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mean_liar
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Joined: 07 Mar 2008
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PostPosted: Thu Jan 31, 2013 1:52 am    Post subject: Reply with quote Add User to Ignore List

Big ups for even bothering to share this stuff, PhoneLobster. I mean, my brain doesn't want to tackle it for whatever reason related to reading it in post form (which is why I'd like some way to peruse it in its entirety at my leisure - bound zip/7z/whatever file of various docs would work too), but there aren't many complicated games coming out of here.

The Tome, After Sundown... I think that's it, right? I mean, there are a ton of Koumei ideas here, but not too many are meant to be as deep as what's being attempted here, yes?

So, props. Keep up the toil.
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PhoneLobster
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PostPosted: Thu Jan 31, 2013 1:53 am    Post subject: Reply with quote Add User to Ignore List

Quick Sloppy Document Dump
OK so you can go and grab 4 of my documents ->here<- if you want in Open Office Format.

They are as follows -
The Core document, which is actually just the latest revision of SOME of the core material presented here in the past, cut down to brief copy pastable material for between game use and short hand out printing (indeed you will note several pages of material in there repeated several times, the idea being one print run of the document would give me some spares of some hand outs).

The material revised and presented in that version of the core is primarily stuff players need to know for building characters and playing the game. So its summaries of how basic game actions work and the Good/Bad Traits to select from mostly. And some copy pastable Unamed NPC Good/Bad traits for the GM to cut and paste from when building NPCs.

The Skills Document The latest revised and cut back skill sets document I was nearly finished putting onto here.

A note on the format for this. In the body of skill text I commonly use bolding and color for emphasis. Typically a black bolded text is a reference to another skill or a basic game action. Red bolded text is a reference to keywords for bonuses and match ups.

The Peoples Document Basically the latest revised and cut back "mutant powas" skills. The ones that you use to emulate races and monsters and stuff.

Note that the peoples document presents entries with "NA" as the cost, these are the basic free traits you just get for being a certain sort of creature/mutant with a trait like "big teeth" or something, these regularly do nothing, or are supposed to be of no or neutral value, the idea being they basically mostly just make actual costed real skills available to you (so you have Shedding Skin for free as a "people trait" with NA cost, and it does nothing, but it lets you buy Empty Husk and other cool real skills).

Otherwise the layout for the peoples document should be about the same as the skills one, minus the skill sets.

The Items Document These items are ones associated primarily with various skill sets. They are the basic and primary items the game needs to function, and a bit more besides. Layout puts the cost in coins first, the item title, then the item keywords/bonuses then text.

There are a number of assumptions/background rules you may need to know about items, but which are not in the document, like how Ammo works, some clarifications about batteries, details on the Complexity stacking/notation etc... But this is the document as is, I haven't taken the time to add the foot notes there, so you can ask or I might get around to it as I put it up in BB Code post format on here.

Documents that I didn't post I'm holding back on the LT Buildings document. Its a bit hacky, but most of all it hasn't been caught up to the most recent revision with the shortened and rewritten skill sets yet, so it still refers to a very slightly different list of skill sets (The Circus still exists, Magician, Heavy Armour, and Heavy Weapons don't etc...).

I'm holding back on the Cultures document. It's also not caught up on the revision, still needs those damn cults to be completed, and is a gigantic bloated mess, full of cool stuff sure, but also a giant mess of terrible. Hopefully once I hit it with the latest cut down style revision it will be more readable.

There are the old "long form" pre-revision skill sets and items documents, the original (more complete) core etc... but those have largely fallen out of date and I'd rather not put them up.

There are the big giant tables for randomising peoples and cultures... but those are just plain bad. I really don't want to put them up. And they need some catching up to current materials anyway.
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PhoneLobster
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PostPosted: Thu Jan 31, 2013 2:15 am    Post subject: Reply with quote Add User to Ignore List

The Crappy Tacked On Skills
For whatever reason these are the afterthoughts or hacky questionable skill sets that for whatever reason felt needed.

Leadership
For bossing around small mobs of nameless minions with better than average success.
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0 Roving Band Leader May maintain, equip and train with 3 zero point skills up to 10 Elite troopers without any facilities. May incur coin costs. May require recruiting opportunities. May take skill multiple times.
1 Extra Elite Band Improves Roving Bands with additional skills, granting them +1 point of skills and another 0 point skill with it. You may take this ability more than once, but probably shouldn't. [Requires Roving Band Leader]
1 Squad Leader You can attach yourself to allied Troopers (Guards and similar characters) in your zone (no action cost, just declare it). This enables you to allow them to expend YOUR Energy as if it were their own. Note that Trooper actions are still somewhat limited.
1 Cooperative Command Allied troopers within short range of you may combine attacks as if they shared the same zone as each other. You may extend your Squad Leader and other Leadership effects to loosely attached squads over the same range.
2 Trooper Block 1E to then also expend any number of allied troopers under your command at 1 trooper for 1 block to block normal attacks with a LoF passing through their zone.

Rider
For riding horses, chariots and magical elfen jet bikes.
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0 Drive By Skill Suffer no attack penalty for attacking DURING vehicle based movement for the turn (normally you suffer -2 attack if you do not wait until the end of your vehicle based movement).
0 Rider Skill When riding on a steed or a vehicle you gain a +2 vs All attack bonus to your normal attacks against any targets not riding the same steed or vehicle.
0 Rider Speed When riding on a steed or a vehicle (or otherwise using Vehicle type movement) you may treat it as having +1 Max Speed. You may also expend 1 Energy to gain +1 Accelerate or +1 Brake for a turn and may do so multiple times.
0 Free Steering When piloting a steed or a vehicle (or otherwise using Vehicle type movement) you may make a free Steer action each turn at no action cost. You may NOT also make a normal steer action with your actual action.
0 Free Mount It costs you no action to mount or dismount a co-operative steed (or vehicle). Further if a co-operative steed (or vehicle) is waiting at the end of a fall you do not suffer any fall damage (or other effects like knock) if you choose to (for free) mount the steed on landing.
2 Rider Charge All Energy Min 1 to upgrade a Close-Range basic normal attack into a special attack Before Attack with Ram Charge Devastating +X where X is the number of zones you moved this turn (by means of Vehicle type Speed movement)
1 Crash Proof 1E to cancel all effects and damage of a Crash attack on yourself, OR your steed/vehicle, OR a passenger, you may spend multiple energy to do so on several such targets at once.
1 Trample 1E to upgrade a normal attack into a special attack with Multi-Attack(1 in X zones) where X is each zone you pass through this turn.

Beast Master
For bossing around pets.
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1 Beast Rider +2 vs All and Wrestle bonus to your Social attacks against anything with the Steed trait that you are riding on (grabbing if need be). When riding on a co-operative/tamed mount you may perform a Perfect Block where you shift all the Injuries you are taking this turn to your mount, or all the injuries your mount is taking to yourself. You (or your mount) MAY then apply further blocks. You may maintain up to a single Elite or even Named creature mount that you somehow train or acquire without the need of permanent stabling facilities.
1 Pet Master +2 vs Alll to social attacks to tame individual beasts smaller than yourself. If your pet is in your Zone or in one of your pockets it can perform a Perfect Block to transfer all injuries effecting you to itself instead, and you can do the same in reverse. You may maintain up to an Elite or even Named level pet you somehow acquire or befriend without any proper pet housing buildings.
1 Pack Master +2 vs Alll to social attacks to tame grouped packs of beasts with Trooper. 1 Block per pack beast expended in LoFof an ANY normal attack. You can maintain up to 10 pack beasts (up to elite level) without need for any special facilities.
1 Hulk Master +2 vs Alll to social attacks to tame lone beasts larger than yourself. 1 Block per Injury that you transfer from yourself to your Hulk, the hulk must be in LoF of the blocked attack. You may maintain one Hulk type monster of up to Elite or even Named level without the need for buildings.
1 Swarm Master +2 vs Alll to social attacks to tame swarm beasts. 1 Block per swarm beast in LoF that you expend, . You can maintain a single up to Elite level Swarm without need for any buildings.
1 Beast Leader You can make your Energy available to allied beasts of any category matching your other beast master skills, allowing them to spend that energy as if it was their own (separate available pool for all energy costs).
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PhoneLobster
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PostPosted: Thu Jan 31, 2013 2:33 am    Post subject: Reply with quote Add User to Ignore List

Classy Skills
Are sort of intended as kinda “meta” or “additional role” skill sets. So you throw in Barbarian Rage or Wizardry (or both) on your character to make it stronger, different, and maybe fill a few gaps, create some new interesting combo effects and basically just add flavour etc...

Each set has something that ties into social, a social defence bonus or two, an attack bonus, a new attack tactic or several, an at least one flavourful completely bullshit ability that is of highly questionable but hilarious value (like Inconceivable!, Amazon Suicide Pact, Thieves Code, etc...). Oh and each set typically has some sort of Energy source mechanic, and indeed are the main sources of skills that provide an in combat Energy recharge ability of some form in the LT skill sets. Such energy rechargers are typically pretty harsh and conditional, but they are the biggest deal in town until MT so...

Warrior Classy Skills
Classy skill sets of a vaguely warrior like theme, but hey, whatever, stick them on a witch or an assassin if you want. Some of the combos will work out absolutely fine.

Amazon Pride / Manazon Pride
I definitely wanted Amazons, but after Barbarian Rage and Gladiatorial Prowess, there wasn't much left for them to be other than sexist enforcers... so that's what they are! Beat up your least favourite gender with new and crazy bonuses.
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0 Amazonian Suicide Pact Convert Scary and Seductive social defeats from males into physical defeats (denies ally/conversion).
0 Amazonian Slave Pact Adds social defeats to physical defeats from males, preventing potentially being killed.
0 Amazonian Pride Naughty +1 Posh +1 on SDef
0 Amazonian Terror add Scary to Normal attacks vs Male AND Male characters at -1 to Normal and Social attacks against you.
0 Amazonian Beauty Pretty 1 to your NDef and Sdef. (Cannot Take with Pretty good trait)
1 Amazonian Allegiance +2 vs Female to Friendly and Seduce social attacks. +2 vs Male to Scary social attacks.
Turn after defeating at least 1 male may make a social attack as action on all enemy observers of one gender,
Friendly or Seduce vs female, OR a Scary attack vs male. Attack ignores multi target penalty.
1 Amazonian Honour On turn after any hit (after parry, before block) by a male against you, add +1 Devastating to all normal and social attacks vs male.
1 Amazonian Revenge If hit (before parry) by Male attacker 1E to attack them immediately. If triggered by group attack counter damages as a co-operative attack made by up to 10 troopers or if made as a social attack ignores Multi-Target penalties vs males only.
1 Amazonian Invulnerability Once per turn 1 Block for 1E vs Male Block has Social
1 Amazon Agenda All normal attacks gain +2 vs Male, Gain 1E in resource phase when defeating last male in sight (allies count).

Barbarian Rage
For smashing things and getting angry.
0 Fearless Barbarian Scary defeats converted to suicidal berserker rages.
0 Barbaric Law Ignorant +1 Strict +1 on SDef
0 Barbaric Nose Smell 1 on Sdef, +3 to Track things.
0 Sculpted Muscular Beauty Pretty 1 to your NDef and SDef when Body applies.
1 Body Builder +1 Max Injuries.
0 Armoured Muscle Armour +1 on NDef while Body applies.
1 Barbarity +2 vs Cowardly to all attacks and Social attacks.
1E to make a free Scare attack as an off hand to a normal attack action
The free attack is Multi-Target(All bar self) but only applies to Cowardly targets (enemy AND friendly) in range, this attack ignores Alert on Cowardly targets and suffers no multi targeting penalty for cowardly targets.
If Primary attack hits the off hand attack targets non-cowardly, ignores all multi target penalty and ignores Alert on targets hit by primary.
1 Barbaric Rampage On hit with Close Range1E to add Chaining and Backfire Each hit then chains a new compulsory attack.
1 Barbarian Rage While suffering at least one normal injury add +1 Devastating to all normal attacks and Scary social attacks.
0 Barbaric Customs 1 Block for 1E vs Social attacks with Educated, Strict, or Posh. Block is Social Ignorant Naughty Common
0 Barbaric Swing 1En or Expend Armour/Clothing on hit for +3 vs Non-Strong to any normal attack.
1 Barbaric Surge If at 0E (since start of turn) and defeat at least 1 character (after block) with normal or socia regain 1E in Resources
1 Strong Man +3 vs Furniture to all physical attacks. may add Devastating +1 on hit vs furniture increase this by +1 per 1E.
May lift up to big sized furniture in a single hand and either hit things with it or throw it (adds Throw, Long-Range, Double-Range-Penalties). And may add Pin on hit at no cost if the item is the same or larger than target size.
You also may do so as an off hand attack with an unused free hand for 1 Energy.
+3 vs Non-Strong +2 vs Weak to attack when using furniture as weapons.

Gladiatorial Prowess
For being a poncey combat show off.
0 Gladiatorial Honour Spare a targets life for an owed favour.
0 Gladiatorial Prowess Ignorant +1 Common +1 on SDef
0 Sculpted Muscular Beauty Pretty 1 to your NDef and SDef when Body applies.
0 Alerted By Audience Not unready to targets observed by targets you observe. Unless hit with actual distraction action.
1 And The Crowd Goes Wild +2 vs Decadent to Normal and Social Attacks
After defeating a target NEXT turn as Action or for 1E make a Social attack Undamaging Stun Parry (cancel all actions on hit) Multi-Target(All bar self) (friendly and enemy) ignores Multi Target Penalties and gets a +1 bonus per injury of damage (form any source) on all targets you defeated last turn.
1 Brutal Injuries 1E on hit to add Sever and Undamaging to a normal attack
1 Decapitation Display Critical on Normal Attack for 19-20 Add Sever and on 20 1E On Hit to upgrade to Decapitate instead.
1 Exhausting Blows 1E On Hit to add Drain 1 to a normal or social attack.
1 Fancy Attack Display 1E or Expend weapon on hit to add +3 vs Non-Fast to any normal attack.
2 Finishing Blow All Energy min before attack on a normal attack, must be the FIRST “before attack” upgrade applied.
If this attack defeats the enemy by the Recharge phase then you regain +E equal to enemy's Max Injuries.
1 Strong Man +3 vs Furniture to all physical attacks. may add Devastating +1 on hit vs furniture increase this by +1 per 1E.
May lift up to big sized furniture in a single hand and either hit things with it or throw it (adds Throw, Long-Range, Double-Range-Penalties). And may add Pin on hit at no cost if the item is the same or larger than target size.
You also may do so as an off hand attack with an unused free hand for 1 Energy.
+3 vs Non-Strong +2 vs Weak to attack when using furniture as weapons.

Knightly Code
For protecting stuff with the Guard action and pretending you follow an honourable code somehow involving gauntlet removal and face slapping.
0 Fearless Knight 1 Block per 1E vs Scary social injuries, MUST spend if possible.
If defeated by Scary attacks anyway may opt to surrender honourably, and simply cease to fight or act at all, becoming Unready.
0 Knightly Code Educated +1 Posh +1 on SDef
0 Knight Eyes Vision 1 on SDef while not Blind. Steal or Conceal actions at -3 vs you, effects best observer.
1 Silent Challenge Instead of hiding/sneaking, or for 1E when revealed make a Scare attack vs observer before they count as alerted. On success they remain Unready for 1 turn and do not spread Alert. You may perform a combined Charge/Assassinate in that next turn.
1 Evening The Odds Disarm or expend a weapon, armour, or item your targets does not have an equivalent for. Allows a free single-target Social Attack (any type) vs the primary target of this effect, OR a free multi-target social attack on OTHER targets in range
Single Target Option, Ignores Alert defence on target and adds Parry (cancel all actions on hit) and Stun.
Multi Target Option, Ignores Alert defence and Multi Target penalties. But misses if you do not hit the primary target with another attack.
1 Defensive Guard 1 free Block (using your defence keywords) each block phase that can only be spent on damage originating Guard triggered attacks
1 Offensive Guard 1E Action to perform any action other than Guard AND a Guard action at the same time
0 Aggressive Guard While Guarding you gain +2 vs all to your attacks against anyone who attacks you that turn.
2 Guardian Rage If attacked while guarding gain one attack in Refund phase with Devastating +X where X is the total number of injuries+undamaging hits (after parry, before block) you have taken this turn. If hit by a cooperative attack add Anti-Trooper +Y where Y is the largest Cooperative Attack Bonus that hit you.
2 Honourable Duel Defeat a single opponent without assistance of any form and without attacking others to regain +E equal to their max injuries when you defeat them. Declare your duels openly for convenience!
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PhoneLobster
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PostPosted: Thu Jan 31, 2013 2:46 am    Post subject: Reply with quote Add User to Ignore List

Roguish Classy Skills
For rogues, acrobats, pick pockets, cat burgulars, and exotic dancers. OK I was running out of roguish ideas by that last one, and all these torn shirt blocks were giving me ideas.
Thievery
Steal stuff for fun and profit. Also be extra sneaky and stuff.
0 Honour Among Thieves may not kill or rob from other characters with this ability.
0 Thieves Code Educated +1 Common +1 on SDef
0 Perfect Hearing Sonar 2 to SDef while not deaf.
0 Sharp Ears When a Non-Silent stealth action succeeds against you 1E to force a reroll. If it fails detected character is Unready.
1 Sneaky Stealth actions gain Tricky and +3 vs Non-Tricky add Tricky 1 to SDef
0 Pick Pocket +3 to Steal actions.
0 Light Fingers ignore any penalty for Stealing an item directly from a targets hands slots.
ignore any penalty for stealing an item with a bigger size keyword than the target.
1 Unfasten reduce the time it takes to disarm, steal, or unequip an item with multi-turn equip time to 1 Turn (and thus -1 Steal penalty). Doing fully expends the item on successful removal.
0 Deft Hands +3 to Disarm actions and if they succeed also counts as a Steal action on the same target item (making the target unaware of your disarm success). [Requires Pick Pocket]
0 Finders Keepers When you steal an item equip it as part of the same action, dropping displaced items in order to do so. Including worn items.
2 Stolen Heart When you steal an item reveal your robbery to immediately make a social attack that ignores Alert. Target the victim of the robbery, or Multi-target(All in 1 bar self) For the purposes of multi turn thefts this effect triggers on the last turn of lifting the item. The attack gains Devastating +1 against the robbery victim. If the robbery victim loses an item of clothing/armour as the robbery item target the entire social attack gains +2 vs Non-Naughty and +2 vs Strict
2 Thieving Assassin When you steal an item from another target successfully 1E to immediately equip and attack with it. Treating robbery victim as Unready for attack.
2 Kleptomania When you steal an item and had 0 Energy since the start of the turn in the Resource phase regain +X Energy where X is the number of equip turns of the item, or 1 if it has been unfasten.

Assassination
Get good at surprise attacks. And be sneakier.
0 Lawless Assassin 1E to fully negate all LT highly questionable specials in your LoS all turn.
0 Refined Assassin Educated +1 Posh +1 on SDef
1 Assassin Eyes Vision 2 on SDef while not Blind. Ignore Shadows bonuses to stealth and social against you.
0 Silent Assassin Stealth actions gain Silent, +2 vs Non-Deaf and +2 vs Sonar
add Silent to non-loud normal attacks, Silent attacks do not alert targets other than the one being attacked.
1 Sneak Off 1E Ignore Alert on observers on Hide or Sneak
1 Deadly Assassin may change KO to Kill on Assassinate. Add +3 vs All to Assassinate attacks
1 Hatchet Man may add Critical 19-20 adds Sever. And/Or add Sever on hit for 1E
1 Stylish Assassin On the turn after defeating a target with an assassination may make a Social attack with Multi-Target(All Bar Self) Undamaging Parry Stun ignores multi target penalties, ignores Alert, cancels all actions on hit. On a success it ALSO prevents targets from being Alert when parried and while stunned.
1 Social Assassin attack unready targets with a Social assassinate attack (any type of social attack) adding Devastating +X where X is enough to defeat the target in one hit. Or gain +3 vs targets with only 1 injury remaining.
2 Collateral Damage On Assassinate success (after parry)1E to basic Attack using the same option with Multi-Attack(All Bar Self).
2 Assassin's Driver All Energy min 1 vs Unready only to add Assassin KO Driver to add the damage from the fall to the attack (min 1)
This driver attack does NOT target the floor beneath it's target unlike normal ones, unless you miss and smash into it.
1 Counter Assassinate When an Assassinate attack is made against you may roll a Hide action vs attacker to immediately make an Assassinate attack back against them treating them as undread. If it fails you may instead make a basic attack. And you may attempt an damaging special Deceptive social attack on detected targets trying to assassinate you(ignoring Alert) to pretend you did not detect them, downgrading their attempted assassinations against you to basic attacks.
1 Murderous Assassin If you have 0E since the beginning of the turn then in resource phase regain +1E per target you defeated with Assassin attacks that turn (after blocks).

Dancing
Take your clothes off and dance around for fun and profit.
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0 The “Entertainment” As an action once per ST get free pass into a restricted area. Still may be searched/item restricted.
0 Sexy Bimbo Naughty +1 Ignorant +1 on SDef
0 Fan Cutter Removes Undamaging from Fan items and1E to remove Undamaging from any Fan attack again if it gets it from somewhere else (like a default Knock or Disarm or something).
1 Distracting Movement Must be naked or skimpy, all targets in your LoS suffer -X penalty to all rolls where X is the distance you moved modified by your inappropriate target seductive penalty against that target
1 Beautiful Attacks Must be naked or skimpy, any Normal attack you gain a bonus vs All equal to 2 Minus Inappropriate Seduction Target penalty. For 1E increase this to 5 Minus the penalty (on hit).
0 Escape Your Clothing Disarm clothing or armour to add Wrestle and Escape to any action. For multi turn disarms must be declared but only costs an action on the last turn.
1 Dance Of Distraction Seductive Special Social Distract attack may add Parry (cancels all actions on hit) and ignore multiple target penalties. And 1E may ALSO combine Dance of Distraction with Prevent Alarm special social attack
1 Take It Off As an action remove main clothing item (or a cloak or skirt) to make a Special Seductive social attack on all targets with LoS on you, (allied and enemy) Multi-Target(All Bar Self) Adding Undamaging Parry (cancel all actions on hit) and Stun this attack ignores Multi-Target penalties, but does not ignore Alert. If this leaves you entirely naked it gains +2 vs Non-Naughty and +2 vs Strict
1 Take It Off Now You can perform Take It Off with expended items, and may do so at no action cost with items that are expended/destroyed or disarmed in the same turn or as part of a block in the prior turn.
1 Stripped Of Burdens If you have 0E at the start of turn then in resource phase regain 1E if you have removed or entirely destroyed your main clothing item that turn. If this left you entirely naked regain 3 Energy instead.

Acrobatics
0 Quick Instincts Vision 1 on SDef while not Blind. Smell 1 on SDef Sonar 1 on SDef while not Deaf.
0 Cat Fall Stun self (unready next turn) OR your standard Action to prevent a falling damage attack. And gain +1E in resource phase
0 Circus Freak Naughty +1 Common +1 on SDef
1 Acrobatic Leap 1E add Jump to your movement this turn.
1 Acrobatic Driver All Energy min 0, Falling basic close range attack becomes special and gains Driver (minimum +1 Devastating)
1 Acrobatic Escape optionally add Evasive Undamaging Knock Escape +3 vs All, to a basic close range attack as a Special Attack action. Also add Wrestle for 1E or by expending clothing/armour item. May be applied to free escape attacks gained from Guards etc.
0 Acrobatic Recovery 1E for free stand up, or Control Destination of throw applied to you. Or move to non-aerial portion of zone or adjacent zone instead of falling.
1 Wall Running 1E add Climb to movement. +3 to Climbing Checks. May add Climb any time you Run or Charge at no cost.
0 Swimming Skill May add Swim to movement for no penalties due to Swimming. +3 to swimming checks.
1 Attack Mobility may Attack then move on charges, may use short and long range attacks on charges.
1 Assisted Launch Close-Range Single-Target undamaging unarmed parry (cancel all actions bar movement on hit) +2 vs Non-Fast, +2 vs Slow Drop parry effect optionally, willing or inannimate targets auto hit, lets you leap adding Jump to move and move +X zones where X is targets movement this turn.
1 Contortionist no penalty from being in a crowded or narrow zone. Add Wrestle and optionally Escape to any action. Gain +3 vs Grabbing or Grabbed while you are Grabbed or Grabbing to all actions, even Social ones.
1E (on hit) to upgrade Escape action (requires actual escaping) to add Grab or Throw
1 Juggler Temporary juggle hand slots for each hand, or throw dropped items for free. Move items thrown at you (miss or allied) and disarm/stolen items to juggle/hand slots optionally.
0 Trapeze Balance immune to passive triggers for “misstep” hazards, unless clumsy, then remove one step worse triggering for them.
1 Circus Performer If you have 0 Energy since the start of turn in resource phase regain +1E per undamaging attack you succeed in (after parry) that turn.
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PostPosted: Thu Jan 31, 2013 2:54 am    Post subject: Reply with quote Add User to Ignore List

Magical Classy Skills
Classy skill sets for magical characters. Very important as sources of the Mystic Keyword (except Magician which cheats) so you can use your magic skill sets without charged batteries and wands if you want to.
Magician
Get yourself a big hat. Get a bunny rabbit and some doves, hire a lovely assistant and make her wear a skimpy sequinned assistant outfit and learn assassination skills.
[spoiler[Is sort of roguish but has fallen into the Magical Classy set category instead. Sort of. Never actually makes you magic, but lets you fake magical abilities and do it without the magic. Or do various other things that help you out as a magical charlatan.[/spoiler]
0 Inconceivable! 1 Block for 1E vs Deceptive attacks, and MUST use it if possible.
In addition in the turn AFTER using this effect you MUST make an additional Deceptive social attack during your action for EACH use of this effect in the last block phase! The only thing that can stop you is being knocked out or killed, you will target allies if no other options.
0 Charlatan Educated +1 Common +1 on SDef
0 Non-Magical Skills Allows you to nominate and modify skills to remove Magic from their function. (during training/retraining of skills)
0 Selective Senses Vision2 OR Smell 2 OR Sonar 2 on SDef, select at beginning of turns.
0 Wand Master You can use any magic wand item as if you had the matching blaster skill, even if you don't. And may apply Non-Magical Skills to it's use if you have it.
0 Battery Bomber You can throw a magical battery (with a charge) causing it to explode with a primary target other than you (and potential secondary blast targets) when you do so you add +2 vs all to the attack. Also you may expend 1 Energy to increase the blast to all zones at short range.
0 Charlatan's Powers May add +3 vs Non-Tricky to any Energy or Magic attack for 1E on hit.
1 Quick Change 1E for 3 Equip actions at no action cost!
0 Nothing Up My Sleeves 1E on hit to add Disarm to a Magic or Energy attack, and include 1 free Equip action at no cost.
2 Puff Of Smoke Energy/Magic attack on a hit or a miss, 1E hide or sneak ignoring Alert. Also triggers at no cost on any magical teleport actions.
1 Misdirection for 1E or as your action you can prompt any other target (even an unwilling one) to roll a free off hand Distraction special social attack of your choice. The attack gains Parry and any targets trying to hit you with any attacks have hits against you cancelled on hit. In addition you may treat these targets (if hit) as not being Alert towards you if you perform a hide or other stealth OR social action the same turn.

Wizardry
Learn enough about magic to cheat the system and get discounted magical ability upgrades.
0 I'm A Wizard Add Mystic to your basic keywords
0 Wizard's Rules Educated +1 Strict +1 on SDef
1 Wizard's Eyes Vision +1 and Magic +1 on SDef, Ignore Shadows bonus on Social/Stealth attacks made against you.
0 Wizard's Skin Magic +1 on NDef. Increases to Magic +2 if your Body keywords apply to defence.
0 Wizard's Words May add Magic to social attacks to gain +2 vs Mystic.
0 Wizard's Aura may add Magic to your social attack and ignore Alert at Close-Range. 1E to extend this to Short-Range, All Energy Min 1 to extend to Long-Range (and also ignore Range penalties).
1 Wizard Wrestling may add Undamaging Wrestle Escape to your close range Magic attack for 1E before attack.
1 Repeat Pattern Once per turn activate any 1E cost upgrade to a magic skill or item use at no cost if you used it last turn.
1 Stolen Secrets Each turn you may act as if you know any single LT magical Skill that you have used, or have seen another character use this turn or in the previous turn. Thus allowing you to use that skill with your various actions.
2 Wizard's Wards 1E per Block vs Non-Strong Magic attacks, including Social. May even use this when unready or helpless.
1 Shared Wards While not Unready you may apply your Wizards Ward's or any magic Shield skill block vs ANY matching attack that you are in LoF of. [Requires Wizard's Wards]
0 Battery Subversion You may expend magical Battery charges on any 1 battery per turn equipped by any character, or not carried within Short-Range. Does not work against stored batteries (back packs or worse).
2 Battery Manipulator Expend magical battery charges from any magical battery on any magical skill/item/effect.

Witchery
Spit at people, stare at people and curse people with your mind.
0 I'm Not A Witch Add Mystic to your basic keywords
0 Witch's Passions Naughty +1 Common +1 on SDef
0 Witch's Nose Smell +1 and Magic 1 on SDef (note only +1 stacks) and +3 to attempts to Track things.
0 Witch's Hair Magic 2 on your NDef when not wearing a hat or helmet item.
1 Wrestling Hair If benefiting from witches hair you may add Wrestle Escape to your close range attacks (normal, magical or social) for 1E or at the cost of expending your hair (special injury) before attack. [Requires Witches Hair]
1 Witch's Spit As Action to make a close range magic heal on a helpless or willing target that heals 1 standard normal or social injury.
1 The Evil Eye may make any social attack with Magic Silent and ignore range penalties on a single target in LoS on and who has LoS on you. Undetectable by others and on success it is ALSO undetected by the target. Target may not become alert in a turn when hit, but can stay alert if already so.
0 Witch's Charm add Magic to your social attacks for +2 vs Non-Mystic.
2 Witch's Blood may expend Injuries in place of Energy when spending energy on Magic abilities and items.
In addition may use this to gain 1E worth of benefit at NO COST a number of times equal to unblocked physical injuries taken last turn.
If you also have the Feeble trait you gain +1 Energy per point of “Energy” spent by this ability in the Resource phase
2 Witch's Wards 1E per Block vs Non-Strong Non-Magic attacks, including Social ones. You may use this ability even when unready or helpless.
2 Witch's Hex Expend All Energy Min 0 during the block phase. All characters in your LoS to Long-Range may not use ANY blocks this block phase. Including you.


Sorcery
Make your magic bigger for no reason.
0 I'm A Sorcerer Add Mystic to your basic keywords
0 Sorcerous Moods Ignorant +1 Posh +1 on SDef
0 Sorcerous Instincts Magic 1 on NDef and SDef
0 Sorcerous Reserves +1 Max Energy
0 Sorcerer's Aura MUST add Magic to social attacks and now ignore multi-target penalties when making social attacks against targets at Close-Range. 1E to extend to Short-Range, All Energy Min1 to extend it to Long-Range (and also ignore Range penalties).
1 Sorcerous Energy activate an effect on a Magic item or ability that requires the expenditure of 1E at no cost, but become Stunned
1 Sorcerous Release Modify a Magic attack before roll with Wrestle Escape Throw Slow. [Requires Gathered Power]
1 Desperate Sorcerous Energy activate ANY amount of effects on Magic items or abilities that require E at no cost during this turn.
But then at the end of this turn suffer X standard Injuries (where X is the amount of E Spent) AND a KO Injury AND they are all Unblockable. [Requires Sorcerous Energy]
0 Magical Skills Nominate any selection of skill sets you have unlocked all their skills are now Magic.
1 Gathered Power before attack may modify any Magic attack to add Devastating +1 for either 1E OR also add Slow.
2 Sorcerous Appetites If you have 0E (from the START turn) may Block up to your spent E in Injuries from Non-Strong Magic attacks. You then gain 1E per such block during Resource phase

Priesthood
Be a magical hypocrite and beat up others for daring to be magical.
0 I'm A Believer Add Mystic to your basic keywords
0 Priestly Dedication +1 SDef using any one of the “Socially Developed” keywords for the bonus (Educated, Ignorant, Posh, Common, Strict or Naughty) select permanently on taking the skill.
0 Faith Healing As a Magic Heal Short-Range Single-Target action heal 1 Standard Injury on any character, OR 1 KO or Kill injury on a character who has been physically defeated (since the beginning of this turn).
0 Priestly Aura Magic 1 and Obfuscating +1 (yes one has stackingt) on NDef. You also become a Light source with a Bright +1. You may suppress the light source function at will, but cannot do so in any turn in which you spend energy.
0 Priest's Earlobes Magic 1 and also gains Sonar+1 while not Deaf. To SDef
1 Sealing Sutra 1E or Action to make a Scary social attack with Magic, Undamaging, Parry
Sealing Sutra also specifically parries Blocks with the Magic keyword.
This attack on a hit cancels all actions with the Magic keyword or cancels all actions on a target with the Mystic keyword.
At the cost of 1E (on hit) may add Stun to this attack only against targets with BOTH Mystic AND Magic
1 Witch Hunter normal attacks may add Magic and +4 vs Magic
1 Witch Slayer may expend 1E on hit to add Magic and Devastating +1 to any attack (normal or social) only vs Magic targets.
1 Witch Draining may add Magic and Drain 1 to any attack (normal or social) only vs against Magic targets.
2 Inspire Allies Expend your action and nominate a character within short range. They may expend your E this turn as if they were their own (additional separate reserve for all energy purposes).
1 Warded Mind May expend 1E per block vs social injuries from Magic attacks.
2 Human Sacrifice If you have 0E at the start of the turn, may spend your action that turn to “finish” and kill a helpless or willing target in your zone, on success gain 1E in the resource phase. If the target was Mystic instead gain E equal to the target's Max Energy, Min 1
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PostPosted: Thu Jan 31, 2013 2:57 am    Post subject: Reply with quote Add User to Ignore List

OK so that is basically the entire LT Skill sets document, at least, I don't think I missed any.

With any luck I'll decide to cut and paste up the Items document some time shortly. But you have access to the document itself now if you are interested before I get around to it.

After that maybe some sample builds and encounters will be in order, since that is actually basically the vast majority of the rules for the LT tier of the game complete right there.
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PostPosted: Thu Jan 31, 2013 9:59 pm    Post subject: Reply with quote Add User to Ignore List

I'm really glad to see this stuff going up. In particular, I really like the handling of drift, base-building, and skill unlocking. Drift, in particular, is something that Shadowrun and After Sundown have always needed and never had. I don't agree with all of your choices, but thi is the most thorough treatment I've seen of any of those issues.
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PostPosted: Fri Feb 01, 2013 4:56 am    Post subject: Reply with quote Add User to Ignore List

Some Notable Item Assumptions
I can't remember if I've covered all this already or not, so here are some important notes.

Items have keywords. This is occasionally important for direct attacks against items and rip and crack effects etc...

Clothing and armour items have numbers next to some of their keywords like say Armour 4 When you wear items in your main clothing slot (or if they go in another slot like cloak but state they add to or become top layer defence) they modify your defence profile adding their keywords AND any associated bonuses.

Weapon items commonly have bonuses listed after their keywords like how swords get +2 vs Body. If you use the weapon as an attack then you apply +2 vs targets with Body on their defence profile, etc...

Item modifiers change items, you can stack a bunch onto an item. Some modiers add +1 Complex, changing a simple item to a Complex one or a Complex one to Very Complex, occasionally they may add +2 Complex and go straight to Very Complex. Others may be listed as “Minimum Complex” or “Minimum Very Complex” these only change an items complexity if it is not ALREADY at least that complex (so you can have an item with a +1 Complex modifier AND a Minimum Complex modifier and it is still just a Complex item).

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Projectile weapons (and some others) have an item profile which is used for defence and if you use it as a melee weapon (ie club someone with your bow) AND have a projectile attack profile which is a set of keywords and bonuses for any projectile attack with the item.

Projectile weapons typically need ammo. Bows and Crossbows need Quivers, and Guns need Bullet pouches. You must HAVE an ammo to make a normal attack with a projectile weapon (in your pocket, or in your hand. A projectile weapon may share a pocket or hand with a matching ammo item). The ammo is NOT spent by normal attacks, but all projectile weapons have some sort of attack upgrade that CAN expend the ammo.

Battery items hold a charge that can be spent as additional energy by the user on certain magic skills. Like most additional energy pools batteries (all your batteries applicable to the skill being used) are considered an additional SEPARATE pool of energy, so if you use an All Energy cost ability, it drains EITHER your normal Energy pool OR your Battery pool, your choice. Worth noting here that similarly characters with that trait (or the skill) that lets you spend Injuries as energy treat their Injuries as Energy and their regular Energy as two separate pools in the same way.

Items with the Unique keyword allow only one item of that type (or with that modifier) to be equipped by the same character at the same time.

Items with the Disposable keyword are usually either potions or oils or something. Potions and bombs etc... are destroyed on use. Oils and Paints are destroyed after being removed, expended or disarmed. These items are often sold in stacks that can fit in one pocket like “3c for a stack of 3” as its price listing.

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General Items
1c Standard Clothing Clothing Cloth Soft Basic main clothing item
1c Standard Underwear Clothing Cloth Skimpy Partial Soft Light Basic underwear layer item
0c Bare Feet Not An Item, Caltrops get bonuses, +1 vs Non-Deaf on Hide and Sneak actions.
2c Soft Shoes Boots Plastic Soft Weak prevents caltrops bare foot bonus
2c Hard Boots Boots Plastic Hard Weak prevents caltrops bonus and applies -2 to caltrops vs wearer. -1vs Non-Deaf to stealth.
2c Gripping Boots Boots Plastic Hard Weak prevents caltrop bonus. -2 penalty to mistep vs wearer. -1 vs non-deaf to stealth.
3c Metal Boots Boots Metal Hard prevents caltrop bonus, -4 penalty to caltrops vs wearer. -2 vs non-deaf to stealth.
1c Pouch/Purse Soft Weak Small Cloth Pocket upgrade holds 30 coins instead of default 3 per pocket.
1c Sack Soft Cloth Weak Pack upgrade item. May be hand held. +2 resist steal contents and sack, +4 conceal internal.
2c Backpack Soft Cloth Pack upgrade for 6 pack slots. Can be hand held. +2 contents vs steal, +4 pack vs steal, +4 conceal.
1c Belt Unique Plastic Pocket Upgrade, multiplies pocket to 2 pockets.
1c Weapon Sheath Plastic Pocket Upgrade weapon store in place of drop at no action cost.
1c Hat Cloth Soft Hat Weak Can be expended to block a Decapitate or Kill injury from a Non-Strong attack.
1c Cloak Cloak Cloth Soft Weak +2 bonus to attempts to conceal your identity and items as suspicious stranger. Helps camping,
1c Travel Rations Soft Flesh Weak Enough supplies for 1 ST for 1 Character made to fit in 1 pocket.
1c Water Flask Plastic Weak 1 pocket bottle of water, enough for 1 character for 1 ST.
1c Torch Weapon Flesh Hard Weak Bright 2 light source when lit. Torch Fire Attack Energy Fire Undamaging Weak Close-Range Single-Target +2 vs Flesh or Plastic
2c Lamp Weapon Metal Ceramic Hard Weak Bright 2 light source when lit. May hide lamp as part of a stealth action.
1c Rope Cloth Soft 1 zone length of rope. May join up to three to fit in one pocket or more over multiple pockets.
2c Grapnel Hook Weapon Hard Metal Thrown Long-Range Pin May attach a chain or rope as part of the same pocket.

General Speciality Items
These items were the original “start” of the weird cultural item alternative/extra options lists... then I decided not to do it like that. But they remain here because of I dunno. Lazy legacy lets say. Lets call them a sampler of cultural item extras.
2c Chain Metal Heavy Armour 4 Like a Rope only made out of metal. Has a defence bonus.
1c Leather Cord Plastic Like a Rope only made out of leather.
2c Weapon Leash Plastic Uses up a pocket as an anchor point for a leashed grapnel or other weapon. May include 1 pocket of rope/chain/cord shared in weapon leash slot and attached to any weapon. Leashed weapons are Minimum Complex
4c Belt Suit Armour 1 Skimpy Partial Tight Light Plastic Main armour item that grands +2 pockets in it's layer.
3-5c Rope Suit Armour 1 Skimpy Partial Tight Light Cloth Soft Main clothing item that is also 1 length of rope. (+1c per additional length up to 3) Can leash to a weapon. Can move to hand as rope at no action. 1 Equip to move from hand to worn.
2-4c Rope Hair Hat Cloth Soft 1 length of rope worn as hair/hat/wig. Anchored to body. May leash a weapon. +1c per length to max 3)
3c Pack Hat Hat Cloth Big -1 SDef, contains 2 Back Pack slots with +2 bonus to Conceal and Resist steal.
3c Hair Pins Holsters Hat Cloth Hat acts as 2 weapon sheaths for small weapons (usually disguised ones).
4c Giant Hair Pins Hat Cloth Big Hat acts as 2 weapon sheaths for larger than small weapons (often disguised) & -1 to SDef.
4c Back Rack Hard Plastic Turns all 4 Back Pack slots into 2 pocket slots, usually then filled with Sheaths.
4c Cloak Rack Hard Plastic Turns cloak slot into 2 pocket slots, usually then filled with Sheaths.
6c Pocket Coat Cloth Soft Cloak COMPLEX Cloak item that grants 2 pockets slots with +2 conceal to items in pockets. .
8c Pocket Suit Clothing Light Cloth Soft Main clothing item that grants 4 Pocket Slots (change to back pack slots if expended)
2c Tiny Vest Unique Cloth Soft Small Weak Upgrades a pocket into 2 pockets.
3c Extra Belt Unique Plastic Upgrades a pocket into 2 pockets.
3c Pocket Boots Boots Plastic Big Prevents caltrop bonuses. -1 vs Non-Deaf to Stealth Provides1 bonus Pocket per Boot.
2c Pack Boots Boots Cloth Big Prevents caltrop bonuses. Provides +1 Back Pack slot per boot.
4c Pocket and Pack Boots Boots Plastic Cloth Big Heavy Prevents caltrop bonuses. -2 vs Non-Deaf to Stealth Provides1 bonus Pocket per Boot AND+1 Back Pack slot per boot.

0c Hybrid Boots +1 COMPLEX Clothing OR Weapon, combine two boots items into one.(Adds complexity type based on type of items combined)
0c Hybrid Hat +1 COMPLEX Clothing OR Weapon, combine two hat items into one. (Adds complexity type based on type of items combined)
0c Hybrid Clothing +1 COMPLEX Clothing, combine two clothing items into one.
0c Hybrid Gloves +1 COMPLEX Clothing OR Weapon, combine two gloves items into one. (Adds complexity type based on type of items combined)

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Melee Weaponry Items
Items
2c Sword Weapon Metal Hard Sword +2 vs Body
1c Shield Weapon Metal Hard Shield
2c Spear Weapon Metal Hard Spear +2 vs Big, Small sized with spears +2 vs Normal Sized. optionally be Thrown for Long-Range
1c Club Weapon Metal Hard Hammer +2 vs Small, Big sized club users with Big sized clubs also get a +2 vs Normal Sized.
2c Hammer Weapon Metal Hard Hammer +2 vs Armour optionally Thrown to add Long-Range and Double-Range-Penalties
2c Pick Weapon Metal Hard Hammer +2 vs Hard
1c Sabre Weapon Metal Sword +2 vs Evasive
2c Axe Weapon Metal Hard Axe before attack may add -2 vs All and Sever, optionally be Thrown to add Long-Range and Double-Range-Penalties
3c Cleaver Weapon Metal Hard Axe +2 vs Soft optionally Thrown to add Long-Range and Double-Range-Penalties

Modifiers
0c+item Hybrid Weapon +1 COMPLEX Combines the traits of an additional basic weapon with the modified weapon.
2c Hooked Weapon +1 COMPLEX +2 vs All when making Disarm attacks
2c Guarded Weapon +1 COMPLEX+2 vs All when making Parry attacks
3c Ripping Weapon +1 COMPLEX Adds Critical On a natural 19-20 attack roll adds Rip
2c Long Weapon Weapon becomes Big and for 1E makes a free attack against any target that attacks you with a smaller sized weapon.

Heavy Weaponry Items
Items
5c Heavy Sword Weapon Metal Heavy Hard Sword +3 vs Body -2 vs all without Heavy Weapon Handling.
2c Heavy Shield Weapon Metal Heavy Hard Shield
2c Heavy Club Weapon Metal Hard Heavy Big Hammer +4 vs Small, Big sized club users with Big sized clubs also get a +2 vs Normal Sized. -2 vs all without Heavy Weapon Handling.
4c Heavy Hammer Weapon Metal Hard Hammer +3 vs Armour optionally Thrown to add Long-Range and Double-Range-Penalties -2 vs all without Heavy Weapon Handling.
4c Heavy Axe Weapon Metal Hard Axe before attack may add -2 vs All and Sever, optionally be Thrown to add Long-Range and Double-Range-Penalties -2 vs all without Heavy Weapon Handling.
2c Heavy Shot Put/Boulder Weapon Ceramic Hard Hammer +4 vs Small Big sized shot put users with Big sized clubs also get a +2 vs Normal Sized. The shot put may be Thrown to add Long-Range The shot put suffers -2 vs All when NOT thrown. -2 vs all without Heavy Weapon Handling.

Modifiers
0c+item Hybrid Weapon +1 COMPLEX Combines the traits of an additional basic weapon with the modified weapon.
1c Big Weapon Weapon adds Big, and therefore standard big modifiers (+2 vs Big, -2 vs Small).
3c Very Big Weapon Heavy Weapon adds Big, and therefore standard big modifiers (+2 vs Big, -2 vs Small) AND +2 vs Normal Sized.
3c Knocking Weapon +1 COMPLEX OR adds -2 vs All without Heavy Weapon Handling if item is already Heavy. +2 vs All when making Knock attacks Adds Heavy to the weapon profile.
2c Heavier Weapon -2 vs All without Heavy Weapon Handling +1 vs Non-Heavy and +1 vs Light Adds Heavy to weapon keywords.
2c Chopping Weapon +1 COMPLEX OR adds -2 vs All without Heavy Weapon Handling if item is already Heavy. Adds Critical and Heavy. On a natural 19-20 attack roll adds Sever
3c Smashing Weapon +1 COMPLEXOR adds -2 vs All without Heavy Weapon Handling if item is already Heavy. Adds Critical And Heavy On a natural 19-20 attack roll adds Crack
4c Bisecting Weapon +1 COMPLEX weapon must be Heavy and Big. Adds Critical 19-20 adds Bisect.
6c Bisector Chop Weapon +1 COMPLEX weapon must be Heavy and Big. Add -3 before attack to add Bisect.

Thrown Weaponry Items
Items
2c Spear Weapon Metal Hard Spear +2 vs Big, Small sized with spears +2 vs Normal Sized. optionally be Thrown for Long-Range
2c Hammer Weapon Metal Hard Hammer +2 vs Armour optionally Thrown to add Long-Range and Double-Range-Penalties
2c Axe Weapon Metal Hard Axe before attack may add -2 vs All and Sever, optionally be Thrown to add Long-Range and Double-Range-Penalties
3c Cleaver Weapon Metal Hard Axe +2 vs Soft optionally Thrown to add Long-Range and Double-Range-Penalties
4c Javelin Weapon Metal Hard Spear +2 vs Hard May be Thrown to add Long-Range
1c Shot Put/Boulder Weapon Ceramic Hard Hammer +2 vs Small Big sized shot put users with Big sized clubs also get a +2 vs Normal Sized. The shot put may be Thrown to add Long-Range The shot put suffers -2 vs All when NOT thrown.
4c Boomerang Weapon Metal Hard Boomerang +2 vs Evasive May be Thrown to add Long-Range
4c Bladerrang Weapon Metal Hard Boomerang +2 vs Body May be Thrown to add Long-Range
3c Throwing Sheath Hard Metal Upgrades a pocket slot causing weapons in the slot to count as “ready” for throwing purposes, like Throw Barrage.

Modifiers
2c Throwable Weapon +Minimum COMPLEX may add Thrown for Long-Range
3c Chuckable Weapon may add Thrown for Long-Range and Double-Range-Penalties
3c Barbed Weapon +1 COMPLEX adds Pin effect on hit applying it's attack profile and Armour 4 as defence against escape. May have addtiional effects if weapon is leashed/grapnled. Victim is at -2 attack and -2 NDef and SDef while impaled. Removal of the item causes an additional attack roll with the weapon on the victim which is Stacking and ignores damage cap that turn.
2c Swerving Boomerang +1 COMPLEX Applied to a Boomerang Item which then gains Guided and ignores armour bonuses from Cover, Weapons or Shield items on it's thrown attacks as it can curve around corners and stuff.

Light Weapons Items
Items
1c (for 2) Dagger Weapon Metal Hard Sword Dagger Small Light Weak +2 vs Flesh may add Thrown for ShortRange
1c Stilleto Weapon Metal Hard Sword Dagger Small Light Weak +2 vs Armour may add Thrown for ShortRange
3c Whip Weapon Plastic Soft Whip Light Weak +2 vs Evasive
2c Buckler Weapon Metal Hard Small Light Weak Shield You can hold and use an item in the same hand using a buckler, but you cannot use the buckler and the held item during the same turn.
2c (for Stack Of 5) Dart Weapon Metal Hard Dart Small Light Weak +2 vs Soft -2 vs all if not Thrown. Thrown for Long-Range.
3c Dart Pouch Hard Metal modifies a pocket slot to count Darts held in that pouch as “Ready” for the purposes of “throwing” attacks like “Throwing Barrage”.

Modifiers
1c Light Weapon Adds Light and Weak to a weapon profile. Used to make Short Swords, Light Axes, Light Spears etc...
This may not be applied to any weapon item that is (or becomes) Heavy.
2c Light Weight Weapon +1 COMPLEX +1 vs Non-Light and +1 vs Heavy Adds Light
1c Throwing Knife +Minimum COMPLEX Modifies a dagger item, changing its thrown attack range to LongRange
3c Long Whip +1 COMPLEX Increases Whip attack range to Short-Range (no it isn't thrown, it's just that long).
1c Hands Free Light Weapon +1 COMPLEX Light weapon now counts as ready when equipped in a Pocket.
5c Fast Light Weapon +1 COMPLEX Light weapon adds Fast to it's attacks.

Projectile Weapons Items Items to shoot people with! Again may vary in size or material types by culture.
1c Quiver Plastic Hard Ammo Item for Bows and X-Bows (equip in pockets).
3c Short Bow Weapon Flesh Hard 2handed Requires Quiver Ammo, fires Bow Projectile Metal Hard Weak Long-RangeSingle-Target +2 vs Soft Before Attack expend 1 ammo to change to MultiTarget(All in 1 bar self)
3c Long Bow Weapon Flesh Hard 2handed Requires Quiver Ammo, fires Bow Projectile Metal Hard Weak Slow Long-RangeSingle-Target +2 vs Hard Before Attack expend 1 ammo for HalfRangePenalties
3c Cross Bow Weapon Flesh Hard X-Bow Requires Quiver Ammo, fires X-Bow Projectile Metal Hard Weak Long-Range Single-Target +2 vs Armour expend 1 ammo before attack for AP and ignore Armour bonus
2c Tiny Cross Bow Weapon Flesh Hard Small Light X-Bow Requires Quiver Ammo, fires X-Bow Projectile Metal Hard Small Light Weak Long-Range Single-Target +2 vs Evasive Before Attack expend 1 ammo for Accurate and ignore Evasive bonus
1c Bullet Pouch Plastic Soft Ammo Item for Guns (equip in pockets).
4c Hand Gun Weapon Metal Hard Gun Requires Bullet Ammo, fires Gun Projectile Metal Hard Weak Long-Range Double-Range-Penalties Single-Target +2 vs Body Before Attack expend 1 ammo for Devastating +1
5c Hunting Rifle Weapon Metal Hard Gun 2handed Requires Bullet Ammo Gun Projectile Metal Hard Weak Slow Long-Range Single-Target +2 vs Big Before Attack expend 1 ammo for +2 vs Big and Devastating +1
5c Blunder Bus Weapon Metal Hard Heavy Gun 2handed Requires Bullet Ammo, fires Gun Projectile Metal Hard Heavy Slow Blast Weak Backfire Short-Range Single-Target +2 vs Flesh Backfire effect on natural 1 re-roll attack against randomised “undesirable” target (or targets if upgraded) (potentially including self). Before Attack expend 1 ammo for Multi-Target(5 in 1 bar self) AND Devastating +1

Modifiers
1c Powerful Projectiles +1 COMPLEX removes Weak from projectile attack. Or adds Strong if already not weak. Yes you can apply this modifier twice.
1c Heavy Projectiles Remove the Weak keyword from it's projectile attacks. But then adds Heavy to it's base profile and projectile attacks. Cannot be applied with any Light effect.
5c Long Range Projectiles +1 COMPLEX gain Half-Range-Penalties to projectile attack.If the weapon is a Long Bow it's ammo upgrade option now removes Range Penalties entirely.
2c Burning Projectiles +1 COMPLEX adds Fire to projectile attacks (and +2 vs Oil)
3c Smoking Gun +1 COMPLEX Applies to Gun weapons only. AFTER firing your Gun weapon you drop a cloud effect in the zone you fired it from (granting Obfuscation 3 to normal defence when firing into or out of it and blocking sight through it) Unless windy the cloud effect remains stationary and persists for the entirety of combat.
2c Explosive Projectiles +1 COMPLEX Projectile Weapon gains Blast and +2 vs Obfuscating
2c AP Projectiles +1 COMPLEX Projectile Weapon gains AP and +2 vs Armour
3c Bladed Bow/Gun +1 COMPLEX Weapon AND Projectile Creates a weapon that is a Projectile Weapon with the melee weapon profile of a Melee weapon. Both weapons gain +1 Complexity.

Unarmed Combat Items
2c Fingerless Punching Gloves Armour Partial Plastic Glove +2 vs All when making Disarm attacks Usable as a Weapon OR to upgrade hand based unarmed attack.
2c Hard Metal Gauntlets Armour Hard Metal Glove +2 vs Hard Use as a Weapon OR modify hand based Unarmed attack.
2c Spiked Gauntlets Armour Hard Metal Glove +2 vs Soft Use as a Weapon OR modify hand based Unarmed attack.
4c Big Metal Gauntlets Armour Hard Metal Heavy Big Hammer Glove +2 vs Small +2 vs All when making Grab attacks Use as a Weapon OR modify hand based Unarmed
4c Cloth Wrap Bracers Unique Clothing Cloth Weak Soft Only usable by Named. Expend to fuel Unarmed attack ability in place of 1E or to fuel 1 Unarmed Block.
2c Kung Fu Bracers Unique Armour 1 Partial Metal Hard Adds to defence profile (but is not a layer). Can be expended with Unarmed Block.
3c Spike Heels/Pointed Toes Hard Metal Armour Dagger Shoes +2 vs Armour Usable as a Weapon OR to upgrade foot based unarmed attack.
3c Platform Heels/Club Boots Hard Metal Armour Hammer Shoes +2 vs Body Usable as a Weapon OR to upgrade foot based unarmed attack.
3c Fighting Slippers Cloth Soft Shoes Adds to foot based unarmed attacks. Expend this item to re-roll a missed foot based attack
2c (for stack of 3 uses) Wrestling Oil Oil 2 Skimpy Partial Disposable Oils and paints layer item. Expend as free Parry to auto negate a Grab. Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
NOTE See general items for hybrid shoes and gloves, and various Weaponry skills for hybridised weaponry.
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No Clothes Items
Items
2c Tiny Pants Partial Cloth Clothing Light Skimpy A basic skimpy main clothing/underwear item.
3c Battle Bikini / Battle Harness Partial Light Armour 1 Plastic Skimpy Extra light skimpy armour.
3c Modesty Cloak Cloth Cloak Heavy Soft Clothing top layer item, when expended disarm at no cost. Or disarm on hit at no cost for parry (attack misses if defence change alters outcome).
3c Modesty Hat Cloth Hat Big Skirt Heavy Soft Clothing Same as Modesty Cloak only worn in a hat slot.
4c (for stack of 3 uses) Shameless Nudity Partial Skimpy Disposable As sole top layer clothing Pretty +1 to NDef SDef. Worn in Underwear OR paints and oils layer (but not both).
2c (for stack of 3 uses) Wrestling Oil Oil 2 Skimpy Partial Disposable Oils and paints layer item. Expend as free Parry to auto negate a Grab. Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit

Modifiers
2c Malfunctioning Garment +Minimum COMPLEX Adds Social allowing Torn Shirt block against social attacks.
Only usable by characters with the Pretty keyword, or at least 1 skill in No Clothes or Seductive skill sets.
2c Quick Release Clasps +1 COMPLEX Clothing Changes equip/disarm time to 1. Remove item at no action cost when expended or at any time including on hit as a potential parry (if defence changes cause a miss).
4c Skimpy Cut +1 COMPLEX Clothing Adds Skimpy and Partial to an item changes maximum Armour bonus on item to Armour 2 or Armour 3 if it is Heavy
6c Revealing Form +1 COMPLEX Clothing Adds Skimpy to an item but NOT partial.

Partial Armour Items
Items
2c Tiny Metal Pants Partial Metal Hard Plate Light Armour 1 Skimpy A main clothing underwear layer item.
3c Armoured Harness/Bikini Partial Metal Plastic Hard Plate Chain Tight Armour 1 Skimpy A clothing/armour layer item
4c Half Plate Armour Armour 3 Metal Hard Plate Partial You may not run in half plate without a special skill. Main clothing/armour.
3c Breast Plate Armour 2 Metal Hard Plate Partial Main clothing/armour.
2c Helmet Armour Metal Hard Hat expend for 1 Block vs a Decapitating Injury.
2c Hard Metal Gauntlets Armour Hard Metal Glove +2 vs Hard Use as a Weapon OR modify hand based Unarmed attack.
2c Spiked Gauntlets Armour Hard Metal Glove +2 vs Soft Use as a Weapon OR modify hand based Unarmed attack.
3c Heart Guard Unique Armour Plate Metal Hard Expended from a pocket slot for 1 Block against a KO or Kill injury.

Modifiers
3c Partial Cut Adds Partial to any armour suit, but reduces the Armour bonus of Heavy suits by -1 point.
2c Armour Spikes +1 COMPLEX clothing Armour Metal Hard Weapon Light Weak +2 vs Non-Armour Attachs to your armous as a equipped Simple weapon. 1E for off hand Armour Spikes on all targets you are grabbing, or that are grabbing you.
3c Armour Blades +1 COMPLEX clothing AND Weapon Metal Hard Weapon * Attaches a pair of matching weapons (any type) to your armour as equipped attack options. They cannot be disarmed separately to the suit. They do not use up hand or pocket slots.
3c Additional Plating +1 COMPLEX clothing Armour+1 Metal Heavy Hard Plate Adds keywords to armour or clothing and increases bonus to NDef. Can be expended separately from the main item for a partial torn shirt IF you have Ablative Armour Plating skill.

Tight Armour Items
Items
2c Leather Helmet Armour Plastic Tight Hat expend for 1 Block vs Decapitate Injury.
2c Tiny Leather Pants Clothing Plastic Armour 1 Tight Light Partial Skimpy A main clothing/underwear item.
2c Silk Tights Cloth Clothing Armour 1 Tight Light Soft A simple main clothing item
2c Leather Vest/Pants Plastic Armour 1 Light Tight Partial A Main clothing item.
3c Leather Suit Plastic Armour 2 Light Tight A Main armour item.
3c Padded Suit Cloth Soft Armour 1 Light Tight A main armour item. May be worn in clothing layer underneath another armour item.
4c Skin Tight Chainmail Suit Metal Chain Armour 2 Tight A main clothing item
2c Very Long Gloves Armour Plastic Tight Glove Lets you count as wearing tight armour even if you aren't. Can be expended in place of tight armour for Elastic Escape, Elastic Jump or Cat Suit Fall
2c Very Long Boots Armour Plastic Shoes Allows you to count as wearing a Tight armour item for any skills even if you are not.
Can be expended for for Elastic Escape, Cat Suit Fall or Elastic Jump in place of a main armour item.

Modifiers
2c Sheer Stocking Silk Tights +Minimum COMPLEX Applies to Silk Tights, adds Skimpy and Transparent
5c Transparent Skin Tight Chainmail +Minimum VERY COMPLEX Applies to Skin Tight Chainmail Suit, add Skimpy & Transparent
6c Elastic Evasive Armour +1 COMPLEX If applied to a Heavy clothing or armour item this upgrade applies an additional +1 COMPLEX. While this item is your top layer if you have the skill may apply Elastic Evasion Block against any Non-Fast attack instead of just slow ones.

Chain Armour Items
Items
2c Tiny Chain mail Loin Cloth Partial Metal Chain Soft Light Armour 1 Skirt Skimpy Main clothing/underwear item.
3c Chain Mail Harness/Bikini Partial Metal Tight Chain Armour 1 Skimpy Main clothing item
4c Light Chain mail Shirt Metal Chain Light Armour 2 Partial Can be worn as an extra layer beneath clothing or other armour (above underwear). But does not count as a separate layer for torn shirt (torn with immediate upper layer) unless you have a skill. +3 to conceal this armour under other armour/clothing. When worn under clothing even if fully covered applies it's Armour bonus.
3c Full Chainmail Suit Metal Chain Armour 3 A Main armour item.
3c Heavy Chainmail Suit Metal Chain Heavy Armour 4 A Main armour item.
4c Skin Tight Chainmail Suit Metal Chain Armour 2 Tight Main clothing item
8c Chainmail Robes Metal Chain Robe Heavy Armour 4 Minimum COMPLEX A Main armour item.
6c Chainmail Cloak Metal Chain Cloak Heavy Armour 2 Top layer defence. May be disarmed at no cost when expended or at any time other than on hit.

Modifiers
5c Transparent Skin Tight Chainmail +Minimum VERY COMPLEX Applies to Skin Tight Chainmail Suit, add Skimpy & Transparent
6c Transparent Chainmail +1 COMPLEX Applies to any chain armour, adds Skimpy & Transparent



Plated Armour Items
Items
2c Tiny Metal Pants Partial Metal Hard Plate Light Armour 1 Skimpy A main clothing underwear layer item.
4c Half Plate Armour Armour 3 Metal Hard Plate Partial You may not run in half plate without a special skill. Main clothing/armour.
3c Breast Plate Armour 2 Metal Hard Plate Partial Main clothing/armour.
3c Full Plate Armour Armour 3 Metal Hard Plate Main Clothing. Cannot Run or charge in this armour without special skill
4c Heavy Plate Armour Armour 4 Metal Hard Heavy Plate Main Clothing Cannot Run or charge in this armour without special
2c Helmet Armour Metal Hard Hat expend for 1 Block vs a Decapitating Injury.
2c Hard Metal Gauntlets Armour Hard Metal Glove +2 vs Hard Use as a Weapon OR modify hand based Unarmed attack.
3c Heart Guard Unique Armour Plate Metal Hard Expended from a pocket slot for 1 Block against a KO or Kill injury.
2c Neck Brace Armour Plate Heavy Metal Hard Expend from equipped pocket for 1 block vs Decapitate. Unique (per neck)
2c Plated Leg Braces Armour Metal Hard Plate Heavy Expend from equipped pocket for 1-2 blocks vs Sever targeting leg or legs. Unique (per pair of legs)
2c Plated Arm Braces Armour Metal Hard Plate Heavy Expend from equipped pocket for 1-2 blocks vs Sever targeting arm or arms. Unique (per pair of arms)

Modifiers
2c Armour Spikes +1 COMPLEX clothing Armour Metal Hard Weapon Light Weak +2 vs Non-Armour Attachs to your armous as a equipped Simple weapon. 1E for off hand Armour Spikes on all targets you are grabbing, or that are grabbing you.
3c Armour Blades +1 COMPLEX clothing AND Weapon Metal Hard Weapon * Attaches a pair of matching weapons (any type) to your armour as equipped attack options. They cannot be disarmed separately to the suit. They do not use up hand or pocket slots.
3c Additional Plating +1 COMPLEX clothing Armour+1 Metal Heavy Hard Plate Adds keywords to armour or clothing and increases bonus to NDef. Can be expended separately from the main item for a partial torn shirt IF you have Ablative Armour Plating skill.

Robe Items
Items
3c Big Cloak Cloak Cloth Soft Heavy Top layer defence. May disarm when expended or any time, including on hit as a parry effect (if the defence change would cause a miss). +3 bonus to attempts to conceal or disguise (as suspicious cloaked stranger) beneath the cloak.
2c Elaborate Robes Robe Clothing Cloth Soft Main Clothing +3 to conceal items in pockets.
2c Elaborate Gown Robe Clothing Cloth Soft Main Clothing +3 to conceal items in pockets.
2c Big Heavy Elaborate Robes Robe Heavy Armour 1 Clothing Cloth Soft
Can be worn in the Heavy layer even without special training. Main Clothing +4 to conceal items in pockets and lower layers of clothing.
1c Loin Cloth Skirt Clothing Cloth Skimpy Partial Fragile Soft Main clothing/underwear.
2c Layered Skirts Skirt Cloth Soft Can be expended from a pocket for Torn Shirt IF you have Skirt Layering skill. +1 Conceal items bonus stacks with other clothing

Modifiers
4c Gossamer Gowns +1 COMPLEX Adds Skimpy and Transparent to a cloth robe.
1c Gossamer Layered Skirt +1 COMPLEX Adds Skimpy and Transparent to a cloth sirt (including layered skir).
2c Gossamer Cloak +1 COMPLEX Adds Skimpy and Transparent to a cloth cloak.
4c Skirted Outfit +1 COMPLEX Requires Skirt Layering. Item includes 2 extra pockets that can be used to equip Layered Skirts. Can stack with self.

Shield Use Items
Items
1c Shield Weapon Metal Hard Shield
2c Small Shield Weapon Metal Hard Light Shield
3c Heavy Shield Weapon Metal Hard Heavy Plate Shield

Modifiers
0c+item Hybrid Weapon +1 COMPLEX Combines the traits of an additional basic weapon with the modified weapon.
4c Worn Shield +1 COMPLEX Shield counts as equipped when worn in a pocket slot.
0c+item Bladed Shield +1 COMPLEX Shield is a hybrid weapon with a weapon item.

Light Armour
Items
1c Standard Clothing Clothing Cloth Soft Basic main clothing item
1c Standard Underwear Clothing Cloth Skimpy Partial Soft Light Basic underwear layer item
2c Light Clothing Clothing Cloth Skimpy Soft Light Main clothing or underwear layer.
2c Tiny Pants Partial Cloth Clothing Light Skimpy A basic skimpy main clothing/underwear item.
1c Loin Cloth Skirt Clothing Cloth Skimpy Partial Fragile Soft Main clothing/underwear.
3c Battle Bikini / Battle Harness Partial Light Armour 1 Plastic Skimpy Extra light skimpy armour.
2c Tiny Metal Pants Partial Metal Hard Plate Light Armour 1 Skimpy A main clothing underwear layer item.
2c Tiny Leather Pants Clothing Plastic Armour 1 Tight Light Partial Skimpy A main clothing/underwear item.
2c Silk Tights Cloth Clothing Armour 1 Tight Light Soft A simple main clothing item
2c Leather Vest/Pants Plastic Armour 1 Light Tight Partial A Main clothing item.
3c Leather Suit Plastic Armour 2 Light Tight A Main armour item.
3c Padded Suit Cloth Soft Armour 1 Light Tight A main armour item. May be worn in clothing layer underneath another armour item.
2c Light Neck Brace Armour Light Metal Hard Expend from equipped pocket for 1 block vs Decapitate. Unique (per neck)
2c Light Leg Braces Armour Metal Hard Light Expend from equipped pocket for 1-2 blocks vs Sever targeting leg or legs. Unique (per pair of legs)
2c Light Arm Braces Armour Metal Hard Plate Heavy Expend from equipped pocket for 1-2 blocks vs Sever targeting arm or arms. Unique (per pair of arms)
2c Tiny Chain mail Loin Cloth Partial Metal Chain Soft Light Armour 1 Skirt Skimpy Main clothing/underwear item.
3c Chain Mail Harness/Bikini Partial Metal Tight Chain Armour 1 Skimpy Main clothing item
4c Light Chain mail Shirt Metal Chain Light Armour 2 Partial Can be worn as an extra layer beneath clothing or other armour (above underwear). But does not count as a separate layer for torn shirt (torn with immediate upper layer) unless you have a skill. +3 to conceal this armour under other armour/clothing. When worn under clothing even if fully covered applies it's Armour bonus.
4c Light Evasive Outfit Partial Light Cloth Clothing Soft Skimpy Main Clothing or underwear. Grants one free Light Evasion block per turn (if it is your top layer), AND if you also have the skill it improves Light Evasion Block to apply to any Non-Fast attack instead of just Slow attacks if this is your top layer.
6c Light Evasive Armour Partial Cloth Hard Metal Soft Light Armour 1 Main Armour grants one free Light Evasion Block per turn.


Modifiers
5c Additional Light Plating +1 COMPLEX clothing Armour+1 Metal Light Hard Plate Adds keywords to armour or clothing and increases bonus to NDef. Can be expended separately from the main item for a partial torn shirt IF you have Ablative Armour Plating skill.
3c Light Armour +1 COMPLEX clothing Adds Light to any Non-Heavy Non-Light armour or Clothing item.
6c Light Evasive +1 COMPLEX While this item is your top layer Light Evasion Block may apply vs any Non-Fast attack instead of just slow ones.
6c Highly Evasive +1 COMPLEX While this item is your top layer gain +1 free Light Evasion Block per turn.


Heavy Armour
Items
2c Heavy Helmet Armour Metal Hard Heavy Hat expend for 1 Block vs a Decapitating Injury.
2c Heavy Metal Gauntlets Armour Hard Metal Heavy Glove +2 vs Non-Heavy Use as a Weapon OR modify hand based Unarmed attack.
4c Big Metal Gauntlets Armour Hard Metal Heavy Big Hammer Glove +2 vs Small +2 vs All when making Grab attacks Use as a Weapon OR modify hand based Unarmed
4c Heavy Heart Guard Unique Armour Plate Metal Heavy Hard Expended from a pocket slot for 1 Block against a KO or Kill injury.
3c Heavy Chainmail Suit Metal Chain Heavy Armour 4 A Main armour item.
8c Chainmail Robes Metal Chain Robe Heavy Armour 4 Minimum COMPLEX A Main armour item.
6c Chainmail Cloak Metal Chain Cloak Heavy Armour 2 Top layer defence. May be disarmed at no cost when expended or at any time other than on hit.
4c Heavy Plate Armour Armour 4 Metal Hard Heavy Plate Main Clothing Cannot Run or charge in this armour without special
2c Neck Brace Armour Plate Heavy Metal Hard Expend from equipped pocket for 1 block vs Decapitate. Unique (per neck)
2c Plated Leg Braces Armour Metal Hard Plate Heavy Expend from equipped pocket for 1-2 blocks vs Sever targeting leg or legs. Unique (per pair of legs)
2c Plated Arm Braces Armour Metal Hard Plate Heavy Expend from equipped pocket for 1-2 blocks vs Sever targeting arm or arms. Unique (per pair of arms)
2c Big Heavy Elaborate Robes Robe Heavy Armour 1 Clothing Cloth Soft
Can be worn in the Heavy layer even without special training. Main Clothing +4 to conceal items in pockets and lower layers of clothing.
3c Big Cloak Cloak Cloth Soft Heavy Top layer defence. May disarm when expended or any time, including on hit as a parry effect (if the defence change would cause a miss). +3 bonus to attempts to conceal or disguise (as suspicious cloaked stranger) beneath the cloak.
15c Giant Plate Armour Armour 4 Big 2 Slow Metal Hard Heavy Plate
Cannot Run or charge in this armour without special training.
While worn (by a normal or small sized character) the wearer effectively is Big sized with all modifiers including +2 vs Big and -2 vs Small to all their normal attacks.
Giant heavy plate armour adds Slow to all your actions.
Giant heavy plate armour CAN be worn as a “top layer” over pretty much any other non-big sized armour, which is nice, though removing it can be a problem since it suffers an additional 2 turn removal cost EVEN if you otherwise reduce the removal cost to 1 turn (emergency armour eject is about the only way to get out fast).
Giant plate armour has it's own separate equipment slots to the wearer, effectively the wearer and all their normal equipment is INSIDE and the outside of the suit has it's own, bigger, gear.
Giant heavy plate armour is not usable by characters that are already big.
Note that as a Heavy item this causes it's wearer to Sink.

Modifiers
3c Additional Plating +1 COMPLEX clothing Armour+1 Metal Heavy Hard Plate Adds keywords to armour or clothing and increases bonus to NDef. Can be expended separately from the main item for a partial torn shirt IF you have Ablative Armour Plating skill.
3c Heavy Armour Adds Heavy to any Non-Light Non-Heavy Armour or Clothing item. The armour causes sinking and you cannot run or charge wearing it without a special skill. Also increases Armour+1
5c (per skill point) Giant Heavy Plate Modifications Armour Metal Hard Plate Suit of Giant Plate has 1 Point of People Skills. Can stack. Complexity varies by points value as... 1 point Minimum Complex, 2 points Complex, 3 points Complex+Minimum Very Complex, 4 Points Very Complex.
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PostPosted: Fri Feb 01, 2013 5:01 am    Post subject: Reply with quote Add User to Ignore List

Terrorism Items
3c Scary Mask Hat Metal Hard Armour Expend to fuel any Terrorism skill in place of the 1E.
3c Cloak of Fear Cloak Cloth Soft Expend for off hand Scary attack. Adds Mass Terror or Combined Terror at no cost if you have it.
5c (for Stack of 3) Fright Bomb Ceramic Hard Weak Disposable thrown for Thrown Weapon Social Scary Blast Weak Backfire Long-Range Multi-Target(All in 1) +3 vs Cowardly ignores multi-target penalty. The Fright Bomb leaves a Cloud effect in the zone it lands in applying its effect on targets in that zone once each turn until dispersed.

Modifiers
4c Scary Armour/Clothing + Minimum COMPLEX Adds +1 vs All to your Scary attacks.
4c Scary Weapon + Minimum COMPLEX Adds Scary to a weapon or projectile weapon. Still acts as a normal not social weapon, but gets some benefits vs Cowards, like extra damage (normal damage).

Friendly Items
3c Friendly Hat Hat Cloth Expend to fuel any Friendly skill in place of 1E
2c A Friendly Gift Disposable Unique (any material and hardness) Give this item away to add +2 vs All to a single friendly attack. Once given, expended or damaged this item is destroyed/used up forever.

Modifiers
4c Friendly Clothing + Minimum COMPLEX Adds +1 vs All to your Friendly attacks.
4c Friendly Weapon + Minimum COMPLEX The friendly weapon is NOT a disguised weapon. You may make a Special undamaging Friendly attack to convince observers that the friendly weapon (and indeed ALL you friendly items) do not count as threatening items to be equipped with. This attack is free, much like a Conceal action.

Seduction Items
2c (for stack of 3) Seductive Perfume Oil 1 Skimpy Partial Disposable Oil/Paint layer item. May add Guided Smart and Poison to your Seductive attacks (effectively attacking around corners with perfume, vs Animals and Plants only, upgrade with poison upgrades for more targets). Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
4c Seductive Underwear Clothing Cloth Obfuscating 1 Skimpy Partial
Expend (and optionally disarm) to fuel any Seductive skill in place of 1E, must be “top layer” to do so.

Modifiers
2c Seductive Clothing/Armour +Minimum COMPLEX Adds +1 vs All to your Seductive attacks.
2c Malfunctioning Garment +Minimum COMPLEX Adds Social allowing Torn Shirt block against social attacks.
Only usable by characters with the Pretty keyword, or at least 1 skill in No Clothes or Seductive skill sets.

Trickery Items
3c Deceptive Mask Hat Plastic Armour Adds +1 vs All to your Deceptive attacks. Expend to fuel any Trickery skill in place of 1E.
5c Anonymous Mask Hat Plastic Armour Requires at least 1 Trickery skill to use. Anonymously conceals identity automatically. May be expended for Torn Shirt, but if so your identity is automatically revealed to all observers. Expend to fuel a Trickery skill in place of 1E
2c Disguise Mask Hat Plastic Disposable Soft Clothing Requires Master Of Disguise to use. Equip from pocket as part of Disguise action to gain +3 mask based bonus (does not stack with other face shifting). Expend this item (once equipped) to fuel a Trickery skill in place of 1E.
5c Deceptive Cloak Cloak Cloth Soft Expend to fuel a Deceptive Substitution use in place of the 1E.

Anti-Social Items
3c Anti-Social Hat Hat Cloth Expend for 1 Block vs a Social injury.
6c Anti-Social Cloak Cloak Cloth Soft +2 to any attempt you make (usually with a Special undamaging Scary attack) to convince a target not to search you or question you about... stuff... It does not make actually hiding stuff from sight OR body searches any easier.

Modifiers
4c Anti-Social Clothing +1 COMPLEX +2 to SDef vs Social attacks only (not stealth).
4c Anti-Social Weapon +1 COMPLEX adds Devastating +1 whenever it hits a target that performs ANY Social attack or action during the same turn, applies retroactively so a social action after the hit will still upgrade the damage of the hit in the same turn.
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Rings Of Blasting
Blasting rings now appear in all the relevant magic sets they come from. But you actually want to buy (and can use them) across skill sets. So they get collated on this list here as well.
5c Electro Ring Small Metal Hard Magic Adds +2 vs Metal to a Blaster attack from pocket.
5c Pyro Ring Small Metal Hard Magic Adds +2 vs Flesh to a Blaster attack from pocket.
5c Cyro Ring Small Metal Hard Magic Adds +2 vs Body to a Blaster attack from pocket.
5c TK Ring Small Metal Hard Magic Adds +1 vs All to a Blaster attack from pocket.
5c Sonic Ring Small Metal Hard Magic Adds +2 vs Hard to a Blaster attack from pocket.
5c Acid Ring Small Metal Hard Magic Adds +2 vs Cloth to a Blaster attack from pocket.
5c Shadow Ring Small Metal Hard Magic Adds +2 vs Cowardly to a Blaster attack from pocket.
5c Bright Ring Small Metal Hard Magic Adds +2 vs Weak to a Blaster attack from pocket.
5c Hydro Ring Small Metal Hard Magic Adds +2 vs Evasive to a Blaster attack from pocket.
5c Stone Ring Small Metal Hard Magic Adds +2 vs Slow to a Blaster attack from pocket.
5c Thorn Ring Small Metal Hard Magic Adds +2 vs Soft to a Blaster attack from pocket.
5c Death Ring Small Metal Hard Magic Adds +2 vs Animal or Plant to a Blaster attack from pocket.

9c Wizard's Ring Ceramic Hard Magic Weak Requires I'm a Wizard +3 vs Mystic to a Blaster attack from pocket.
9c Witch's Ring Ceramic Hard Magic Weak Requires I'm not a Witch +3 vs Non-Mystic to a Blaster attack from pocket.
9c Sorcerer's Ring Ceramic Hard Magic Weak Requires I'm a Sorcerer +2 vs Non-Magic to a Blaster attack from pocket.
9c Priest's Ring Ceramic Hard Magic Weak Requires I'm a Believer +2 vs Magic to a Blaster attack from pocket.

Blaster Ring Modifiers (all presumably culturally limited, except maybe Finger Rings)
2c (per Ring) Finger Ring Allows you to wear two blaster rings in place of a pair of gloves in your gloves slot.
2c (per Ring) Toe Rings Allows you to wear two blaster rings in place of a pair of shoes in your shoes slot.
2c (per Ring) Ear Rings Allows you to wear two blaster rings in place of a hat in your hat slot.
4c (per Ring) Nipple Rings Allows you to wear two extra blaster rings if you are otherwise topless. Because why not?


Electromancy Items
5c Electro Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Electro skills or spent as 1E for Electro skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Electro Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Unblockable vs the wearer only. Used from a Pocket.

5c Electro Ring Small Metal Hard Magic Adds +2 vs Metal to a Blaster attack from pocket.
3c Magnetic Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Magnetic Shield block if you have the skill.
3c Magnetic Cloak Cloak Cloth Metal Magic adds Glide Expend to add Fly
3c Magnetic Gauntlets Armour Weapon Metal Hard Gloves Electro Magic +3 vs Metal 1E or action to take to hand any unsecured metal or energy item (at range). Or use as attack option with Electro Magic Energy Weak Undamaging Disarm Single-Target Long-Range +2 vs All +3 vs Metal (may be upgraded by blaster rings as a blaster attack), may retrieve item to hand if metal or energy.
6c Electro Wand Metal Electro Energy Magic Wand allows lesser Electro Blaster without Skill or power source Energy Electro Magic Weak Long-Range Single-Target +3 vs Metal With power source 1E for MultiTarget(Up to 5) With Skill instead enhance skill so that multitarget upgrade becomes Multitarget(Up to 10)

Modifiers
3c Electro Weapon +1 COMPLEX adds Energy Electro Magic +2 vs Metal
The weapon may also be used to channel an off hand Electro Blaster attack for 1 Energy, if you have the skill.
9c Raw Electro Weapon +1 COMPLEX changes material to Energy Electro Magic Can stack with Electro Weapon, Zapper Weapon and Shocking Armour without adding complexity costs.
5c Magnetic Missile +1 COMPLEX (projectile) adds Energy Electro Magic and +2 vs Metal also adds Guided against metal or Energy targets only.
2c Zapper Weapon adds Critical On 19-20 adds Energy Electro Magic +3 vs Metal
The weapon may also be used to channel an off hand Electro Blaster attack for 1 Energy, if you have the skill.
2c Shocking Armour +1 COMPLEX clothing adds Energy Electro Magic +2 vs Metal as attack option to armour or clothing. 1E for off hand Armour Spikes on all targets you are grabbing, or that are grabbing you.

Pyromancy Items
5c Fire Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Fire skills or spent as 1E for Fire skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Fire Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Unblockable vs the wearer only. Used from a Pocket.

5c Pyro Ring Small Metal Hard Magic Adds +2 vs Flesh to a Blaster attack from pocket.
3c Fire Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Fire Shield block if you have the skill.
Requires Fire Shield.
7c Cloak of Fire Cloak Fire Energy Magic this cloak (and wearer) is ALWAYS ON FIRE. Does not damage wearer and can opt to not make on fire contagious attacks.
6c Fire Wand Metal Fire Energy Magic Wand allows lesser Fire Blaster attack even without Skill or power source. Energy Fire Magic Weak Long-Range Single-Target+2 vs Plastic +2 vs Flesh +2 vs Furniture +2 vs Oil
With power source 1E before attack to change to MultiTarget(Up to any 5) Undamaging
With Skill enhances Fire Blaster no longer adds Undamaging on its multi target upgrade.

Modifiers
8c Raw Fire Item +1 COMPLEX Changes the material of an item to Magic Energy Fire. Can give off light (Bright 1) and potentially set fire to things (other than wearer/user). Can be combined with Fire Weapon or Burning Armour/Clothing without stacking their complexity costs (coin costs do stack).
3c Fire Weapon +1 COMPLEX adds Fire Energy Magic +2 vs Plastic +2 vs Flesh +2 vs Furniture +2 vs Oil
The weapon may also be used to channel an off hand Fire Blaster attack for 1E, if you have the skill.
5c Ashen Weapon gains Critical On a 19-20 adds Fire Energy Magic +2 vs Plastic +2 vs Flesh +2 vs Furniture +2 vs Oil
The weapon may also be used to channel an off hand Fire Blaster attack for 1 Energy, if you have the skill.
9c Burning Armour/Clothing +1 COMPLEX Adds Energy Magic Fire to the item and now the item is on fire all the time


Kinetomancy Items
5c Kinetomancy Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power TK skills or spent as 1E for TK skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Kinetic Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Unblockable, Knock and Devastaing +1 vs the wearer only. Used from a Pocket.

5c TK Ring Small Metal Hard Magic Adds +1 vs All to a Blaster attack from pocket.
3c Kinetic Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Kinetic Shield block if you have the skill.
3c Kinetic Impactor Device Ceramic Magic Expend to block 3 Falling damage, if it negates all falling damage you also negate the Knock effect from the fall.
5c Gravitational Boots Ceramic Metal Hard Magic Boots At the beginning of action 1E or expend item to fall in a direction of your choice and then if you don't fall over continue your turn. If used with any driver attackreduce any falling damage YOU take on miss in a non-standard direction by 1 Injury.
6c Kinetic Wand Metal TK Energy Magic Wand allows lesser Kinetic Blaster attack even without Skill or power source. Energy Magic TK Long-Range Single-Target +2 vs All -2 vs Magic
With Power Source 1E (on hit) to add Throw
With Skill it enhances it to change it's multi target upgrade ability to Multitarget(up to 10) (note no zone limit)

Modifiers
3c (armour mod) 4c (Hat or shoes) 5c (pocket item) TK Levitator Ceramic Hard Magic 1E or expend item to add Fly for 1 turn.
If you have the Kinetic Levitation skill with this item you may add Fly and remain stationary at no Energy Cost.
6c TK Material Item +1 COMPLEX changes item material to Magic TK Transparent and retains original hardness
5c Kinetic Armoured +1 COMPLEX adds Magic TK and +1 Armour May be applied twice.
3c Kinetic Weapon+1 COMPLEX adds Magic TK Strong and +2 vs All
May also be used to channel an off hand Kinetic Blaster attack for 1 Energy, if you have the skill.
5c TK Boom Weapon +Minimum COMPLEX adds Critical 19-20 adds Throw Magic TK Strong and +2 vs All
May also be used to channel an off hand Force Blaster attack for 1 Energy, if you have the skill.

Cryromancy Items
5c Ice Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Cold skills or spent as 1E for Cold skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Cold Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Freeze and Unblockable vs the wearer only, and ignores Freeze immunity on the wearer. Used from a Pocket.

5c Cyro Ring Small Metal Hard Magic Adds +2 vs Body to a Blaster attack from pocket.
2c Ice Wall Seed Ceramic Magic Disposable Expend from a pocket to create an additional Ice Wall during an Ice Wall action.
3c Ice Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Ice Shield block if you have the skill.
5c Ice Skates Magic Boots Hard Ceramic Walk on any solid surface and any water surface as if you had Cold Feet Skill. 1E or expend item to create Ice Walls in the form of Bridges for 1 Turn to support your movement in any direction into their air (or whatever) AS you move (and remaining behind to continue to support you, with fragile ice columns, and a potential Ramp Effect, if need be).
6c Cold Wand Metal Cold Energy Magic Wand allows lesser Cold Blaster attack even without Skill or power source. Energy Cold Magic Weak Long-Range Single-Target +3 vs Body With Power Source 1E on hit for Devastating +1
With Skill adds option for Devastating +2 for All Energy Min 1 on hit.

Modifiers
4c Ice Item +Minimum COMPLEX Modifies any Hard item with Cold Hard Ceramic Transparent instead of whatever it was.
3c Icy Weapon +1 COMPLEX adds Energy Cold Magic +2 vs Body 1E for off hand Cold Blaster attack with the skill.
5c Ice Surprise Weapon adds Critical on 19-20 it adds Energy Cold Magic +3 vs Body 1E for off hand Cold Blaster attack with the skill.

Sonomancy Items
5c Sonic Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Sonic skills or spent as 1E for Sonic skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Sonic Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Rip, Crack, Destructive and Unblockable vs the wearer only. Used from a Pocket.

5c Sonic Ring Small Metal Hard Magic Adds +2 vs Hard to a Blaster attack from pocket.
3c Sonic Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Sonic Shield block with the skill.
6c Sonar Helm Hat Metal Magic Energy Sonar +1 to SDef while not deaf
9c Musical Instrument Metal Hard Mechanical Sonic In hand adds Half-Range-Penalties to all your Sonic attacks.
6c Musical Wand Metal Sonic Energy Magic Wand allows lesser Sonic Blaster attack even without Skill or power source. Energy Magic Sonic Weak Energy Loud Long-Range Single-Target+3 vs Hard
With Power Source 1E (before Attack ) for Multi-Target(all bar self in 1 zone) Or 1E (on hit) to add Crack
With Skill allows 1E on hit to add Rip

4c Raw Sound Item +Minimum COMPLEX Changes item material to raw sound energy Sonic Magic Energy Transparent Loud
3c Sonic Weapon +1 COMPLEX adds Energy Sonic Loud Magic +2 vs Hard 1E for off hand Sonic Blaster with the skill
5c Screaming Weapon adds Critical On 19-20 adds Energy Sonic Loud Magic +3 vs Hard 1E for off hand Sonic Blaster with skill
5c Sonic Dampened +1 COMPLEX Adds Magic Sonic Energy to item and makes it immune to Rip and Crack effects as long as the wearer has at least 1E remaining. And outright immune to Sonic rip and crack effects regardless of the user's remaining energy.
12c +weapon Instrumental Weapon +1 COMPLEX(item and weapon) Modifies a weapon (or wand or projectile weapon) to ALSO function as a Musical Instrument at the same time.

Venomancy Items
5c Venom Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Venomancy skills or spent as 1E for Venomancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Acidic Venom modified Venom Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Devastating +1 and Unblockable vs the wearer only. Used from a Pocket.

5c Acid Ring Small Metal Hard Magic Adds +2 vs Cloth to a Blaster attack from pocket.
3c Venom Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Venom Shield block with the skill.
6c Venom Wand Metal Venom Energy Magic Wand allows lesser Venom Blaster attack even without Skill or power source. Energy Magic Poison Weak Long-Range Single-Target +2 vs Animal +2 vs Plant
With Power Source 1E before attack to add Kill or KO as a Poison effect that only works against Animal and/or Plant targets.
With Skill enhances skill for 1E on hit to remove Weak
6c Acid Wand Metal Acid Energy Magic Wand allows lesser Acidic Venom version of Venom Blaster attack even without Skill or power source. Energy Magic Acid Weak Long-Range Single-Target +2 vs Cloth +2 vs Flesh -2 vs Ceramic
With Power Source 1E on hit (or before attack for Venom Cloud) to add Devastating +1.
With (both) Skills allows Devastating +2 on hit for All Energy Minimum 1

Modifiers
3c Venom Weapon +1 COMPLEX adds Magic Poison and +2 vs Animal +2 vs Plant 1E for off hand Venom Blaster with skill
5c Deadly Poison Weapon +1 COMPLEX adds Critical 19-20 adds Magic Poison and Kill OR KO as a poison effect, and +2 vs Animal +2 vs Plant 1E for off hand Venom Blaster with skill
3c Acid Weapon +1 COMPLEX adds Magic Acid and+2 vs Cloth +2 vs Flesh -2 vs Ceramic 1E for off hand Acidic Venom version of Venom Blaster with skills
5c Bilious Weapon +1 COMPLEX adds Critical 19-20 adds Magic Break Destructive Acid +2 vs Cloth +2 vs Flesh -2 vs Ceramic
1E for off hand Acidic Venom version of Venom Blaster with skills
5c Acid Coat +1 COMPLEX Modifies any Clothing/Armour, whenever hit by a body, clothing or armour attack may make a free unarmed or weapon attack using this item and the effect of an Acidic Venom version of Venom Touch. Also counts as an equipped attack option with that profile. Alternatively trigger this effect on Weapon attacks as an Undamaging Disarm attack that damages the weapon used directly.

Shadowmancy Items
5c Shadow Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Shadowmancy skills or spent as 1E for Shadowmancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Shadow Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Devastating +1 and Unblockable against the wearer only. Used from a Pocket.

5c Shadow Ring Small Metal Hard Magic Adds +2 vs Cowardly to a Blaster attack from pocket.
3cShadow Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Shadow Shield block with the skill.
9c Cloak Of Shadows Cloak Magic Energy When worn increases Shadows +2 in zone. Effect travels with wearer. Note max of Shadows 4, Shadows first decreases Bright bonuses.
6c Shadow Wand Metal Energy Magic Wand allows lesser Shadow Blaster attack even without Skill or power source. Magic Scary Cold Weak Energy Long-Range Single-Target +X vs All +2 vs Cowardly X is the Shadow rating of the zone the target is in.
Despite Scary keyword this is a Normal attack.
On success (after parry) Shadows +1 (per target hit) in targets zone from beginning of next turn persisting like a cloud effect.
With Power Source adds Guided and optional limited Smart that automatically targets the first Cowardly target or zone with a cowardly target.
With Power Source 1E Before attack for Multi-target(5 in 1 bar self).
With Skill All Energy Minimum 1 to change to Short-Range Multi-Target(All Bar Self)

Modifiers
5c Raw Shadow Item +Minimum COMPLEX Changes material of an item to Magic Energy. Counts as Transparent in zones of Shadows 2 or greater.
3c Shadow Weapon +1 COMPLEX adds Magic Scary Cold +X vs All +2 vs Cowardly X is the Shadow rating of the zone the target is in. 1E for off hand Shadow Blaster with skill.
5c Shady Weapon adds Critical 19-20 adds Magic Scary Cold +X vs All +2 vs Cowardly X is the Shadow rating of the zone the target is in. 1E for off hand Shadow Blaster with skill.



Illuminomancy Items
5c Light Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Fire skills or spent as 1E for Fire skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Fire Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Blind and Unblockable against the wearer only. Used from a Pocket.

5c Bright Ring Small Metal Hard Magic Adds +2 vs Weak to a Blaster attack from pocket.
3c Light Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Bright Shield block with the skill.
9c Cloak Of Light Cloak Magic Energy Worn Cloak radiates Bright 2 light source, effect moves with wearer. Note max Bright 4 and bright first reduces Shadows.
6c Bright Wand Metal Energy Magic Wand allows lesser Bright Blaster attack even without Skill or power source. Magic Weak Energy Long-Range Single-Target +X vs All +2 vs WeakX is the Bright rating of the zone the target is in.
On Success (After parry) Bright +1 (per target hit) in targets zone starting beginning of next turn. Persists like a cloud effect.
With Power Source is Guided and MAY add limited Smart that automatically targets something at random in the darkest zone it finds. With Power Source 1E before attack for Multi-target(5 in 1 bar self).
With Skill All Energy Minimum 1 Before Attack for Blind Fire Short-Range Multi-Target(All Bar Self) +2 vs Oil Note Blind, which reduces target NDef and SDef by -3 and reduces LoS beyond close range with a Blind injury.

Modifiers
5c Raw Light Item +Minimum COMPLEX Changes material of item to Magic Energy Item radiates Bright 2 light source
3c Bright Weapon +1 COMPLEX adds Magic Energy +X vs All +2 vs Weak X is the Bright rating of the zone the target is in. 1E for off hand Bright Blaster with skill.
5c Blinding Weapon +1 COMPLEX adds Critical 19-20adds Blind Magic Energy and +X vs All +2 vs Weak
X is the Bright rating of the zone the target is in. Note Blind, which reduces target NDef and SDef by -3 and reduces LoS beyond close range with a Blind injury. 1E for off hand Bright Blaster with skill.

Hydromancy Items
5c Water Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Hydromancy skills or spent as 1E for Hydromancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Hydro Blaster attack as made by wearer vs self and 5 randomised targets in zone. Also fills zone with persistent water flooding effect. Attack (and persistent water) gains Drown vs the wearer only and ignores any drown immunity on the wearer. Used from a Pocket.

5c Hydro Ring Small Metal Hard Magic Adds +2 vs Evasive to a Blaster attack from pocket.
3c Water Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Water Shield block with the skill.
5c Helm of Water Breathing Metal Magic Hat Hard The wearer can breath water freely.
9c Cloak Of Water Cloak Soft Magic Energy The wearer can add Swim to their movement freely, avoiding swim penalties.
4c Water Cube Soft Magic Energy Expend to create 1 zone of Fog Cloud or 1 half zone of Flooding Rain or to add that amount to a use of either of those skills. You may expend up to as many water cubes as you have available in hands or pockets at once.
6c Hydro Wand Metal Energy Magic Wand allows lesser Hydro Blaster attack even without Skill or power source. Magic Energy Weak Soft Guided Long-Range Single-Target +2 vs Evasive
With power source 1E before attack for Multi-target(up to 5)
With Skill 1E before attack for Multi-target(up to 10)

Modifiers
5c Raw Water Item +Minimum COMPLEX Changes item material to Magic Energy Soft Transparent
6c Hydro Weapon +1 COMPLEX adds Magic Energy Whip Soft Guided Smart +2 vs Evasive 1E for Off Hand Hydro Blaster with skill.
5c Drowning Weapon +1 COMPLEX adds Critical 19-20 adds Drown Magic Energy Whip Soft Guided Smart +2 vs Evasive
Note the addition of Drown to this attack, this causes any target hit (after parry) to immediately suffer a Drowning Attack.
1E for Off Hand Hydro Blaster with skill.
5c Soluble Item +1 COMPLEX Does not add complexity if applied to a Raw Water item. This item may be expended and disarmed (or disarmed when ALREADY expended) in order to apply the effects of a Water Cube.


Petramancy Items
5c Stone Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Petramancy skills or spent as 1E for Petramancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Stone Blaster attack as made by wearer vs self and 5 randomised targets in zone. +2 vs Non-Blind Petrify and Unblockable against the wearer only. Used from a Pocket.

5c Stone Ring Small Metal Hard Magic Adds +2 vs Slow to a Blaster attack from pocket.
3c Stone Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Stone Shield block with the skill.
4c Stone Cube Hard Ceramic Magic Expend to create one piece of Stone Wall (like the Petramancy skill) or 1 Extra piece while using the skill. You may use any number of Stone Cubes from hands or pockets at once.
6c Stone Wand Metal Energy Magic Wand allows lesser Stone Blaster attack even without Skill or power source. Magic Hard Ceramic Long-Range Single-Target +2 vs Armour
With Power Source 1E before attack for Multi-Target(up to 5).
With Skill 1E Before attack for Multi-Target(All In 1 Bar Self).
12c Medusa Wand Metal Energy Magic Wand allows lesser Medusa Blaster attack even without Skill or power source. Magic Energy Weak Long-Range Single-Target +2 vs Non-Blind
With Power Source 1E before attack to add Petrify a rare special injury that defeats it's victim by turning them to solid ceramics
With Skill All Energy Minimum 1 before attack for Multi-Attack(All Non-Blind with LoS on user Bar Self) Undamaging Petrify
[Commonly available as a Wearable Mask (hat item)]

Modifiers
2c Stone Item Changes the material of any Hard item to Ceramic
5c Magic Mud/Sand Item Changes the material of any Soft item to Ceramic Magic
6c Stoning Weapon +1 COMPLEX adds Magic Strong Hard Ceramic +2 vs Armour 1E for Off Hand Stone Blaster with skill.
5c Stone Slamming Weapon +1 COMPLEX adds Critical 19-20 adds Knock Throw Magic Strong Hard Ceramic +2 vs Armour
Note the addition of Knock and Throw to this attack. 1E for Off Hand Stone Blaster with skill.
5c Petrifying Weapon +1 COMPLEX adds Critical 19-20 adds Magic Energy Weak Petrify +2 vs Non-Blind Note the addition of Petrify to this attack. 1E for Off Hand Medusa Blaster with skill.

Hortimancy Items
5c Plant Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Hortimancy skills or spent as 1E for Hortimancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Thorn Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Unblockable Rip Crack Desctructive vs the wearer only. Used from a Pocket.

5c Thorn Ring Small Metal Hard Magic Adds +2 vs Soft to a Blaster attack from pocket.
3c Thorn Shield Device Ceramic Magic Used from Pocket. Has 1 Charge expendable for a single Thorn Shield block with the skill.
4c Thorn Seed Hard Flesh Magic Expended to create one piece of Thorn Wall (like the Hortimancy skill) or 1 Extra piece while using the skill or another Thorn Seed. You may use any number of Thorn Seeds from hands or pockets at once.
6c Thorn Wand Metal Energy Magic Wand allows lesser Thorn Blaster attack even without Skill or power source. Magic Hard Flesh Guided Smart Long-Range Single-Target +2 vs Soft
With Power Source 1E before attack for Multi-Target(up to 5 in 1).
With Skill 1E before attack for Multi-Target(up to 10 ).
12c Flower Wand Metal Energy Magic Wand allows lesser Flowers attack even without Skill or power source. Magic Social Poison Guided Smart Long-Range Single-Target +2 vs Animal or Plant
With Power Source 1E Before attack to add Multi-Target(5 in 1).
With Skill All Energy Min 1 before Attack for Multi-Attack(All Bar Self) and ignore Multi-Target Penalties.

Modifiers
2c Wooden/Plant Item Changes the material of any item to Flesh
4c Live Wood / Live Plant Item +Minimum COMPLEX Changes the material of any item to Flesh. The item is also alive and gains Plant it gradually repairs damage to itself regrowing over time (Strategic Turn natural healing) if properly tended.
6c Parasitic Plant Item +Minimum COMPLEX Changes the material of any item to Flesh. The item is also alive and gains Plant.
If damaged from start of turn WILL drain 1E from wearer (drain overflow for injury damage) unless dropped immediately. Then heals itself by 1 expenditure/damage.
6c Vampiric Plant Item +1 COMPLEX Changes the material of any item to Flesh. The item is also alive and gains Plant.
Just like Parasitic Plant Item. But in addition feeds off any freshly defeated Animal body instead. Expend your action to finish off a helpless, defeated, “unconsumed” dead or co-operative Animal in order to fuel the repair of this item in the resource phase in place of it draining you. Alternatively if this item is a weapon (or even used AS a weapon) and deals any damage AFTER block this turn to an animal then it also fuels its own repair without draining the user. Remember you CAN use completely broken weapons as weapons, they just don't add any bonuses when you do.
6c Thorn Weapon +1 COMPLEX adds Magic Flesh Hard Guided Smart +2 vs Soft 1E for Off Hand Thorn Blaster with skill.
5c Impaling Bramble Weapon +1 COMPLEX adds Critical 19-20 adds Pin or Grab and Magic Flesh Hard Guided Smart and +2 vs Soft Note the addition of Pin and Grab to this attack. 1E for Off Hand Thorn Blaster with skill.


Necromancy Items
5c Necro Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Necromancy skills or spent as 1E for Necromancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Death Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Kill and Unblockable against the wearer only, and if it deals unblocked damage the item will heal itself. Used from a Pocket.

5c Death Ring Small Metal Hard Magic Adds +2 vs Animal or Plant to a Blaster attack from pocket.
6c Death Wand Metal Energy Magic Wand allows lesser Death Blaster attack even without Skill or power source. Magic Weak Energy Long-Rang Single-Target +2 vs Flesh
With Power Source 1E for Multi-target(All In 1).
With Skill 1E before attack for Multi-Target(Up to All In 1).
12c Life Catching Bottle Unique Flesh Hard Fragile Magic
If worn during use of Death Too May Die allows the user to recover their animal/plant status and return to life (losing undead and regaining ability to use Death Too May Die in future). However item is fragile (may be destroyed on a disarm attack) and if destroyed while “full” kills the user. Also while full any other character holding the bottle treats the user as suffering a social defeat of the Scary kind.

Modifiers
2c Bone Item Changes the material of any Hard item to Flesh
4c Undead Bone +Minimum COMPLEX Changes the material of any item to Flesh. The item is also un-alive and gains Undead it gradually repairs damage to itself regrowing over time (Strategic Turn natural healing) if properly tended.
6c Parasitic Undead Bone Item +1 COMPLEX Changes the material of any hard item to Flesh. The item is also un-alive and gains Undead. If the item is expended or damaged from the Start of a turn then in the Resource phase it will suck 1 Injury from it's wearer or user in order to heal itself. If it is an item with multiple expenditures (like a multi-torn shirt armour or skirted robe) then it heals 1 damage.
If the item is used as a weapon (and even broken weapons can be, with no bonuses) then if it deals damage that counts as a source of injuries to heal it instead of sucking from the user in that resource phase.
10c Vampiric Weapon +1 COMPLEX adds Magic +2 vs Flesh if it deals damage (after blocks) you MUST heal yourself 1 Standard Normal Injury or regain 1 Energy in the Resource phase. Healing the injury is a Magic Heal effect (and can be upgraded).
1E for Off Hand Death Blaster with skill.
6c Blood Drinking Weapon +Minimum COMPLEX adds Critical 19-20 adds Magic +2 vs Flesh
if the critical deals damage (after blocks) you MUST heal yourself of 1 Normal Standard Injury or regain 1 Energy in the Resource phase if possible. Healing the injury is a Magic Heal effect (and can be upgraded)
1E for Off Hand Death Blaster with skill.
10c Grave Weapon +1 COMPLEX adds Magic +2 vs Flesh
If this attack defeats and Animal or Plant target for 1E to raise them at the beginning of the next turn as if they had been targets of the Fresh Meat skill. If you lack the skill victims will simply mindlessly attack any non-undead other than the user/holder of the Grave Weapon. If you have the skill you may control them as normal. 1E for Off Hand Death Blaster with skill.

Healing Items
5c Healing Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Heal skills or spent as 1E for Heal skills. Can be damaged with successful disarm. If damaged with charge explodes dealing an automatic unblockable KO injury to the wearer. Used from a Pocket.

1c (for stack of 3) Emergency Aid Potion Ceramic Hard Weak Fragile Disposable
Use up to any number from a hands or from pockets (through empty hands) to heal the long term, but NOT short term effects of any special injury dealt within up to 3 turns per expended Emergency Aid potion. Or to similarly extend the age of healable injuries by any other healing action used.
1c Simple Medicines Soft Cloth Weak Cures the common cold and other non-mechanical non-threatening illnesses.
6c (for stack of 3) Healing Potion Ceramic Hard Weak Disposable Use up to any number from a hands or from pockets (through empty hands) to heal 1 Standard Normal Injury each as a Close-Range Magic Heal action (upgradable by skills) targeting a willing or helpless character (or self). Or spend to boost any healing action by +1 Injury per potion.
10c (for 1) Potent Healing Potion Ceramic Hard Weak Disposable
Use up to any number from a hands or from pockets (through empty hands) as if they were Healing Potions OR to heal 1 Special Normal Injury (per potent potion) dealt within 1 turn (per potent potion).
8c Amulet Of Healing Ceramic Hard Weak Magic While worn in pocket once per turn as a free action you MUST spend 1E to heal 1 Normal Standard Injury as a Magic Heal effect in the resources phase if able. At 0E it instead heals 1 last injury then expends itself.
10c Amulet Of Awakening Ceramic Unique Hard Weak Magic If you are at 0 remaining injuries or are suffering from a KO, Kill or other normal defeat injury (and have been for 1 full turn) then at the start of the turn this item automatically Expends itself and heals you of All standard injuries and 1 KO/Kill/Normal Defeat injury. This is a Magic Healing effect and can be modified by things that effect those.
12c Wand Of Healing Magic Metal Wand Unique When performing a magical Healing action deal additional +1 Standard Injury of healing on the base effect. 1E to perform an off hand Magic Healing action with any appropriate skill or skills.

Modifiers
8c Clothing/Armour Of Healing +1 COMPLEX Adds Magic. Once per turn in resource phase MUST heal you 1 Standard Normal Injury at the cost of 1E if able as a Magic Healing effect. At 0 Energy expends itself to heal 1 last injury.


Mind Control Items
5c Mental Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Mind Control skills or spent as 1E for Mind Control skills. Can be damaged with successful disarm. If damaged with charge explodes dealing an Undamaging fully upgrade Mind Control attack on the wearer that deals an unblockable Mind Control defeat to the wearer (Placing them under the control of a random hostile in line of sight) on success. Used from a Pocket.

6c Mind Reading Hat Cloth Hat Soft Weak Magic Requires the Mind Reader skill Grants a +3 bonus to use of the skill.
5c Mind Slave Collar Plastic Metal Magic Unique If equipped on a victim (slot less unique item) it applies an ongoign Mind Control defeat to them commanded by the wearers of one or more matching Ming Control Keys. The effect may be recovered from without item removal, but any key wearer can re-apply the effect as an action in LoS automatically with no roll.
1c Mind Control Key Ceramic Metal Hard Small Weak Magic When worn in a pocket allows control of matching Mind Slave Collars.
9c (for adaptive) 3c (for fixed identity) Cloak Of Identity Cloak Weak Social Transparent Mystic Magic Energy The wearer gains +2 vs Non-Mystic to their disguise checks.
9c Mind Enhancer Hard Metal Magic Hat When worn enhances the wearers Mind Control Attack to ignore Range Penalties.
Also the users Mind Control attack gains 1E for Multi-Target(Up to 10 in 1) and suffers no penalty for multiple targets when you do so.

Modifiers
4c Imaginary Item Changes an items material to Energy Magic and makes it “immaterial” so it cannot actually interact with physical objects. (and grants no armour bonuses against them) Can interact with mystic, magic and social objects/actions/attacks. May optionally be made Transparent for chameleons and such if they care about having invisible conceptual gear.
3c Mentalising Weapon +1 COMPLEX adds Magic and Mystic 1E for Off Hand Mind Control with skill.

Illusion Items
5c Illusory Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Illusion skills or spent as 1E for Illusion skills. Can be damaged with successful disarm. If damaged with charge explodes fand ends all ongoing Illusion effects initiated by it's wearer within line of sight and drains 1E from the wearer (damage on over drain). Used from a Pocket.

12c Invisibility Potion Ceramic Hard Weak Disposable Consume from a hand or pocket as part of a Hide or Sneak action, makes you invisible for the remainder of the turn and the full next turn. Invisibility is a transparency effect that grants Magic Illusion Transparent +4 vs Non-Blind to your Stealth actions and also turns a number of your equipped items equal to your current Energy when drinking the potion transparent with you. You may extend the duration 1 turn per 1E paid at the beginning of each turn.
3c Illusory Clothing Magic Clothing Skimpy Partial Energy Obfuscating 2 Can be worn as clothing or underwear. Can provide a +3 Uniform bonus vs Non-Blind targets to disguise, unless physically searched/touched.
9c Cloak Of Illusion (9C for changeable disguise, 3cfor specific) Cloak Weak Social Magic Energy
The wearer can use a lesser form of Illusory Disguise skill for +3 mask bonus vs Non-Blind and Magic to their disguise check. If the wearer has Illusory Disguise they instead gain +6 vs Non-Blind instead of the normal +5 or the +3 from the item alone. Cloak of Illusion can also disguise items beneath it (applies its bonus to the conceal attempts) and does not interfere with Chameleon or Transparency
10c Ring Of Illusion Magic Metal Hard Small Weak Requires Summon Illusions to use from a Pocket. Lets you maintain 1 additional illusion at no extra cost.
15c Amulet Of Decoy Unique Magic Ceramic Hard Small Weak Disposable You may expend and destroy this item for one use of Illusory Decoy at no energy cost. (do not need the skill). Yes, this item is destroyed on use, but not from simply being disarmed/removed.

Modifiers
6c Raw Illusory Item Changes material keywords to Magic Energy and makes it “immaterial” so it cannot actually interact with physical objects (cannot damage them, does not apply armour bonuses, etc...). Can interact with mystic, magic and social objects/actions. Can also “turn off” and go into and out of a Transparent mode so as not to interfere with invisibility and other lame party tricks.


Transmogromancy Items
5c Transformational Battery Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power Transmogromancy skills or spent as 1E for Transmogromancy skills. Can be damaged with successful disarm. If damaged with charge explodes for Fully upgraded Transformational Blaster attack as made by wearer vs self and 5 randomised targets in zone. Gains Unblockable Undamaging and deals an automatic Mutation defeat (turns into useless mutant or beserk monster, coin flip) vs the wearer only. Used from a Pocket.

4c Transformational Potion Ceramic Hard Weak Disposable
As part of a disguise action Transforms you with a disguise just like the Transformational Disguise Skill for 3 turns. Extend the duration beyond that by expending 1E per additional turn and then 1 more if you have 0 energy at the cost of exhausting yourself.
4c Transformational Cure Ceramic Hard Weak Disposable
Use on self or willing/helpless victim at close range to heal all mutation injuries that have been sustained within 3 turns.
8c Chameleonic Cloak Cloak Chameleon Heavy Soft Flesh Animal Top layer defence. Can be disarmed before any attack resolves to use lower layers instead as potential parry if modified defence causes a miss. Covers all lower layers for a Camouflage +4 vs Non-Blind bonus to stealth.

Modifiers
5c Embedding Item +Minimum VERY COMPLEX Adds Magic Mutate Item embeds into body like the effect of Mutant Pockets. This effect CAN be applied to armours and clothing for unusual layering results while embedded.
4c Living Flesh Item Changes material to Flesh. The item is also alive and gains Animal it gradually repairs damage to itself regrowing over time (Strategic Turn natural healing) if properly tended. Optionally item may become Soft
6c Symbiotic Flesh Item +1 COMPLEX Changes the material of any item to Flesh. The item is also alive and gains Animal.
If the item is expended or damaged from the Start of a turn then in the Resource phase of that turn it MAY suck 1E OR 1 Injury from it's wearer or user in order to heal itself. If it is an item with multiple expenditures it heals 1damage. If the user is unconscious then it WILL suck energy then injuries until healed if the user has Energy and Standard injuries remaining.
5c Chameleonic Item +Minimum COMPLEX Modifies any “Living”, Plant, Animal or Undead item to gain Chameleon and therefore not interfere with Chameleons, Transparent critters, and Camouflage patterns for those that care about such things.
6c Mutating Flesh Item +Minimum COMPLEX Can only be applied to a Living Flesh, Symbiotic Flesh, Living Plant, Undead Bone, Vampiric Bone, Parasitic Plant or other Animal, Plant or Undead item. This item can as an equip action, change into ANOTHER item. You must also pay the cost of the other item it changes into. The two items share any damage or expended state effects as if they were one item, because they are.
7c Mutational Weapon +1 COMPLEX Weapon adds Magic Mutate Temporary Its injuries count as temporary mutation injuries the same as Transformational Blaster injuries. If it defeats a target it transforms them and heals all temporary transformational injuries. The nature of the transformation is usually fixed on creating the item. 1E for off hand Transformational Blaster with skill.
20c Contagious Mutational Weapon +1 COMPLEX Mutating Weapon (must also be some form of living item) mutates a copy of itself on it's victims when it mutates them on defeat.
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PhoneLobster
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Joined: 07 Mar 2008
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PostPosted: Fri Feb 01, 2013 5:13 am    Post subject: Reply with quote Add User to Ignore List

Leadership Items
4c War Banner Cloth Soft Cloak Unique If Squad Leader spends at least 1En regain +1E in the Resource phase.
6c Command Helm Metal Hard Armour Light Hat Applies Co-operative Command if you lack the skill, or increases the range by +1 Zone if you have it. Can be expended for 1 Block vs Decapitate
4c Command Cape Cloth Soft Cloak Can be expended by wearer for 2 Blocks, but ONLY blocks injuries targetting attached allied troopers NOT the wearer/commander themselves! You CAN stack this with Trooper Block to move injuries to troopers and then block. Top layer defence, remove at no cost any time, including on hit as potential parry (if defence changes cause miss).

Modifiers
12c Leading Weapon +1 COMPLEX You may lead a co-operative attack with this weapon assisted by troopers with at least moderately similar weapons. Requires Squad Leader.
8c Important Armour use your trooper block at All Energy Minimum 0 cost while this is top layer armour.
12c Very Important Armour +1 COMPLEX use your trooper block at no Energy cost while this is your top layer armour.

Beast Master Items
4c War Saddle Plastic Hard Unique Equips in a steeds pocket. Expend to negate a Knock or Throw effect on a rider. (rider may choose to expend this item)
2c Launch Roost Plastic Hard Store a small pet in a pocket with this item. If pet launches from roost they add +1 Zone movement to charge or +2 zones to Run. Or if a vehicle movement creature they may gain +2 Accelerate during launch.
2c Hulk Leash Plastic Soft Weak Uses a pocket on the leashed Hulk AND a hand or pocket on the leash holder. Holder may drop leash to add +1 Movement to hulks movement, and otherwise while held the leash may have various interesting Leashing effects (swinging, grabbing, reel in, fall prevention etc...).
2c Pack Leash Plastic Soft Weak Uses a pocket on each leashed pack monster AND a hand or pocket on the leash holder. A leash between you and a whole pack of critters (up to 10 of them). When your pack moves you can (and unless you drop the leash MUST) be dragged along. You can drop the leash to add +1 movement to your Pack's move action.
2c Swarm Hive Ceramic Hard A conceals a swarm in the same pocket slot as this item. Grants a +3 conceal bonus to hiding a swarm about your person.

Rider Items
4c War Saddle Plastic Hard Unique Equips in a steeds pocket. Expend to negate a Knock or Throw effect on a rider. (rider may choose to expend this item)
12c Chariot Hard Metal Vehicle Mechanical Wheeled A 1 man chariot attached to a steed. Uses the steed's movment traits and provides +1 Armour bonus to the rider from cover.
15c War Chariot Hard Metal Vehicle Mechanical Wheeled Same as a regular chariot plus room to also carry a passenger, but requires two matching steeds to pull it.
25c Battle Chariot Hard Metal Vehicle Mechanical Wheeled Same as normal chariot but may carry up to 4 passengers in addition to pilot. Requires four matching steeds to pull it.
5c Cart Hard Flesh Vehicle Mechanical Wheeled (5 Coins)
Works a lot like a chariot, but mostly used for shifting cargo. Has HALF the vehicle movement traits of an attached steed or full traits of a pair of matching steeds. Provides no cover bonus. May carry up to 12 passengers plus pilot, or a lot of junk.

Modifiers
1c Horse Shoes Modifies shoes to be wearable by hooved critters.
2c Horse Whip +Minumum COMPLEX Modifies a weapon. Expend item to add +1 to Accelerate or +1 to Brake when riding a steed or in a steed drawn vehicle.
5c Wagon Top Modifies Cart to become enclosed, may have doors or windows, pilot is usually still exterior. May have some limited additional roof top passenger capacity.
10c Carriage Pretty much identical to a Wagon Top upgraded cart, but gets it's own name just to be cool. Often hooks up to 4 or 6 matching steeds just to show off, but only actually needs 2 to run at full speed.
5c+Weapon Wheel Weapons +Minimum COMPLEX Adds to weapon item to attach it to wheels or other parts of a vehicle, allows mounted drive by attacks using the weapons as attack options available to the pilot with no penalty for drive by attack.
10c Ramming Spikes Ramming and crash attacks with this vehicle deal an additional Devastating +1 damage to targets they crash into, and 1 less damage to the vehicle and it's occupants.

A Hasty Hacky Valuation of Men and Beasts
So you have leadership skills or beast master skills?

How much is a beast or mercenary slave worth, if you bought one in the market? (instead of getting them free with buildings like you are supposed to)

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Civilian – (No Skills) 1 Coin Purchase, 1 Coin for 1 ST rental (per 5 civilians)
Veteran – (1x 0 Point Skill) 2 Coin Purchase, 1 Coin for 1 ST rental (per 2 veterans)
Elite – (1 Point worth Skills) 5 Coin Purchase, 1 Coin for 1 ST rental (per 1 elite)
Advanced Elites – per additional 1 Point worth of skills, +5 Coins purchase, +1 Coin for 1 ST rental, stacking and availability of advancement should be limited.
Named – 10 Coins per 1 Skill point purchase, 3 coins per skill point rental (per 1 ST), availability and stacking should be highly limited.

Prices for purchase do NOT include equipment. Prices for rental assume some minimal appropriate items.

Limitations on Purchase and rental– It is especially worth noting that when renting the services of 100 elite crossbowmen they come from somewhere usually a local organisation that rents mercenaries, or they aren't available at all. The sourcing limitation means only certain SORTS and LEVELS of mercs may be available, and that organisations can and will refuse, or corrupt rental or purchase of troops if they feel the contract is undesirable as is.

This makes renting 100 crossbowmen and declaring yourself king of bandit country a somewhat more difficult thing since, in bandit country, the only source you can rent 100 crossbowmen from is the CURRENT king of bandit country...

Beast Limitations – Beasts price in at similar costs to mercenaries, but unless a culturally domesticated animal are likely available only in very limited numbers, especially as elite or named monsters, which are going to be limited even if there are numerous weaker culturally domesticated versions of the same animal on the market.

And again beasts come from somewhere, someone is selling you their stable or kennel stocks, or you are robbing (or paying for robbed) monsters from a monster hive. Domestic animal organisations again may act as a limit against you buying or renting 100 horses for your cavalry crossbowmen, and actually attempting to buy a named hulk monster is something you can only do at rare opportunities when one (unusually) turns up on the market for some reason.

Beast Advancement – Permitting beasts especially named pets to advance... is questionable. But probably should be allowed. At the very least they perhaps should get the 1 Point “help a friend” experience bonus, and then require the same skill advancement cap limitations to be met as with any LT character. At this point a character that takes a beast master skill and runs around with a named steed or hulk is effectively recruiting an additional character to the party, but whatever, that's close enough to just another player turning up or an NPC being present so... yeah.
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PhoneLobster
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Amazon Items
Items
2c Amazonian Social Charm Unique Small Weak Cloth Soft Expended from pocket for 1 block vs Scary or Seduce injury by a male
2c Amazonian Freedom Token Unique Small Cloth Soft Weak Modifies Amazonian Slave Pact to revolve instead on possession of this item. Whoever holds/wears this item commands the Amazon it belongs to, effect is reduced (but not negated) if the commander “owns” the item but has it in storage. If the item is totally destroyed the Amazon attempts suicide similar to Amazon Suicide Pact. Theft and gifting is acceptable means of obtaining or retrieving the item. It takes 1 ST to apply, remove or change a freedom token.
2c Sign Of Amazon Allegiance Unique Small Cloth Soft Weak Expend from pocket to make an Amazon Allegiance social attack without the requirement of defeating a male first.
1c Symbol of Amazon Honour Unique Small Metal Hard Weak Expend from a pocket to benefit from Amazonian Honour bonus damage (for entire turn) without meeting the successful hit requirement.
1c (for stack of 3) Amazon Oils Oil 1 Skimpy Partial Disposable
Oil Layer item, requires at least one Amazon skill to use. Adds Pretty +1 to NDef and SDef when it is the sole top layer.
Adds an additional +1 vs Male to all normal and social attacks while it is part of the top layer, +2 instead if sole top layer.
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
4c Amazonian Protective Charm Small Ceramic Hard Weak Expend from pocketto gain 1 Block vs Male, may be normal or Social

Modifiers
3c Amazonian Social Armour +Minimum COMPLEX Expendable for Torn Shirt vs Social from Male attackers.
6c Amazonian Freedom Thingy +Minimum COMPLEX Any item gains the properties of an Amazonian Freedom Token.
5c Amazonian Weapon +1 COMPLEX Expend to add Devastating +1 vs male on hit. This effect also applies any other time you expend the weapon for another on hit upgrade effect, including things like Weapon Breaker Strike.
6c Amazonian Armour +1 COMPLEX Male characters suffer a -1 penalty to Normal and Social attacks against wearer. Stacks with the penalty from Amazonian Terror.

Barbarian Rage Items
Items
3c Calming Charm Unique Small Soft Plastic Weak Expend from pocket to end the side effects of Fearless Barbarian.
Or to selective targeting when making a Barbarity social attack vs cowards.
Or to end a Barbaric Rampage voluntarily preventing overflow backfire effects.
8c Barbaric Cloak Cloak Plastic Flesh Soft Cloth
Adds to (but does not replace) top layer defence. Can be expended for Torn Shirt separately to lower layers and may be disarmed at any time (expended or not, parry effect if disarm changes cause a miss on hit). If worn while torn/expended/damaged the wearer counts as “Injured” for skills that benefit from/require being injured (certain barbarian skills).

Modifiers
3c Rampaging Weapon +1 COMPLEX Requires Barbaric Rampage Once a turn may apply Barbaric Rampage with weapon without expending Energy.
5c Surging Weapon +1 COMPLEX Requires Barbaric Surge This weapons attacks apply +1E benefits to the effects of Barbaric Surges it triggers.
4c Barbaric Weapon +Minimum COMPLEX Requires Barbarity expend this weapon on hit with a triggering Barbarity attack to count it as a hit even if it misses for the purposes of the generated social attack.
4c Barbaric Clothing/Armour +Minimum COMPLEX Requires Barbaric Swing If expended by barbaric swing add +5 vs Non-Strong instead of +3.
14c Raging Clothing/Armour +1 COMPLEX Requires Barbarian Rage If fully expended but still equipped AND you are suffering from at least 1 physical Injury you gain Devastating +1 to your normal attacks and Scary social attacks. This DOES stack with Barbarian rage.
4c Demolition Weapon +Minimum COMPLEX Weapon gains Devastating +1 vs Furniture. +1 more if weapon is Big, +1 more if weapon is Heavy.

Gladiatorial Prowess Items
Items
3c Symbol of Mercy Unique Small Soft Cloth Weak Requires Gladiatorial Honour This item can be given to another character to enable them to invoke your Gladiatorial Honour ability (or cash it in). This item is unique to both you and the character you give it to.
2c Symbol of Victory Unique Small Hard Metal Weak Requires Finishing Blow Expend from a pocket to apply the effects of Finishing Blow on hit instead of before attack.
5c Helm of The Gladiator Hard Metal Hat Armour Requires And The Crowd Goes Wild Expend and Disarm to remove Undamaging from And The Crowd Goes Wild attack.

Modifiers
2c Weapon of Victory +1 COMPLEX Requires Finishing Blow Expend to apply the effects of Finishing Blow on hit instead of before attack.
5c Brutal Damage Weapon +1 COMPLEX If you apply Brutal Injuries with this weapon it does NOT add Undamaging.
8c Brutal Efficiency Weapon +2 COMPLEX Requires Brutal Injuries This weapon applies Brutal Injuries to it's attacks at no cost!
10c Improved Decapitation Weapon +1 COMPLEX When using Decapitation Display you may upgrade to a Decapitate instead of Sever on a 19-20. And may opt to change the cost to All Energy Minimum 0 instead of just 1E.
10c Exhausting Weapon +1 COMPLEX Requires Exhausting Blows In the Resource Phase you regain Energy equal to the amount of Energy you spent on Exhausting Blows with this (and any other Exhausting weapons) MINUS the number of attacks (after parry) that hit you that turn.
4c Demolition Weapon +Minimum COMPLEX Weapon gains Devastating +1 vs Furniture. +1 more if weapon is Big, +1 more if weapon is Heavy.

Knightly Code Items
Items
6c Symbol of Bravery Unique Small Soft Cloth Weak Requires Fearless Knight Expend this item from a pocket in a resource phase to recover from the “honourable surrender” state of Fearless Knight. You must have been in this state since the beginning of the turn
6c Token of Silent Challenge Unique Small Soft Cloth Weak Expend from a pocket to either succeed on a failed scary attack made as part of a Silent Challenge, or expend it on the turn after a successful Silent Challenge to extend the Unready state of victim +1turn.
8c Duelling Glove Unique Gloves Small Soft Cloth Weak Disposable Expend (disposable!) from pocket or gloves slot as an auto success undamaging close-range (weapon OR unarmed) attack action (may be used as an off hand if you have the right skills). It lets you start an Honourable Duel with the target ignoring normally limiting factors like damage from other sources from BEFORE the use of the duelling glove (but NOT from after).
5c Locking Sheath Hard Metal Plastic Upgrades a pocket without filling it. Works as a normal sheath when unlocked (lets you “drop” weapons back into their custom pockets without action costs).May be locked or unlocked as 1 Equip action (or disarm/steal action).
While locked weapons may NOT be removed from the sheath. The sheath itself has a +3 resistance to Steal and Disarm effects and takes 2 turns to be unequipped. While locked reduces all locked weapons to -1 or sometimes -0 to social checks for being “threatening”.
3c Locking Gauntlet Hard Metal Glove Binds any weapon locked into it (1 equip action) so that it has both a +4 resistance to Steal and disarm effects AND takes 2 turns to unequip (1 to unlock, 1 to unequip).

Modifiers
5c This Comes Off +1 Minimum COMPLEX You can disarm this item to trigger Evening the odds... even if this item normally wouldn’t qualify. Stick it on your hat.
4c Guardian Shield/Armour Unique +1 COMPLEX Requires Defensive Guard 1E a turn for an ADDITIONAL Defensive Guard block (using this item's keywords). And yes you can put this one on multiple shields or a shield and your suit of armour... etc...
4c Guardian Weapon +1 COMPLEX Requires Offensive Guard Actions that include an attack with this weapon do not require the standard 1E cost to be used with Offensive Guard.

Thievery Items
Items
6c Detection Goggles Plastic Ceramic Hat Adds Vision +1 to SDef while not Blind.
3c Sneaky Shoes Plastic Boots Soft Expend to reroll a failed Sneak or Hide action.
2c Sneaky Gloves Cloth Soft Weak Glove Expend to reroll a failed Steal or Conceal action.
3c Hidden Pocket Cloth Soft Weak Upgrades a pocket slot without filling it to a hidden pocket. +2 to conceal contents.
3c (per 1 zone length) Trick Wire Leash Cloth Soft Weak Attaches to an item in a pocket (item becomes Minimum Complex) This leash is 1-3 zones long and largely invisible. It can be used for most leashing/grapnel line like effects (especially on a weapon) but also notably permits you to easily re-equip a disarmed weapon, or make a disarm or steal action at range to steal it back, and if a thief does not detect the line (+4 to conceal attempt to obscure it's presence) then it will disrupt robberies with various obvious comedic effects when the leash is pulled taught. The leash itself is Metal Soft Weak Small Furniture 5 Armour 2 and only 1 Injury.
8c Camouflage Cloak Cloak Heavy Soft Cloth Camouflage Top layer defence when worn. Disarm at any time, if defence change causes miss on hit can do so as parry effect. Covers lower layers removing anti-camouflage penalties for covered items.and provides a +3 vs Non-Blind camouflage bonus (terrain specific). Does not stack with other camouflage bonuses.
8c Dark Cloak Cloak Heavy Soft Cloth Camouflage Top layer defence when worn. Disarm at any time, if defence change causes miss on hit can do so as parry effect. Covers lower layers removing anti-camouflage penalties for covered items.and provides a +2 vs Non-Blind camouflage bonus to stealth in zones with at least Shadow 1. Does not stack with other camouflage bonuses.
6c Shadowy Paints Oil 1 Skimpy Partial Camouflage Worn in paints layer. While body keyword applies adds +1 vs Non-Blind Camouflage bonus to stealth actions in zones with at least Shadows 1. If sole top layer bonus increases to +2.
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
6c Camouflage Paints Oil 1 Skimpy Partial Camouflage
Worn in paints layer. While body keyword applies adds +2 vs Non-Blind Camouflage bonus (terrain specific). If sole top layer bonus increases to +4.
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit

Modifiers
10c Darkened Armour Camouflage +Minumum COMPLEX +1 vs Non-Blind to stealth actions in zones with at least shadows 1. This is a special camouflage bonus that DOES stack with other camouflage bonuses (unless covered, so doesn't work with the cloaks).
10c Camouflaged Armour Camouflage +Minumum COMPLEX +2 vs Non-Blind to stealth actions in specific terrain. This is a special camouflage bonus that DOES stack with other camouflage bonuses (unless covered, so doesn't work with the cloaks).


Assassin Items
Items
3c Concealing Cloak Cloak Cloth Soft Disarm at any time (including as on hit parry to cause a miss if defence changes would do that). Disarm to ignore Alert on observers while making a Stealth action. If you have Sneak Off and use this item (in place of the Sneak off Energy cost) on a success all attacks that target you that turn instead target your abandoned cloak item as a decoy parry effect.
5c Assassination Guard Unique Armour Metal Hard Requires at least one Assassin skill. Expend from a pocket for 2 Blocks against an Assassinate attack, even if you are Unready. It also may be applied to the basic attack from an enemy attack downgraded by Counter Assassinate.

Modifiers
5c Anti-assassination +1 COMPLEX Modifies a weapon or clothing/armour to add the properties of an Assassination Guard item
6c Assassin’s Weapon +Minimum COMPLEX Successful Assassin attacks made with this weapon add Devastating +1
6c Hatchet Man's Weapon +1 COMPLEX On the critical from Hatchet Man for 1E Instead of Sever you may add Dismember when using If the dismember is blocked it is not cancelled it is only downgraded to a Sever (blocked separately)
6c Executioners Weapon +1 COMPLEX On the critical from Hatchet Man instead of Sever you may add Decapitate using Hatchet Man. If this weapon is big you may add Bisect instead.
5c Concealed Weapon +1 COMPLEX Modifies any weapon or projectile weapon, disguising or concealing it such that conceal attempts can be made (at +4) to hide the item from detection as a weapon (but not as an item). If such a conceal check succeeds the weapon can be revealed to make a surprise assassination attack treating targets as Unready
6c Murdering Weapon +1 COMPLEX Requires Murderous Assassin. Expend on hit with Assassin attack if opponent is defeated that turn gain +1E in resource phase, in addition to, and even if you do not normally meet the requirements for, the actual base energy benefit from Murderous Assassin (which you might presumably not meet because you did not start the turn with 0 Energy).
5c Silenced Armour +1 COMPLEX +1 vs Non-Deaf to your stealth actions.
4c Quieted Weapon +Minimum COMPLEX Primarily for guns, possibly some sonic weapons. Removes Loud from the item/attack.

Acrobatics Items
Items
3c Running Shoes Boots Plastic Soft +1 zone when you Run.
3c Jumping Shoes Boots Plastic Soft +1 zone when you Jump.
5c Launch Shoes Hard Metal Mechanical Boots Expend to add Jump to movement and +1 zone of jumping movement during move.
1c Leaping Bindings Cloth Soft Expend from pocket for +1 Zone of movement if you have Jump or Run on your movement this turn.
3c Escape Cape Cloth Cloak Soft Top layer defence, disarm at any time including on hit as a parry effect (if defence changes cause miss) Expend this item to add Escape to any action (on hit).
2c Cat Fall Cloak loth Cloak Soft Expend this item to negate entire Fall attack on hit. With Cat Fall may expend to gain +1 Extra energy from the skill.
2c Safety Belt Unique Plastic In pocket slot may expend to secure yourself to any object or surface in any zone you pass through, ending all forms of movement and preventing falling attack (and avoiding some forms of Driver attack).
4c Swimwear Partial Light Cloth Clothing Tight Skimpy Worn in underwear layer. +2 to Swimming Checks. Negates swimming penalties if sole top layer (adds Swim) expended for 1 turn of holding breath.
4c Climbing Gloves Gloves Plastic +2 to Climbing checks. Expend for 1 turn of Climb
4c Bouncy Outfit Partial Light Plastic Clothing Skimpy Armour 1 Wear in underwear or clothing layer. While sole top layer (ignoring cloaks) you may add Jump to your movement at no cost if you performed at least one zone of Jump movement last turn.
4c Running Suit Partial Light Cloth Softc Clothing Skimpy Armour 1 Wear in underwear or clothing layer. While sole top layer (ignoring cloaks) you may perform a Run action at no cost if you performed a Run action last turn (including a Charge).
2c (for stack of 3) Wrestling Oil Oil 2 Skimpy Partial Disposable Worn in “oils and paints” layer. If applying it's oil bonus it may be expended as a Parry to auto negate a Grab effect ON HIT.
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
3c Vaulting Pole Weapon Hard Metal +2 vs target that performs a Move action this turn. Expend to Jump. +1 zone when you Jump (+2 if weapon is big). You may launch off this item with Assisted Launch without the need for a target to launch off.
2c Hoop Weapon Metal Hard Light Boomerang Weak Undamaging Knock +2 vs Obfuscating Optional Thrown for Long Range
If upgraded to a Hybrid Weapon with damaging weapon this item removes Undamaging
2c Ribbon Weapon Cloth Soft Light Whip Weak Short-Range +2 vs Evasive
Attacks with this weapon add Undamaging and either Knock or Disarm, or Pin
If used to Pin the item creates a Leash effect to the target. The leash cord's defence is 12 = Weapon Furniture 5 Cloth Soft Weak Small 2 and it has only 1 injury.
The leash can be reeled in as an action in later turns with an Undamaging Weapon attack at +2 vs Weak To pull the other character in, or at with no cost/roll to pull you to the character.
This item can also be worn as a (Cloth Soft Clothing Light Tight Skimpy Partial) main clothing item or as a worn pocket item (or even a worn hat item!). Any worn ribbon can be moved to a hand slot at no action cost during your action. Wearing a ribbon conceals it's status as a weapon for a +4 conceal bonus, but since ribbons aren't very threatening that isn't a big deal even if detected that it potentially is a hand held ribbon.

Modifiers
3c Budget Driver Weapon +1 COMPLEX When making a Driver attack with this weapon cost may change to X Energy, where X is the total Devastating bonus to the attack.
9c Impact Driver Weapon +1 COMPLEX When making a Driver attack with this weapon add an additional Devastating +1.
6c Heavy Driver Weapon +1 COMPLEX Adds Heavy to weapon. When making a Driver attack with this weapon add an additional Devastating +1. Also adds a Critical 19-20 adds Sever or if the weapon is big, Bisect
3c Safe Driver Weapon +1 COMPLEX Expend to cancel the falling attack on the user (on hit).
8c Bouncy Armour +1 COMPLEX While sole top layer (ignoring cloaks) you may add Jump to your movement at no cost if you performed at least one zone of Jump movement last turn.
6c Running Armour +1 COMPLEX While sole top layer (ignoring cloaks) you may perform a Run action at no cost if you performed a Run action last turn (including a Charge).
2c Long Ribbon +1 COMPLEX Upgrades a Ribbon into a long ribbon. It can make it's attacks out to long range. Which is really nice for the leash effect.
2c Ribbon Suit +1 COMPLEX Upgrades a skimpy clothing or armour item to also be a Ribbon weapon. Handy if you want say, an Acrobatic Outfit AND a Ribbon Suit. Adds item keywords and bonuses to cord defence.
3c Juggling Weapon +Minumum COMPLEX While in a “juggling” slot, you may still use or throw this item as a readied attack.
4c Line Shot +1 COMPLEX Upgrades a projectile attack or thrown weapon to leash it. The leash is a cord with the same profile as a Ribbon. Allows various leash effects, like the actions described in Ribbon.

Dancing Items
1c Hand Fan Weapon Fan Soft Light Cloth Shield Weak Undamaging +3 vs Evasive Any hybrid weapon upgrade with a damaging weapon removes undamaging.
2c Pole Fan Weapon Big Fan Soft Cloth Undamaging +3 vs Obfuscating Any hybrid weapon upgrade with a damaging weapon removes undamaging.
3c Transparent Veils Cloth Soft Clothing Skirt Light Skimpy Partial Worn as underwear or clothing layer (or both). May disarm any time.
3c Taught Veils Cloth Soft Clothing Tight Light Skimpy Partial Worn as underwear or clothing layer (or both). May disarm any time.
9c Layered Veils Cloth Soft Clothing Skirt Tight Skimpy Partial Light Obfuscating 1 Worn as Clothing layer only (despite Skimpy). May disarm any time.
12c Heavy Veils Cloth Soft Clothing Skirt Tight Heavy Skimpy Partial Obfuscating 1 Despite Skimpy it's also heavy and goes in your armour/heavy clothing layer. May disarm any time.
6c Veiled Cloak Cloth Soft Cloak Skimpy Obfuscating 1
Does not hide or conceal anything except identity (+2 to anonymous disguise). Becomes top layer defence. May be disarmed at any time.
6c Face Veil Cloth Soft Hat Weak Skimpy Partial While worn your identity is anonymous. Can fuel take it off actions even though it is just a hat.

Modifiers
4c Modesty Fan +1 COMPLEX Upgrades a Fan so that you may treat it as a worn clothing item (Skimpy Cloth Clothing Soft Skirt Partial Light) if it is in your hand and you are otherwise not wearing any clothing or armour items of underwear or higher layers. And yes this means they can be used for torn shirt and for Take It Off, etc...
4c Wearable Fan +1 COMPLEX Upgrades a Fan so that you may just plain wear it in your main clothing slot. You may wear a single fan in your Underwear layer and treat it as (Skimpy Cloth Clothing Light Soft Skirt Partial) or may wear two fans in the same layer and treat it as (Skimpy Light Cloth Armour 1 Soft Skirt Partial) You expend the fans separately for torn shirt. It takes an equip action to place one or both fans as clothing, but you may “draw” them as weapons for free as part of an attack. Drawing fans from your clothing slot also triggers Take It Off effects as if you had shed clothing. You may also wear a wearable fan as a Hat.
4c Seven Veils +1 COMPLEX +1 Expenditure for torn shirt and/or take it off to any Veils main clothing item. May be applied to the same item more than once.
6c Wandering Clothing +1 COMPLEX Upgrades Skimpy clothing/armour increasing base value of penalty from Distracting Movement by -1 (before seduction penalties).


Magician Items
10c False Text Cloth Soft Small Weak Fragile This elaborate social trap is a tome or book of some form. Characters picking it up or seeing it are inclined to read it. Once they do they are effected by a Social attack as if made by the prior owner. And this attack continues once each turn as long as it succeeds in the prior turn. If defeated by the attack the book may include some instructions to exploit the defeat. Any character with Inconceivable may give a false text to a target from a pocket slot at no cost on a successful social attack at close range. The book then continue the attacks until it misses.
2c (for stack of 3) Magical Dust Ceramic Hard Small Fragile Weak Disposable Magic Expend to make any skill use, character (or item) Magic and Mystic for 1 turn. Or any skill use, or item, non-magic and non-mystic for 1 turn. Or apply to any non-willing target as a thrown weapon attack or close range unarmed attack (from a pocket).
16c Magicians Wand You may use this wand as if it were any other sort of LT magical energy skill set wand.
6c Beautiful Assistant Suit Partial Light Armour 1 Metal Chainmail Skimpy Wear as clothing or armour layer. any character with the Puff Of Smoke skill may also (or just instead) opt apply it's effects to a wearer of a Beautiful Assistant Suit. The wearer may also just expend this suit to benefit from the effects of Puff Of Smoke without the skill or cost. If they expend AND disarm it they may create a decoy parry effect with a sneak or hide.
7c Fabulous Cloak Cloak Cloth Soft Chainmail Metal Top layer defence. Disarm at any time including on hit parry (if defence change causes a miss). Works exactly like Beautiful Assistant Suit.
6c (for stack 3) Glittering Paints Oil 1 Obfuscating 1 Skimpy Metal Partial Disposable
Worn in “oils and paints” layer. Works exactly like a Beautiful assistant suit, but only if sole top layer.
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
6c (for stack 3) Glitter Bomb Obfuscating Hard Metal Ceramic Weak Soft Disposable
Throw with no attack roll required at a target to apply Misdirection to them at no Energy cost, if you have the skill the triggered social attack gains +3 vs Non-Blind and you may expend 1E on hit to add Blind to the social attack..
9c Magicians Hat Magic Mystic Hat Cloth Hard During any Equip, attack or Fast Change action, You may treat your back pack slots as pocket slots. Also you gain +1 pocket slots in your fancy hat.

Modifiers
9c Beautiful Assistant Armour +1 COMPLEX adds the effects of Beautiful Assistant Suit to any clothing or armour.
6c Quick Change Suit +1 COMPLEX When using the Quick Change skill it takes NO actions to disarm or equip this clothing/armour
4c Quick Change Weapon/Item +Minimum VERY COMPLEX When using the Quick Change skill it takes NO actions to disarm or equip this item.

Wizardry Items
2c Official Wizarding Papers Cloth Soft Magic Weak Unique Disposable Requires I'm A Wizard. Expend from pocket for a Social Scary block vs a Non-Mystic social injury.
10c Wizard Battery Unique Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power ANY magic skills or spent as 1E for magic skills. Can be damaged with successful disarm. If damaged with charge explodes (slightly) but deals no damaging effects of any form. Requires I'm A Wizard in order to use. Used from a Pocket.
3c Wizard's Amulet Ceramic Hard Magic Weak Unique Disposable MUST expend for 1 Block vs Non-Strong Magic attacks, including Social. Even when unready or helpless.
5c Grounding Charm Ceramic Hard Magic Weak Unique When in a pocketif any batteries on the wearer have a backfire explosion then the wearer may opt to cancel the explosion (with the grounding charm) AND may channel the exploding battery charge to any discharged battery or to restore +1E in resource phase. The recharge effect can be applied to a willing character at close range instead.
8c Tome Of Secrets Cloth Soft Magic Mystic Weak Unique Fragile Requires Stolen Secrets. From hand or pocket lets user with Stolen Secrets record a magic skill and retain it indefinitely in the book instead of just 1 turn. If disarmed may be expended/damaged by attacker, wiping current held secret.
9c Tome Of Patterns Cloth Soft Magic Weak Unique Requires Repeat Pattern From pocket or hand with Repeat Pattern may record a magic skill upgrade and retain it indefinitely in the tome instead of just 1 turn. If disarmed may be expended/damaged by attacker, wiping current held pattern.
9c Orb Of Wizardly Aura Ceramic Hard Magic Weak Increases range of users Wizardly Aura to Short-Range from hand slot.
9c Wizard's Ring Ceramic Hard Magic Weak Requires I'm a Wizard +3 vs Mystic to a Blaster attack from pocket.
12c Wizard Staff Ceramic Hard Magic Weak Wand Requires I'm a Wizard. From hand any blaster attack you know as Off Hand attack for 1E. And may treat it as a matching wand item for ANY blaster skill.
12c (for stack of 3) Painted Glyphs Oil Skimpy Partial Magic Obfuscating 1 Disposable
Worn in oils and paints layer. If sole top layer increases to Obfuscating 2
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
6c Wizard's Hat Cloth Soft Hat Weak Mystic Requires I'm A Wizard May add limited Smart Guided to Magic attacks that targets Magic or Mystic targets only (gain information about target magical energy types outside of LoK). Also lets you see magic and mystic items, characters and auras and stuff around corners.


Witchery Items
5c Power Potion Ceramic Fragile Magic Weak Disposable Requires I'm Not A Witch Expend from a pocket in place of 1E for any Magic skill or item ability. However this applies a special unblockable Poison injury to your character that causes a -2 penalty to your defence (that stacks) per power potion used. One such injury can be healed with a single successful Rest action. This injury is a coast, injury cap is not applicable. Yes you may carry and use a bunch of these.
5c Love Potion Ceramic Fragile Magic Weak Disposable Expend from pocket to add Magic and Devastating +1 to a Seductive attack (before attack roll). Only one love potion per attack.
6c (for stack of 3) Confidence Potion Ceramic Hard Weak Disposable Expend from hand of pocket (via hand) as Magic Heal Single-Target Close-Range action to heal 1 standard Social injury on a willing or helpless target (may be self).
6c Vigour Potion Ceramic Hard Weak Disposable Acts as a Healing potion OR a Confidence potion. Whatever, user's choice. Also cures colds and head lice and acts as a very mild mechanic free aphrodisiac.
6c (for stack of 3) Untraceable Perfume Oil 1 Skimpy Partial
Worn in oils and paints layer. If body applies adds +2 vs Smell on Stealth and Social actions. If sole top layer item increases to +5 vs Smell instead. Characters with Smell cannot track you (with smell)
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit
5c Witches Comb Ceramic Hard Weak Magic Hat Requires Witch's Hair Adds Magic +1 to NDef and SDef
3c Lesser Hex Charm Ceramic Hard Weak Magic Unique Disposable MUST expend from pocket when another character in LoS attempts a block, negating effect of 1 Block, or downgrading a Perfect Block to 1 Block.
9c Witch's Hex Amulet Ceramic Hard Weak Magic Unique May pay All Energy Min 1 when using Witch's hex instead normal cost, makes you immune to all uses of Witches Hex while applying the effect normally to all other targets.
5c Witch's Defence Amulet Ceramic Hard Weak Magic Unique Disposable MUST expend for 1 Block vs Non-Magic attack, including Social even when unready or helpless.
6c Witch's Skeen Skimpy Flesh Soft Animal
Special additional bottom layer clothing (may wear paints/oils under it AND over it). Is a fleshy animal disguise for +5 vs Non-Smell to disguise (mask/form changing based). Usually in form of “sexy harmless young maiden”, but can take any form including monsters with people traits.
10c Wild Skeen +1 COMPLEX Modifies a witches Skeen with 2 points of additional People Ability Skill Points invested based on monstrous abilities of the skeen's body. This however temporarily “uses up” the same amount of skill points of abilities from the wearer while they wear it in a manner similar to a temporary retrain. Yes you can apply this modifier to a skeen more than once.
10c Witch's Battery Unique Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power ANY magic skills or spent as 1E for magic skills. OR the charge can be expended in place of taking a normal or social injury (this is not a block and can be used on costs). Can be damaged with successful disarm. If damaged with charge explodes dealing the wearer 1 unblockable normal injury or 1 point of Energy drain. Requires I'm not a Witch in order to use. Used from a Pocket.
12c Witch's Broom Ceramic Hard Magic Weak Wand Requires I'm not a Witch While in hand may use to perform any blaster attack known as an Off Hand for 1E. And you may ride it to gain Fly to any Charge or Run action you perform.
9c Witch's Ring Ceramic Hard Magic Weak Requires I'm not a Witch +3 vs Non-Mystic to a Blaster attack from pocket.

Sorcery Items
12c Sorcerer's Focus (Battery) Unique Ceramic Hard Weak Fragile Backfire Magic Stores 2 charges which EACH can used to power ANY magic skills or spent as 1E for magic skills. Can be damaged with successful disarm. If damaged with (at least 1) charge explodes dealing the wearer 1 automatic unblockable Normal Injury and a Stun effect. Requires I'm A Sorcerer to use. Used from a Pocket.
4c Sorcerous Stamina Potion Ceramic Fragile Weak Magic Disposable Expend from Pocket or Hand to delay Stun or KO cost of Sorcerous Energy or desperate sorcerous energy by 1 turn. But doing so also deals you 1 unblockable standard injury as a cost, ignoring damage cap.
7c Amulet Of Appetites Ceramic Hard Weak Unique Magic Fragile Backfire In pocket or hand allows use of Sorcerous Appetites at 1 Energy (as well as normal) This item is fragile. And if attacked with a successful disarm may at the attackers option be damaged/expended. And damaging it causes a Drain 1 injury to the user.
4c Magical Stamina Charm Ceramic Fragile Weak Magic Expend from pocket to treat any and all of your skills/actions/items this turn as if they were magical skills that required Mystic in order to operate. Allowing various sorcerer upgrades and such.
12c Sorcerers Staff Wood Hard Weapon Staff Magic Weak Wand
Requires I'm A Sorcerer use in hand to make any off hand blaster attack you know for 1E. When using Gathered Power and this item add further Devastating +1
9c Sorcerer's Ring Ceramic Hard Magic Weak Requires I'm a Sorcerer +2 vs Non-Magic to a Blaster attack from pocket.
3c Sorcerer's Cloak Cloak Heavy Cloth Soft Magic Energy Mystic Top layer to defence. Disarm at any time, including on hit for parry effect if defence change causes miss. Vs Magic attacks can be expended for Torn Shirt only if wearer is not at max energy, and causes +1E gain in Resource Phase.
3c Sorcerer's Crown Hat Metal Ceramic Hard Permits you to use Sorcerous Appetites on non-magical Energy attacks as well.
9c Orb Of Sorcerous Aura Ceramic Hard Magic Weak Increases Sorcerer's Aura to Short-Range at no cost from hand.
8c (for 3 stack) Wild Magic Sparkles Oil Skimpy Partial Magic Pretty 1 Disposable Worn in oils and paints layer. When applying to NDef also adds Magic Pretty 1 to SDef. If sole top layer clothing it increases Pretty bonus to Pretty 2 instead (on both Def).
Note: Oil is flammable, any Fire attack that hits a target with Oil gains Devastating +1 on hit


Priesthood Items
Items
9c Religious Symbol Ceramic Hard Weak Social Unique Requires I'm A Priest Expend from pocket for 1 Block vs Non-Mystic (normal or social)
12c Inspiring Icon Cloth Magic Soft Weak Hat Unique When using Inspire Allies, and if an ally spends at least 1E of your Energy, regain +1E in the Resource phase that turn.
8c Priest's Amulet Ceramic Hard Magic Weak Unique Requires Warded Mind MUST expend from pocket to block a magic social injury if at least 1 remains unblocked. You may do so even if Unready.
8c Sutra Scrolls Cloth Soft Weak Magic Unique Expend this item from pocket when using Sealing Sutra to apply the stun effect to a target with only Mystic OR Magic.
6c Priestly Robes Cloth Clothing Soft Robe Requires I'm A Believer. Worn in clothing layer. Can be used for Social blocks with torn shirt!
6c Heavy Priestly Robes Cloth Clothing Heavy Soft Robe Requires I'm A Believer. Worn in Heavy Clothing layer. Can be used for Social blocks with torn shirt!
10c Priestly Battery Unique Ceramic Hard Weak Fragile Backfire Magic Stores 1 charge used to power ANY magic skills or spent as 1E for magic skills. If expended this battery recharges any time you “finish” a helpless or willing magic or mystic target. Can be damaged with successful disarm. If damaged with charge explodes dealing the wearer an unblockable special injury that removes Mystic from their profile until the injury is healed Requires I'm a Believer in order to use. Used from a Pocket.
6c Priestly Sceptre Ceramic Hard Magic Weak Requires I'm a Believer Use from hand for 1E for any known Blaster Attack as Off Hand attack. Bright 1 to 3 (choose at start of turn) light source.
6c Priestly Hat Hard Hat Cloth Magic Weak Requires I'm a Believer. Expend for torn shirt block vs Social, Magic or Mystic attacks.
9c Priest's Ring Ceramic Hard Magic Weak Requires I'm a Believer +2 vs Magic to a Blaster attack from pocket.

Modifiers
5c Witch Hunting Weapon +1 COMPLEX Weapon adds Magic and +3 vs Magic
7c Witch Slaying Weapon +1 COMPLEX Weapon add Magic and deals Devastating +1 against Magic targets.
7c Witch Draining Weapon +Minimum VERY COMPLEX Weapon adds Magic and deals Drain +1 against Magic targets.
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PhoneLobster
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PostPosted: Fri Feb 01, 2013 5:21 am    Post subject: Reply with quote Add User to Ignore List

Current Completion State!
OK so that means I've now posted everything I intend to in the near future. I would like to add in the LT buildings once revised, and the Cultural stuff once revised and completed. But most importantly.

The material here should now be sufficiently complete to be playable.

And not just a little playable, but like, a whole damn campaign playable.

Sure the base building stuff is still missing, sure the piles of optional extra cultural items aren't there. But there is a LOT of stuff and enough to do most of a traditional RPG with.

Mid Tier of course hasn't even been started... but 20 points of Low Tier skills and a mountain of items covers a LOT of potential ground.

So anyway. If I feel like it next up I may post some sample builds and maybe some example encounter stuff using this material. Stuff like that.

Probably not best to expect the buildings or cultural stuff to be revised and completed any time soon, I might suddenly do it all in one week, or I might take months to get around to it.

And Mid Tier only gets started after that.
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Orion
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PostPosted: Fri Feb 01, 2013 5:37 am    Post subject: Reply with quote Add User to Ignore List

These hideous chains of keywords are hideous. There has got to be a way to cut down on that shit.
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PhoneLobster
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PostPosted: Fri Feb 01, 2013 5:48 am    Post subject: Reply with quote Add User to Ignore List

Orion wrote:
These hideous chains of keywords are hideous. There has got to be a way to cut down on that shit.

There are potentially better layouts, and I could reform things so that there were fewer keywords (by a small margin before sacrificing complexity).

But over all it's hideously functional.

Nice fluff descriptions for each entry and a multi line layout would help a lot. But those would mean I was printing more pages, obscuring the function of the mechanics slightly, and would mean I'd need separate documents anyway for this or similar layout so I can cut and paste things for NPCs and stuff.

The open office documents are slightly more readable than the posts here. But only marginally. And largely due to more hideous bolding and coloring in some of the skill text. I suspect in post format had I gone through and unbolded the red text it might be better looking, but damnit. I've got BB code cut and paste fatigue already.
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mean_liar
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PostPosted: Fri Feb 01, 2013 5:34 pm    Post subject: Reply with quote Add User to Ignore List

I'd be willing to assist in typesetting, but I'm not at all familiar with OpenOffice. There are a lot of fancy things I can do with Word, but I'm unclear if I'd be able to leverage that technique into OpenOffice.
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codeGlaze
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PostPosted: Sat Feb 02, 2013 1:56 am    Post subject: Reply with quote Add User to Ignore List

Hmm... this would definitely benefit from an HTML treatment.

edit: sweet... OO can export it to html. I...think I'll poke at this. Big Grin


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PhoneLobster
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PostPosted: Sat Feb 02, 2013 2:31 am    Post subject: Reply with quote Add User to Ignore List

OK Now for some example materials
Some Zero Level Examples
OK so there is no fixed starting point for the game. It's probably better to let players start with somewhere between 2-5 point characters. But it's within the grasp of the system to start as early as Zero points for super harsh crawl out of the gutter scenarios, and we can learn a few things about the mechanics by starting like that.

Scenario Resources
So our scenario is some bullshit about the characters all being 0 level incompetents who miraculously survived a boat wreck. They each managed to grab exceedingly minimal gear, basically a simple weapon each and maybe some basic clothing or underwear (or both).

Enemy resources will also be highly limited. The reduced lower level NPC traits, like Civilian, basically exist for the very early phase of low resource LT scenarios just like this, and it might be the only time we ever expect the players to care about fighting that sort of opponent.

Encounter maps are not expected to be altogether big or complex at this stage, the PCs cannot handle elaborate or larger groups of enemies, so there is no particular reason to map out more than a small area.

The Sample NPCs
Pirate Villager Scum
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Pirate Villager Boss
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The Sample Party
I'm throwing together four characters here...

Lizard Girl
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Mr Smash
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Betty Blades
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Mr Lies
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Sample Encounter 1 -
Layout – The encounter occurs over 4 zones. A beach. A zone on a cliff over looking the beach. Some more beach. And Even more beach. Prior to the encounter the party was sneaking around on the beach. But the encounter begins when Betty Blades and Mr Lies are detected by roving wreck pillagers.

The party is all in the southern most beach zone (all beach zones are adjacent to the cliff top zone, cliff on the boundary between zones), there are 5 pirate villagers in the next beach zone, 5 more in the northern most beach zone, and a pirate boss on top of the cliff zone. The encounter shouldnt be altogether too hard, but the pirate boss being on top of the cliff zone could be problematic.

Turn 1 -
Betty Blades is Fast. She goes first. Mr Lies tells her to cool it, he wants to talk his way out of the situation, she points out he is level 0 and has like NO helpful abilities for doing that yet and attacks. She performs a standard Charge action, allowing her to move into the adjacent beach zone with 5 villages and make a close range attack. She uses her Sword because the villagers are in partial gear and have the Body keyword giving her a +2 to attack. She only needs a 3 to hit. She rolls a 5 and hits. Dealing one damage to a villager.

Lizard Girl technically could spend an Energy to go in the Fast phase. But decides not to. She waits.

All normal speed characters are expected to go now. The party waits on the NPCs. The villager Betty damaged won't fall down to the end of turn when damage applies. So he and his 4 friends co-operative attack her with clubs. They gain a +3 bonus from co-operative attack, and that is it, but the party are 0 level and have low defences so it will only take a 6. They roll a 15 and hit her squarely for 1 damage.

The other 5 villagers up the beach are only aware of Mr Lies and Betty Blades (the others succeeded in their sneaking and remain hidden this turn). Betty is already damaged, they could maybe charge in and knock her down or something, but the damage cap prevents them from damaging her further. So they co-operatively throw all their spears at Mr Lies, needing 7 to hit. They miss on an unlucky 1.

The Pirate Boss is slow and won't act yet. He can spend an energy to act in the normal phase, but decides to wait instead.

Mr Lies being a stubborn bastard insists on trying to lie to someone with a Deceptive social attack. Unfortunately a fight has clearly broken out and everyone gets Alert 5 on their Social Defence. He doesn't care and takes a shot anyway. He is flat out going to lie to a villager in Betty Blades zone and try and convince him the others are out to get him. He needs a 14 to do so, gets a crazy ass 17 and succeeds.

Mr Smash has until now been hidden. Because he is hidden he could potentially pull off an assassination attack on any target as he can treat anyone who hasnt seen him as an unready target. This has no effect on the villagers, but would score an instant kill on the Pirate Boss if he could pull it off. He gets a +2 vs all and needs 7 to hit the boss with his kinetic wand's ranged attack. Unfortunately he rolls a 3, revealing himself as he misses.

Lizard Girl is currently hidden. She decides to perform a Sneak action and climb the cliff stealthily. Now doing so moves her closer to observers, AND the observers since the last sneak action (the one she succeeded right before combat) have become alert. Sneak persistence rules require her to roll a new sneak check. Also she is climbing a cliff and needs to roll a relatively arbitrary climb check. The GM declares the cliff a difficulty 10 climb, so she adds her +9 and just barely auto succeeds on the climb, on the sneak roll she has bare feet and gets +1 vs Non-Deaf (pirate boss is not deaf), she needs a 14 and rolls up a 15. She climbs the cliff boundary and is in the pirate bosses zone and remains hidden for next turn.

Slow phase rolls around for the pirate boss decides who to shoot. He only brought one ammo with him, so he decides not to spend it and just makes a normal shot. His target is Mr Smash as Mr Smash (appears) the to be the only threat to him with his ranged wand attack. Mr Smashes clothing fully covers his body, so he has no Body keyword on defence, the gun gets no bonus, Mr Smashes defence is 9. Pirate boss rolls a 5 and misses.

The turn rolls into the ending phases. Block Phase sees a chance for Betty Blades to tear her shirt to block her damage. She does not choose to and takes 1 Normal Standard Injury (she has 2 left). Damage phase applies that damage to her, knocks out a villager from the damage she dealt, and sees another villager convinced his former allies are out to get him thanks to Mr Lies... welll... lies.

Turn 2-
Betty Blades is fast. She has enemies all around her, but can reach some further up the beach. She charges out of her zone and into the guys in the north most zone who threw spears last turn, and attacks them with her sword. Rolling a solid 20 and dealing another damage.

Lizard girl waits it out and normal phase rolls up.

The five villagers Betty just charged into attack her. And hit for 1 damage with their co-operative club attacks.

The 3 villagers she left behind cannot attack her. If she had moved in the normal phase they could have attacked her simultaneous to her leaving their zone, as it is they either have to charge after her, throw spears or just not bother, since she is already damaged and the damage cap would make it problematic they instead just charge into the zone with Mr Lies and Mr Smash, and attack Mr Lies. They roll a 14 and hit him squarely with a co-operative club attack for 1 damage.

However, the villager Mr Lies lied to acts at the same time as them. Now he can treat them as in his zone OR in the zone they charged to since they acted at the same time as him. He decides to stay where he is and try and club one of his former companions as they leave. He rolls a solid 18 and takes one down with 1 damage.

Mr Lies does not like his damage, and decides to make a special social attack in the form of a social parry using lies. He will lie his way into making the attack against him miss. He needs a 14. He rolls a 3. he remembers he is Tricky and his opponents are not. He spends 1 Energy to reroll with his Tricky good trait ability. Getting a 16 the parry negates the hit against him and he will not be taking damage when the end phases roll around. But the attack was a special undamaging attack, so no more villagers are knocked out or converted with lies.

Lizard Girl decides to try and assassinate the Pirate Boss. She has however only got daggers, the pirate boss has a proper full suit of clothing and does not have Flesh on his defence. She is attacking at a flat +0. Pirate boss is 9 defence. But if she hits she takes him out in one hit, no blocks even thanks to assassination. But she rolls a 7, missing and revealing herself.

Mr Smash decides he cannot afford to try and cover Lizard Girl so he shoots a villager in his zone point blank in the face instead. Rolling a 15 and blasting one away.

Pirate boss leaves it to the slow phase and acts now. Not liking Lizard Girl's attempt on his life he spends his ammo before attack for the devastating +1 bonus (if he hits her), his gun applies it's body bonus against her because she is wearing a partial clothing item. He rolls a 12 and hits. He is strong so he spends 1 Energy on hit to add an additional +1 Devastating. This will deal a total of 3 damage to Lizard Girl.

In end of phase 3 pirate villagers go down, Mr Lies is NOT damaged thanks to his parry, Betty Blades IS damaged. And Lizard Girl is taking 3 damage. Betty chooses not to block and takes it. Lizard girl tears her underwear item with torn shirt because if she doesn't she is out of hit points, and takes only 2 of her damage.

Turn 3
Betty Blades acts first. She feels she is in danger what with just the 1 clothes block and 1 Injury left . She decides to charge as her action getting out of the zone with 4 guys, moving to the zone with the lied to villager, spending 1 Energy on her Fast good trait ability to move 1 additional zone to arrive back in the southernmost beach zone where there is only 1 threatening villager. She attacks it with her sword rolling a 5 and damaging it. She is now out of reach of the 4 villagers up the beach.

In the normal phase the damaged villager takes a shot at Betty. Rolling a 20 and dealing her 1 damage before he goes down at the end of the turn.

The 4 villagers Betty left behind decide to run through their confused ally, they perform a Run action, exhausting themselves because they have 0 energy (exhaust just prevents them from running again mostly). Having run two zones to join Betty in her zone... they cannot attack anyone.

Lizard Girl Just all out tries to stab pirate boss. She rolls a 19 and hits. Dealing 1 damage with a dagger.

Mr Smash decides to shoot the running villagers. He could shoot them in their origin zone, for -1 range penalty, but decides to shoot them in the adjacent zone where there is 0 range penalty as they pass through. He rolls a 6 and takes one out.

The lied to villager can target the running villagers at any point during their movement. He decides to stand still and club one as they run past. He gets a 19, he is totally awesome. Knocking another one out.

Mr Lies decides to lie to villagers again, like Mr Smash he could target them at any point during their run movement. He waits until they arrive in his zone. He needs 14 again and gets a 9. He spends an energy on his tricky reroll, gets a 2 and misses.

The Pirate Boss is out of ammo and can no longer fire his gun. He pulls out his club and attacks Lizard Girl. He rolls a 17 and hits. Dealing one damage.

In the end of turn phase 3 more villagers go down. Leaving only 2 hostile villagers (and the deceived villager). Pirate Boss takes his damage without blocking. Betty tears her clothing with Torn Shirt to cancel her one damage (as it would have knocked her out) and Lizard Girl has no choice but to take her 1 damage from the club and is defeated.

Turn 4
Betty Blades as always acts first. She attacks the remaining 2 villagers in her zone. Rolling a sodding 2 and missing.

The two villagers are sufficiently smart to know that attacking betty is the most optimal option they are getting a co-operative +1 with their dwindled numbers by now and roll up a 17 and hit her.

Mr Lies decides to try and save Betty and makes another Deceptive Parry attempt rolling a 13, just missing, spending his last Energy to roll a 15 and parry the damage to Betty.

The lied to villager decides to throw his unused spear at the pirate boss. He rolls a 3 and misses solidly.

Mr Smash decides to shoot the last 2 villagers, he rolls a 12. Suddenly remembers he is strong and spends 1 Energy on hit to deal +1 Devastating for 2 damage in total. Against normal targets the damage wouldn't roll over but the villagers are co-operative attackers sharing a zone, so it damages both of them and will knock them both out at the end of the turn.

Lizard Girl is defeated since last turn and cannot act. She may need first aid or something to avoid dying from blunt trauma, but it can wait until the end of the fight as there are no hard mechanical requirements on that.

The Pirate Boss thinks he is more uber than he really is. Now he COULD try climbing down the cliff as part of a charge, and on a 10 plus he would make it. But he thinks he has style and instead does what any ground based character can, and simply moves off the edge of the cliff. Technically placing him in a zone in the air above the beach zone where the three remaining party member are. He does not fall yet. He will fall at the start of his action next turn. If the attack misses him he will be fine and fight on. If it hits him he will be damaged, knocked over, and his turn will end before he does anything.

Turn 5
Betty goes first. She has a throwable hammer. And pirate boss is currently suspended in the air 1 zone above her. She throws the hammer at him. Getting a 12 and hitting. 1 damage to the pirate boss.

Lied to villager believes his allies are out to get him... but he doesn't believe the party are specifically his friends, that wasn't the set up Mr Lies (perhaps foolishly) decided at the time of the deceptive defeat. So seeing all his traitorous allies defeated except an outnumbered boss suspended in mid air, seeing a clear path to escape he just plain turns around and runs for it, placing him just one zone off the previously mapped battle field to the north.

Lizard girl is of course still defeated.

Mr Smash decides to shoot pirate boss. He rolls a 16 and hits. However this would do NOTHING thanks to the damage cap and betty already hitting him.. until he spends 1 Energy for his strong bonus to deal 1 extra damage. His attack now deals 2 damage, and surpasses Betty's attack. As most damaging attack it will be the one applied to the pirate boss for damage purposes.

Mr Lies decides to do what any character can do, and not act until a slower phase of the round. Just in case the pirate boss hits someone and he needs to pull off a parry or something.

Pirate boss acts in the slow phase as usual. Before his action he finally falls... and the ground hits him on its attack roll. For 1 damage and a Knock effect, knocking him over. It also ends his turn.

In the block phase the pirate boss tears his shirt for 1 block to prevent defeat.

Turn 6
Betty goes first. She tries to stab the knocked pirate boss with her sword. She misses. Knock provides no particular benefits to that, just limits the pirate's actions.

Mr Lies tries to lie to the knocked down pirate boss. He fails. He is out of energy for rerolls.

The last remaining pirate villager (the lied to one) continues to flee. He cannot run any longer so he just moves one zone further away.

Mr Smash decides to shoot the ass off the pirate boss. He rolls a 14 hits, and spends 1E to add his strong effect and deals 2 damage. He didnt need to. But he does anyway.

Pirate boss is knocked down he can stand up as his action. He could with 1 Energy (to act in the normal phase) attack Betty Bladesl while she was in reach since he is immobilised from the knock down. He cannot reach Mr Smash to parry. He knows he will be defeated by the end of the turn. He spends the 1 Energy to act in normal and swipe at Betty as she missed him. He rolls an 8, just missing her.

In the damage phase the pirate boss takes 2 damage, having only 1 hit point and no blocks left he is defeated.

Turn 7
Mr Smash decides he doesn’t want the deceived villager escaping he rolls a 10 on his ranged attack with a -3 penalty due to range to hit the distant fleeing villager. This does indeed hit and the deceived villager goes down.

Betty is injured but standing. And will need to repair her clothing item outside of the encounter and retrieve her hammer. Lizard Girl needs someone to climb the cliff and and provide some first aid. That could take some antics, but otherwise is perfectly doable. Loot is highly mediocre and mostly consists of ragged pirate underwear and a hand gun which needs its ammo pouch restored.
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PhoneLobster
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PostPosted: Wed Feb 06, 2013 12:32 pm    Post subject: Reply with quote Add User to Ignore List

OK as small as the numbers of anyone paying actual genuine attention to this thread may be I'm actually a bit surprised to see absolutely no comments or questions on the zero level example encounter, as from my perspective I'd have thought it one of the most interesting bits on this thread.

So since no one else gives a damn I'll just talk about it a bit myself.
Things to Take Away from the Zero Level Sample Encounter
Some play was non-optimal or faked
Some choices made were poor. Lizard Girl should have thrown her spare dagger instead of climbing the cliff, pirate boss should have climb/charged down instead of jumping. But these things helped demonstrate some actions and stuff, so they did it anyway.

Many of the rolls were arbitrarily decided to best demonstrate certain points, though a number were rolled just for the hell of it if it didnt seem to matter.

Just worth mentioning this before some other commentary.

The Ranged Characters Walked Out Undamaged
The wand user and the social attacker were making ranged attacks, they stayed still and they shot stuff. Stuff had to get to them, and took it's time getting distracted with the two melee attackers.

As a result both the melee attackers were nearly wiped, and the ranged attackers walked away scratch free.

This isn't great. But is somewhat as to be expected. With no skills and limited gear there is little to prevent ranged attackers from doing that sort of thing.

Though in part it was also due to the set up and some tactical choices made either arbitrarily, poorly, or to demonstrate certain points.

Social Combat sort of sucks at this level
Mr Lies actually performed pretty well, but largely only by rolling high and exploiting his Tricky reroll ability. The Alert defence bonus really hurts in combat social attackers (in general) but also most especially before they get any abilities to bypass it or boost their social attack bonuses.

He probably should have taken a shot at a multi-target Deceptive Attack, both to demonstrate it and for the chance of succeeding. As it would have been pretty awesome. But odds were against him on that.

Over All a lot of stuff happened
Even a Zero Skill point encounter, with some very harsh limits on Items and NPC opponents, still generated a moderately elaborate and interesting result. Stuff happened. Options were engaged. Good Traits did things. Items were used in special ways. Terrain, obstacles, and layout and positioning were, to a limited degree, used.

The Energetic Ability is not so great
Even the Slow ability to upgrade from Slow to normal phase saw use in the encounter. The Energetic ability not so much. Going faster doesn't do much unless you use mobility to get out of someones reach, apply an on hit effect (not injury), or need to reach/compete with someone faster than you doing that. As such Slow guys will want to use their speed upgrade more often, because there are more people they need to occasionally pay to just get the same speed as. Normal speed Energetic characters don't need to upgrade to Fast that often, unless there are Fast characters leaping out of their combat reach all the time or something, which will be less common, because there are less Fast characters than normal speed ones.

However Energetic has the max energy and energy regen bonuses, and those are actually rather a big deal. So they are totally worth it, and having the slightly sucky Fast upgrade ability is a pretty good matching there.

Some abilities already present were under used or not used
Betty only used her Fast movement upgrade once. But then, it was a small map, not much running around to actually do.

She never kicked in with her Feeble Ability (and in retrospect looking at where her build is going probably should have taken Fragile instead anyway). But then, as a zero level character with not much to spend Energy on yet it's hardly surprising.

Mr Smash never had any effect applied by his decadence. But with the lack of Pretty opponents that's just the way that was.

Mr Lies Weak disadvantage... wasn't particularly. And his build may well lead it to not be much of an issue in future too. He certainly had no reason to use the upgrade from it. Weak however will still kick him in the nuts occasionally in future, but it is likely to do so primarily through occasional notable attack and effect bonuses against him. (much as Lizard Girl's Cowardly will).

Oh and I strongly suspect I forgot to add (or mention) a Club weapon based bonus vs Small against Mr Lies at least once. Hell I think he even missed one action when he delayed to slow phase for a possible parry, but then didn't need to.

Next time I shouldn't write this thing up and post it at 2:30 AM...

Turn Based Damage Cap had a major effect
Turn based damage cap forced a fair bit of either non-standard attacks like Parries, or otherwise forced more spreading of attacks between targets. As fully intended and expected. It worked really well as it always does.

Further the limited hit points and the whole "damage at end of turn" led to one or two parries to save characters that would have otherwise dropped. Which was a nice little demonstrated application of that.

Torn shirts were used, and 3 out of 5 characters who could do that did so. One of those three got to remain standing at the end of the fight in part because of doing so. No special injuries were around to demonstrate that aspect of the interaction with Blocks, but maybe next time...

Talking about next time
I'm thinking despite the lack of feedback I'll do a 3 point "about where characters would start if you weren't doing the nasty zero level thing" example shortly using the same characters built out to, well, 3 points and some better gear.

It should demonstrate some slightly more elaborate stuff.
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Orion
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PostPosted: Wed Feb 06, 2013 8:22 pm    Post subject: Reply with quote Add User to Ignore List

That's a cool write-up. I do particularly like the damage-cap, that's really elegant.
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rampaging-poet
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PostPosted: Thu Feb 07, 2013 4:50 am    Post subject: Reply with quote Add User to Ignore List

Thanks for the breakdown. I read the example combat, but didn't get a chance to comment (homework).
I sent a link to this to a friend of mine, and he seemed interested. We might run a few tests ourselves. If we do, I'll be sure to post the results here.
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PostPosted: Fri Feb 08, 2013 8:33 am    Post subject: Reply with quote Add User to Ignore List

A 3 Point example
This time I am using the same party of sample PCs.

Now they have been advanced with a few skill points and a selection of items. They are basically at a point that would be more sensible as a starting point for a lot of games.

Item resources are still potentially rather limited, with limited Coin wealth and limited access to looted gear. They are getting 3 skill points to spend on stuff.

Wealth Resource Distribution
OK, is totally unfair. Lizard Girl is wearing less than 8 Coins of Material, Mr Lies racks in at about 9 Coins, and Mr Smash and Betty Blades are running around with no less than 20 Coins!

The wealth system does not have any hard per character caps (beyond the only marginally flexible slot based inventory system), and there is nothing to stop a party spending in this asymmetrical manner, and they probably will, some character builds will be more item reliant and intensive, and some players will be more demanding.

All the same wealth is expected to transition through – Not enough gear to fill your slots -> Enough gear to fill your slots -> Enough gear to fill your slots with almost exactly what you might want -> Bottomless pits of gear at your base that can fill all your slots any time. Well, that's the LT model, then you start having a bit of a similar deal going on with MT gear becoming available to replace a few LT slots and repeat etc...

But anyway the “not enough gear to fill all your slots” portion of play is where we are and where this will be most observably unbalanced. There are plenty of gear options available and even a nudist unarmed combat character actually has plenty of things to put in hands and pockets and such for various benefits once it becomes possible to fill all their equipment slots more easily.

The Sample Party
Back again they are...

Lizard Girl
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Mr Smash
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Betty Blades
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Mr Lies
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