Latest Posts | Soul Armor - Combat System Rundown
5 xp: +2 HP/PP & +1 to a Bonus Trait
10 xp: +2 HP/PP & +1 to a Bonus Trait 15 xp: +1 HP/PP & +1 to a Bonus Trait 20 xp: +1 HP/PP & +1 to a Bonus Trait 25 xp: +1 HP/PP & Quirk 30 xp: +1 HP/PP & +1 to a Bonus Trait 35 xp: +1 HP/PP & +1 to a Bonus Trait 40 xp: +1 HP/PP & +1 to a Bonus Trait 45 xp: +1 HP/PP & +1 to a Bonus Trait 50 xp: +1 HP/PP & Quirk 55 xp: +1 HP/PP & +1 to a Bonus Trait 60 xp: +1 HP/PP & +1 to a Bonus Trait 65 xp: +1 HP/PP & +1 to a Bonus Trait 70 xp: +1 HP/PP & +1 to a Bonus Trait 75 xp: +1 HP/PP & Quirk 80 xp: +1 HP/PP & +1 to a Bonus Trait 85 xp: +1 HP/PP & +1 to a Bonus Trait 90 xp: +1 HP/PP & +1 to a Bonus Trait 95 xp: +1 HP/PP & +1 to a Bonus Trait 100 xp: +1 HP/PP & Quirk
Down below is WIP.
Quirks Quirks are something that can be used whenever you roll a moon or an opponent rolls a skull while attacking you. Please log in to add a comment. |
Melee Weapon: Knight's weapon, these have a range of 2, hack & slash.
(Might vs Agility or Might)
Area of Effect: Wizard's weapon, part utility, part weapon, these bad boys can either assist allies inside their area, like making them harder to hit with ranged weapons or or hinder enemies inside them, like limiting their movement, and at the same time deal damage to any enemy inside the area.
(Wisdom vs Might)
Indirect Ranged: Wizard's weapon, who doesn't like firing off a swarm of missiles which track your enemy down like horde of angry hornets?
(Wisdom vs Might or Wisdom)
Direct Ranged: Ranger's weapon, Railguns, electrolasers, plasma guns, Freeze Rays...
(Agility vs Might or Agility)
Skulls and Moons
They're good/bad in the perspective of the roller. In combat, a Moon'd attack can't be blocked (without a counter moon), and Moon'd defense rolls count as automatic success. Skull'd attacks give an opportunity counter attack against you to one opponent or if that's not available, then you hit an ally (if nobody else, yourself), and if it's a Skull'd defense roll then your roll counts as a zero and you get knocked prone.
Movement:
Guess what, you've got options people!
Either 1+Might+Trait or 3+Agility+Trait
(Agility based may be used for flight if the trait involves flight)
(Wizards can reduce opponents movement, and even completely prevent agility based movement)
More to be added