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  1. o---------------------------------------o
  2. | Weapons & Attacking |
  3. o---------------------------------------o
  4.  
  5. Armor
  6. ----------------------------------------------------
  7. Worn Armor acts as a Hit Point buffer resisting
  8. Damage Types. This buffer must be removed before
  9. losing HP. The buffer is separate for Physical
  10. and Magical damage. See Damage Type.
  11. The buffer is reset outside combat.
  12.  
  13. Status Effects
  14. ----------------------------------------------------
  15. Poisoned: Lose HP for duration.
  16. Bleeding: Lose HP per AP spent for duration.
  17. Burning: Lose Physical and Magical Armor for duration.
  18. Freezing: All AP costs increased for duration.
  19. Shocked: Unable to Move.
  20.  
  21. Damage Type Resisted by Special Chance
  22. ------------------------------------------------------------------------
  23. Physical Physical None N/A
  24. Piercing Physical Inflicts Bleeding 10%
  25. Poison Physical Inflicts Poisoned 10%
  26. Magical Magical None N/A
  27. Fire Magical Inflicts Burning 10%
  28. Cold Magical Inflicts Freezing 10%
  29. Electric Magical Inflicts Shocked 10%
  30.  
  31.  
  32. Action Point (AP) Cost
  33. ------------------------------------------------------
  34. Moving costs 1 AP.
  35. Quaffing Potions costs 1 AP.
  36. Attacking with Weapons costs 2 AP.
  37. Using Abilities or Reading Scrolls costs 3 AP.
  38.  
  39. Weapon Modifiers
  40. -----------------------------------------------------
  41. Light Weapons costs 1 AP to Attack with.
  42. Crushing Weapons deal double damage to Physical Armor.
  43. Ranged Weapons can attack from a distance.
  44.  
  45. Weapon List
  46. ------------------------------------------------------
  47. Weapon is known without identification.
  48.  
  49. Name Damage Type Cost
  50. ---------------------------------------------------------------------
  51. Dagger 1d4 Piercing, Light 5
  52. Mace 1d6 Physical, Crushing 10
  53. Sword 1d8 Physical 15
  54. Bow 1d6 Physical, Ranged 20
  55. Gun 1d4 Piercing, Ranged 25
  56. Wand 1d4 Magical, Light, Ranged 20
  57.  
  58. Weapon Quality
  59. ------------------------------------------------------
  60. Weapon Quality requires identification.
  61. These are prefixes to the name of the weapon.
  62.  
  63. Quality Effect Gold Multiplier
  64. ------------------------------------------------------
  65. Poor: -1 to Damage 0.5 *Cannot be Enchanted*
  66. Good: +1 to Damage 2
  67. Superior: +2 to Damage 3
  68. Masterwork: +3 to Damage 4
  69. Legendary +4 to Damage 5
  70. Mythical +5 to Damage 6
  71.  
  72. Weapon Enchantments
  73. ------------------------------------------------------
  74. Weapon Enchantments require identification.
  75. A single Weapon can have many Enchantments.
  76. These are suffixes to the name of the weapon.
  77.  
  78. Enchantment Effect Gold Multiplier
  79. ------------------------------------------------------
  80. Burning +1d4 Fire Damage 2
  81. Freezing +1d4 Cold Damage 2
  82. Shocking +1d4 Elec Damage 2
  83. Sickening +1d4 Psin Damage 2
  84. Power +1d4 Magi Damage 2
  85. Thirst Lifesteal Damage 3
  86. Slaughter Add Bleed Effect 3
  87. Draining Manasteal Damage 3
  88.  
  89. The following is a list of possible enchantment combinations,
  90. which add Special Effects and change Name in addition to combining Enchantment
  91. Effects and Gold Multipliers normally.
  92.  
  93. Enchanted items are obtained from chests, Mini-Bosses and Bosses.
  94.  
  95. Combination Special Effect Name
  96. ------------------------------------------------------------------------------------------------------------------
  97. 2x Burning/Freezing/Shocking None The Elements
  98. 3x Burning/Freezing/Shocking None The Rainbow
  99. Power + Burning/Freezing/Shocking/Sickening/Thirst Status Chance Doubles Supreme Burning/Freezing/Shocking/Sickening/Thirst
  100. 2x Power Add 10% Critical Destruction
  101. 3x Power Add 25% Critical Obliteration
  102. Power + Slaughter 5% Instant Death Murder
  103. Thirst + Draining None The Soul Eater
  104.  
  105. Cursed Weapons
  106. -------------------------------------------------------
  107. Weapons may be cursed. A cursed weapon cannot be removed normally
  108. but are identified upon equipping. To remove a cursed weapon
  109. you must use a Scroll of Remove Curse. This destroys weapons.
  110. Cursed Weapons inflict status effects on you randomly every time you
  111. move or do an action.
  112.  
  113.  
  114. Examples
  115. -------------------------------------------------------
  116.  
  117. Mythical Sword of The Soul Eater
  118. Cost: 15*(6)*(3*3) = 810
  119. Damage: 1d8+5 Physical
  120. Effects: Lifesteal, Manasteal
  121. Modifiers: None
  122.  
  123. Masterwork Dagger of The Rainbow
  124. Cost: 5*(4)*(2*2*2) = 160
  125. Damage: 1d4+3 Piercing + 1d4 Fire + 1d4 Cold + 1d4 Elec
  126. Effects: 10% Bleeding, 10% Burning, 10% Freezing, 10% Shocking
  127. Modifiers: Light
  128.  
  129. Superior Gun of Murder
  130. Cost: 25*(3)*(2*3) = 450
  131. Damage: 1d4+2 Piercing + 1d4 Magic
  132. Effects: 10% Bleeding, 5% Instant Death
  133. Modifiers: None
  134.  
  135. Legendary Wand of Obliteration
  136. Cost: 20*(5)*(2*2*2) = 800
  137. Damage: 4d4+4 Magic
  138. Effects: 25% Critical Hit
  139. Modifiers: Ranged, Light
  140.  
  141. Loot Generation
  142. ---------------------------------------------------------------------------
  143.  
  144. 1. When a Chest is opened or Mini-Boss/Boss is killed there is a 80% chance an Enchanted Item is generated,
  145. and a 20% chance a Cursed Item is generated.
  146.  
  147. 2. This item is an Armor 40% of the time, a Weapon 40% of the time, and a Trinket 20% of the time.
  148.  
  149. 3. There is a 80% chance a single enchantment is on the item, and a 20% chance an enchantment combination is on the item.
  150.  
  151.  
  152.  
  153.  
  154.  
  155.  
  156. o---------------------------------------o
  157. | Heroes |
  158. o---------------------------------------o
  159.  
  160. Assassin
  161. Q:
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