two foot wide two-handed blackblade longsword with a feathered imprint along the grip, a pair of bird claws designed to be "gripping" the blade & attaching it to the pommel, and a Phoenix head at the very end. Also comes with an intricately designed scabbard skin in a Phoenix feather pattern, meant to look like the bird tail
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While equipped, you gain AFTERBURN
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INVOCATION : FURIOUS BURNOUT
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While active, the BATTLEFIELD sudddenly becomes surrounded in a pillar of flame, hot as the fires of the strongest volcano. For three rounds:
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- Any non-ALLY that ends their turn in any of the outermost 12 ZONES will take FIRE DMG equal to their player LV
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-----
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Regalia: Sanskrit Chronicle (Empty Handed)
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An awkward looking chunk of orange marble in the shape of a buckler shield, it weighs very little and is surprisingly durable, which may be thanks to the mystic inscriptions found all over the stone face. There also appear to be feline claw marks etched into the back, right above the golden handle grip
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While equipped, you gain DESYNC
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INVOCATION : CURIOUS THOUGHT
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While active, the BATTLEZONE becomes filled in a thin misting of bright orange sand, causing a mirage-like environment. For the next three rounds:
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- You & all ALLIES gain one additional REACTION per round
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- The caster may use their REACTION to force an opponent to retake their entire turn ONCE PER ROUND (including once their turn is over)
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- During this retake, that character must make a different action, whether it be MOVE, ITEM, or any FIGHT action, and all values are returned to their prior state
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-----
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Regalia: Nova Knuckles (Empty Handed)
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|
||||
A pair of moderately thin gloves, they are composed almost entirely of loose yellow and black steel bands. They are held together with a strip of gold fabric along the inner workings, like enchanted fingerless gloves that hold the entire piece together, and make virtually no noise while moving
|
||||
|
||||
While equipped, you gain RADIANT
|
||||
|
||||
INVOCATION : DELIGHTFUL DEXTERITY
|
||||
While active, the gauntlets will glow a vibrant yellow, then shift straight down, giving you a duplicate set of energy arms just below your normal set, and they are just as dexterous as your own. For three rounds:
|
||||
- If you perform an ITEM action during your turn, you can perform two instead
|
||||
- If you perform an ATTACK action during your turn, you can perform two instead
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Zeph Arcus (3 DMG) (SHOOT) (Two-Handed)
|
||||
|
||||
This strangely patterned Aztec-inspired 5 foot long war bow bears a pair of small wings on the far ends where the bow meets its golden string, and upon pulling said string, it magically generates its own arrows comprised entirely of a swirling green vortex of energy.
|
||||
|
||||
While equipped, you gain LIFTOFF
|
||||
|
||||
INVOCATION : SERENE STEPS
|
||||
While active, the BATTLEFIELD is encircled by a calming wind that guides your steps and flows through your bows. For three rounds:
|
||||
- You can now move anywhere on the BATTLEFIELD per point of MVMT
|
||||
- You & your ALLIES have ADV with SHOOT weapons
|
||||
- Your ENEMIES have DISADV with SHOOT weapons
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Tide Turner (2 DMG) (Flexible) (Reach) (Thrown)
|
||||
|
||||
This ominous looking harpoon is carefully crafted with an image of a shark embedded in the two hand grips along its body, with the head engraved with multiple gold triangular divots in the shapes of shark teeth.
|
||||
|
||||
While equipped, you gain RIPTIDE
|
||||
|
||||
INVOCATION : MOROSE MAELSTROM
|
||||
While active, the BATTLEZONE is suddenly enveloped by a violent storm, filled with bustling wind and heavy rainfall. For three rounds:
|
||||
- You & your ALLIES have ADV with THROWN weapons or items
|
||||
- You can now THROW weapons/items to any ZONE no different than SHOOT weapons, and if the weapon or item is not one-time-use, it returns to your hand at EOT
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Chrys Cross (Empty Handed)
|
||||
|
||||
This six inch violet ankh-shaped pendant bears a small metal sculpture of a golden sleeping bunny surrounded by darker purple chrysanthemums, and comes pre-bound to a piece of old fashioned bailing twine as a necklace string
|
||||
|
||||
While equipped, you gain VITAL
|
||||
|
||||
INVOCATION : COMPASSIONATE ATMOSPHERE
|
||||
While active, the BATTLEZONE suddenly becomes engulfed in a field of the most gorgeous flowers any of you have ever witnessed. For three rounds:
|
||||
- You and all ALLIES recover 1HP per LV at the start of your turn(s)
|
||||
- If you HEAL your allies (outside this spell), the highest HP they recover gives you an equal amount, as though they were enemies affected by VITAL
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Star Scourge (2 DMG) (Reach)
|
||||
|
||||
This is an old-fashioned hand-woven black leather whip with a bright pink handle, gold endcaps on either end, and a group of pink star-shaped strike pieces, giving it the appearance of a long range cat-o-nine-tails
|
||||
|
||||
While equipped, you gain STARSTRUCK
|
||||
|
||||
INVOCATION : AMOROUS ALIGNMENT
|
||||
While active, the sky above the BATTLEZONE suddenly becomes a clear night sky with direct view of the Gryphem constellation. For three rounds:
|
||||
- Any ATTACKS you or your allies make with REACH weapons gain ADV
|
||||
- You can pay 1 MVMT to swap positions with any character or distinguishable whole item (ONCE/TURN)
|
||||
- *THIS CAN BE DONE AS A REACTION FOR FREE*
|
||||
- *If this action would interrupt a FIGHT action that TARGETS another player, that attack will automatically target the new person*
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Mokha Verglas (2 DMG) (Dual-Weild)
|
||||
|
||||
This intricately crafted snowflake patterned & colored Ninjato shortsword can be attached at the hip or back with its uniquely flexible golden clasp loop, and its enchanted blade with a permafrost pattern is the perfect compliment for ice cold strikes
|
||||
|
||||
While equipped, you gain FROZEN
|
||||
|
||||
INVOCATION : TREPIDATION TUNDRA
|
||||
While active, a sudden blizzard encompasses the BATTLEZONE, causing the ground beneath you to freeze over in moments. For three rounds:
|
||||
- Upon casting, the caster chooses a plus sign of spaces (1-3-1) that, if an ENEMY ends their turn in, becomes encased in a snowman until their next EOT. That ENEMY cannot use REACTION, ATHLETICS, or MVMT, and the next ATK against them HITS without a roll. (This counts as an ICE ITEM)
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Rai Revolver x2 (2DMG) (Dual Weild) (Reload 6)
|
||||
|
||||
These blocky semi-auto pistols are covered with circular rings of black and silver all along the top of the units aiming toward the end of the gold tipped muzzle. When the guns are aimed down, these rings begin collecting charge within, acting as electromagnetic pathways and accelerators, much like handheld railguns.
|
||||
|
||||
While equipped, you gain CONDUIT
|
||||
|
||||
INVOCATION : TESLA'S TEMPERANCE
|
||||
While active, the sky over the BATTLEZONE suddenly darkens and turns into a dangerous thunderstorm, the area becoming electrically charged and collecting into your weapons. For three rounds:
|
||||
- Any HIT or MATCH with your or any ALLY's weapon adds 1 LIGHTNING DMG, as though that ATK was a CRIT
|
||||
- Any CRIT HIT with your or any ALLY's weapon adds LIGHTNING DMG equal to the DMG inflicted, instead of the normal CRIT bonus
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Grimm Requiem (3 DMG) (Reach)
|
||||
|
||||
This morbid scythe is uncomfortably old fashioned by design, but the blade itself is attached to the handle by a long wolf skull running along the top of the blade
|
||||
|
||||
While equipped, you gain DREAD
|
||||
|
||||
INVOCATION : REAPER'S ANGUISH
|
||||
While active, the BATTLEZONE becomes surrounded by a dreary gray mist, tombstones appearing in the distance in massive rows. For three rounds:
|
||||
- All ENEMY ATTACK ACTIONs are made at -1
|
||||
- Any ENEMY MISSES or MATCHES deal 1 DEATH DMG per miss to that enemy
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Dusk Kris (2 DMG) (Dual-Weild)
|
||||
|
||||
This black handled dagger with a surprisingly festive black fox tail hanging from it by a gold chain carries a wavy vantablack blade, so dark it almost appears to erase the light around its curved edges
|
||||
While equipped, you gain HOLLOW
|
||||
|
||||
INVOCATION : BARREN FEAST
|
||||
|
||||
While active, every player suddenly becomes engulfed in their own shadow, chilling them to the bone. For three rounds:
|
||||
- You & all ALLIES are IMMUNE to all STATUS effects, instead being "eaten" by the dagger (these STATUS do not dissipate once the effect wears off)
|
||||
- On the next HIT with that dagger, all "eaten" STATUS will be afflicted onto that target, including STACKED STATUS
|
||||
|
||||
-----
|
||||
|
||||
Regalia: Cliff Breaker (4 DMG) (Heft) (Two-Handed)
|
||||
|
||||
For all intents and purposes, it looks like someone jammed a tree limb into a rock and called it a Warhammer. But it has also clearly been magically enhanced with bizarre runes that, in the most rudimentary language imaginable, barely translate to "break," "smash," "crush," and "pain"
|
||||
|
||||
While equipped, you gain HEAVY
|
||||
|
||||
INVOCATION : ROCK-RIB VALLEY
|
||||
While active, the BATTLEZONE begins to rumble and crumble around you, becoming an unstable terrain. For three rounds:
|
||||
- When you or an ally ATTACKs with MELEE, it becomes an AOE MELEE attack against all enemies in that ZONE (strikes the ground)
|
||||
- This ATK will still use the same roll, DMG, and bonuses, and will also apply any STATUS it normally would on a HIT/MATCH
|
||||
183
Mechanics/Skills.txt
Normal file
183
Mechanics/Skills.txt
Normal file
|
|
@ -0,0 +1,183 @@
|
|||
Skills are what make your character perform their actions.
|
||||
There are nineteen different skills used in this game.
|
||||
Some of these skills also come with Skill-Based Combat-only Stunts at certain PLUS
|
||||
|
||||
-----
|
||||
|
||||
ACADEMICS
|
||||
Your ability to know & cast spells
|
||||
|
||||
+1 | You have ALL 12 Level 0 Infusion Spells and a single LV1 spell
|
||||
+2 | Gain another LV1 spell and your first LV2 spell
|
||||
+3 | Gain another LV1 & LV2 spell and your first LV3 spell
|
||||
+4 | Gain another LV1, LV2, & LV3 spell, and your first LV4 spell
|
||||
+5 | Gain another LV1, LV2, LV3, & LV4 spell, and your only LV5 spell
|
||||
|
||||
-----
|
||||
|
||||
ATHLETICS
|
||||
Your ability to dodge incoming ATTACKS and other hazards
|
||||
|
||||
- No additional bonuses at plus, just makes you better at dodging things
|
||||
|
||||
-----
|
||||
|
||||
BURGLARY
|
||||
Your ability to steal from ACTIVE scenarios
|
||||
|
||||
+2 | Deft Theft
|
||||
Once/Fight : Pay 1 MVMT : BURGLARY roll vs ENEMY NOTICE roll to steal a random ITEM from that ENEMY in your ZONE
|
||||
|
||||
+4 | You can use Deft Theft TWICE per fight
|
||||
|
||||
-----
|
||||
|
||||
CONTACTS
|
||||
Your ability to recall information about people, places, and things
|
||||
|
||||
- No additional bonuses at plus, just makes you better at remembering relevant information about your story
|
||||
|
||||
-----
|
||||
|
||||
CRAFTS
|
||||
Your ability to make anything you want or need
|
||||
|
||||
- No additional bonuses at plus, just lets you make things based on the available situation
|
||||
|
||||
-----
|
||||
|
||||
DECEIVE
|
||||
Your ability to fool other people based on the scenario
|
||||
|
||||
- No additional bonuses at plus, just makes you really good at lying
|
||||
|
||||
-----
|
||||
|
||||
DRIVE
|
||||
Your ability to physically move across the board during combat
|
||||
- You also need this to operate vehicles
|
||||
|
||||
+2 | Can move up to 2 ZONES per turn during combat
|
||||
- (Not a STUNT, just a metric mark)
|
||||
|
||||
+4 | Can move up to 3 ZONES per turn during combat
|
||||
- (Not a STUNT, just a metric mark)
|
||||
|
||||
-----
|
||||
|
||||
EMPATHY
|
||||
Your ability to show you care, and recognize dishonesty
|
||||
- You also need this to counter DECEIVE attempts
|
||||
|
||||
- No additional bonuses at plus, just lets you know when people change or lie
|
||||
|
||||
-----
|
||||
|
||||
FIGHT
|
||||
Your ability to use any & all MELEE weapons
|
||||
- Can also be used for THROWING weapons/items
|
||||
|
||||
+4 | Second Swing
|
||||
You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV
|
||||
|
||||
|
||||
-----
|
||||
|
||||
INVESTIGATE
|
||||
Your ability to see and understand scenarios ACTIVELY
|
||||
|
||||
+3 | Inventory Insight
|
||||
Start Of Fight: INVESTIGATE roll to see what unique items/weapons your enemies are carrying
|
||||
|
||||
-----
|
||||
|
||||
MANA (originally LORE)
|
||||
Your ability to pay for your spells
|
||||
|
||||
Every PLUS in this score equals 10 Mana Points
|
||||
- (Not a STUNT, just a metric mark)
|
||||
|
||||
-----
|
||||
|
||||
NOTICE
|
||||
Your ability to see and understand scenarios PASSIVELY
|
||||
- Also used to counter BURGLARY attempts
|
||||
|
||||
+2 | Advanced Awareness
|
||||
During INITIATIVE rolls, you can turn one MINUS to a PLUS
|
||||
|
||||
+4 | You can use Advanced Awareness TWICE per INITIATIVE roll
|
||||
|
||||
-----
|
||||
|
||||
PHYSIQUE
|
||||
Your ability to be hit by incoming attacks and survive
|
||||
- Also used to mark how physically strong you are as a whole
|
||||
|
||||
- Every PLUS in this score equals 5 Hit Points in addition to your 10 Hit Point minimum
|
||||
- (Not a STUNT, just a metric mark)
|
||||
|
||||
+3 | Burly Brawler
|
||||
Can dual-wield 3DMG TWO-HANDED & FLEXIBLE FIGHT weapons
|
||||
|
||||
|
||||
-----
|
||||
PROVOKE
|
||||
Your ability to be distracting and irritating
|
||||
|
||||
+2 | Tactical Taunt
|
||||
REACTION : Once/Enemy, if an ALLY in your ZONE is targeted for an ATTACK, before rolling; PROVOKE roll vs ENEMY WILL roll to redirect attack to YOU
|
||||
- Any HIT/MATCH you receive from this will deal you +2DMG
|
||||
|
||||
-----
|
||||
|
||||
RAPPORT
|
||||
Your ability to be liked, charming, and trustworthy
|
||||
|
||||
+2 | Helping Hand
|
||||
Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK
|
||||
|
||||
+4 | Got Your Back
|
||||
Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS
|
||||
|
||||
-----
|
||||
|
||||
RESOURCES
|
||||
Your ability to gain and maintain your wealth and supplies
|
||||
|
||||
+2 | Scrambles
|
||||
Once/Turn: Pay 1 MVMT; RESOURCES roll to loot for money, potions, weapons, or other relevant items from Defeated Enemy in same ZONE
|
||||
|
||||
-----
|
||||
|
||||
SHOOT
|
||||
Your ability to use guns, bows, and other RANGED weapons
|
||||
- Can also be used for THROWING weapons/items
|
||||
|
||||
- No additional bonuses at plus, just lets you handle guns, bows, and other projectiles
|
||||
|
||||
-----
|
||||
|
||||
STEALTH
|
||||
Your ability to be unseen when moving, attacking, or evading
|
||||
|
||||
- This can be used in place of ATHLETICS, FIGHT, and SHOOT
|
||||
- Can only use ONE-HANDED ITEM/WEAPON in COMBAT
|
||||
- Can also be used for throwing WEAPONS/ITEMS
|
||||
|
||||
+2 | Shadow Strike
|
||||
Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn
|
||||
|
||||
+4 | Assassination
|
||||
You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON
|
||||
|
||||
-----
|
||||
|
||||
WILL
|
||||
Your ability to fortify yourself physically AND mentally
|
||||
- Also lets you resist certain types of DMG
|
||||
|
||||
- Every PLUS lets you pick one MAGIC type to RESIST
|
||||
(RESIST = -1 DMG + IMMUNE to STATUS of Magic Type/Color)
|
||||
|
||||
+3 | One RESIST becomes IMMUNE (NO DMG + NO STATUS)
|
||||
Loading…
Add table
Add a link
Reference in a new issue