Kel and Lok Games

A new way to play

The upcoming Aetherianica TTRPG which will feel similar to other popular role-playing games, but which will be funner and have more flexibility. We will release pieces of how the game works over time for the community to discuss and give feedback. This will culminate in an open to the public play test of the core rules, where if you contribute you will get your name in the credits. The 'core' of the game is free and you are even allowed to make commercial products based off of it, with no cut offs or other pesky limits that other games impose (see licensing information for details)

Avatar Traits and Weapons

Postby Lokiare » Thu Aug 16, 2012 8:49 pm

Avatar Traits

Each Species, Career, and Lifestyle has 2 Traits for a total of 6 Traits on character creation. Some Traits are common and multiple Species, Careers, and Lifestyles may have them. Other Traits can only be taken once. These Traits have the keyword (Special) to distinguish them. When creating Traits for a custom Species, Career, or Lifestyle you start with the Trait level and then add 9 points. These points are then spent to create a Trait.

[table][tr][th]Effect[/th][th]Cost[/th][th]Description[/th][/tr][tr][td]Companion (Special)[/td][td]Species Level + 9[/td][td]Choose a Species. A creature of that species is now under control of the player as a “Companion”. Cannot be taken by an Avatar that has another (Special) Trait.[/td][/tr][tr][td]Empower Companion (Requires Companion Effect)[/td][td]Species Level + 9[/td][td]Enhances one of the Companions stats by +2, this can be Power, Nimble, Mystic, or Persona.[/td][/tr][tr][td]Enhance Companion (Requires Companion Effect)[/td][td]Species Level + 9[/td][td]Distribute 5 points among the Companions Trauma, Stress, Endurance, Physical Defense, or Magical Defense.[/td][/tr][tr][td]Contact[/td][td]Species Level + 9[/td][td]The contact is a source of information and can give the Avatar leads and secret information on any subject they know. The GR creates a Non-Player Avatar NPA that will grant information to the Avatar.[/td][/tr][tr][td]Grant an extra Negligible action[/td][td]10[/td][td]The Avatar gains an additional Negligible action. Any decreases to Actions removes this action in addition to its normal effect.[/td][/tr][tr][td]Grant an extra Median action[/td][td]20[/td][td]The Avatar gains an additional Median action. Any decreases to Actions removes this action in addition to its normal effect.[/td][/tr][tr][td]Grant an extra Normal action[/td][td]30[/td][td]The Avatar gains an additional Normal action. Any decreases to Actions removes this action in addition to its normal effect.[/td][/tr][tr][td]Grant a special sense[/td][td]5 + 1 per pace of range[/td][td]A special sense is granted. This can be the ability to see in darkness, feel slight tremors in the ground, sense hidden magic, feel vibrations in the air, etc... etc...[/td][/tr][tr][td]Ignore a penalty[/td][td]5 + 5 per increment ignored.[/td][td]Ignore a single penalty of some kind. This can be a penalty to movement based on use of a particular armor type. Another could be to ignore action penalties for action decreases by one category for a specific type of penalty such as having too much weight. It must be for a specific situation and only affect one decrease or increment per 5 extra points.[/td][/tr][tr][td]Reduce the Effect of an ability or enhancement on the Avatar[/td][td]8 + 2 per increment reduced.[/td][td]Reduce the effect of an ability on the Avatar. This can be reducing the amount of damage taken from a specific type of attack or element such as reducing fire damage by 1. It can also be a reduction of a forced movement, it would be reduced by 1 pace per 2 extra points spent down to a minimum 1 pace.[/td][/tr][tr][td]Add a sense while unconscious[/td][td]8 + 2 per pace[/td][td]While sleeping or unconscious an Avatar retains one of their senses if they detect something they can wake themselves as a negligible reaction.[/td][/tr][tr][td]Add the ability to take a Negligible action while unconscious[/td][td]15[/td][td]The Avatar is able to take a negligible action while unconscious or asleep per round. This can be a zombie like unconscious action, or a bleeding out last desperate action. Note that the Avatar is considered to have no senses unless they have added senses while unconscious.[/td][/tr][tr][td]Add the ability to take a Median action while unconscious[/td][td]20[/td][td]The Avatar is able to take a Median action while unconscious or asleep per round. This can be a zombie like unconscious action, or a bleeding out last desperate action.[/td][/tr][tr][td]Grant allies an enhancement[/td][td]6 + 2 per pace + (2 * number of increases)[/td][td]Grant allies that are within a number of paces of you a number of increases to a specific type of roll such as attacks against targets of a Species, Career, or Lifestyle or a specific skill or check.[/td][/tr][tr][td]Grant Companion an enhancement[/td][td]4 + 2 per pace + (2 * number of increases)[/td][td]Grant an Avatar’s companion that is within a number of paces of them a number of increases to a specific type of roll such as attacks against targets of a Species, Career, or Lifestyle or a specific skill or check.[/td][/tr][tr][td]Change size category[/td][td]10 per size category difference[/td] [td]Permanently change size categories. This grants all bonuses, penalties, increases, and decreases of the new size category. Multiples of this Trait do not stack.[/td][/tr][tr][td]Grant a bonus Enhancement[/td][td]10 per Enhancement[/td][td]Grant an extra Enhancement, must be chose from a specific list of up to 3 enhancements.[/td][/tr][tr][td]Grant a bonus proficiency[/td][td]10 per Proficiency[/td][td]Grant an extra Proficiency, must be chosen from a specific list of up to 3 Proficiencies.[/td][/tr][tr][td]Grant an enemy a penalty[/td][td]6 + (2 * number of paces) + (2 * number of decreases)[/td][td]Grant an enemy a number of decrease if they are within a number of squares of you if they try to take a specific type of action. An example would be forcing enemies that attack an ally to take a decrease if they are within 1 square of the Avatar. Another is forcing enemies that are within 1 square of the Avatar to take a decrease if they attack with small weapons. There must always be a requirement.[/td][/tr][tr][td]Enhance Abilities by taking longer to use (Special)[/td] [td]10[/td][td]Each segment taken to enhance an Ability increases the effect of the Ability by 1 increase, whether this is applied to damage, damage dice, attack, or another effect is up to the user. If hit from the time the Ability was started and before it was finished, the ability is interrupted and any Exploit points spent are returned to the users pool. Cannot be taken by an Avatar that has another (Special) Trait.[/td][/tr]
[tr][td]Chain abilities for increases (Special)[/td][td]10[/td] [td]Each time the Avatar successfully hits with an Ability against the same target they gain 1 cumulative increase to damage, damage dice, attack, or another effect chosen by the user. If an Ability is used that does not have an attack or an Ability is used that misses or an Ability is used against another target, all accumulated increases are lost. Each time the Avatar gains an increase in this way they can choose which feature to increase, either the same or different. Cannot be taken by an Avatar that has another (Special) Trait.[/td][/tr][tr][td]Prepare increases (Special)[/td] [td]10[/td][td]Every round an Avatar chooses to use a Normal action to ‘prepare’ for a specific target they gain 1 cumulative increase to their choice of damage, damage dice, attack, or another effect. On their next attack against the target they use all the increases they have gained. Whether they hit or miss they lose all accumulated increases. They cannot transfer the accumulated increases to another target, if they use an Ability on another target they lose all accumulated increases. Cannot be taken by an Avatar that has another (Special) Trait.[/td][/tr][tr][td]Increase maximum Exploit pool.[/td][td]10 per Point[/td][td]Increase the maximum Exploit pool by 1 point. Between encounters the Avatar may store 1 extra Exploit Point.[/td][/tr]
[tr][td]Use a skill to add increases to Abilities (Special)[/td] [td]10[/td][td]Pick a skill on Avatar creation. The Avatar can make a skill check using this skill with a RT of 11 + Level of Ability applying increases to, with no increases or decreases. If they succeed they gain an increase for every 5 points they beat the RT by. If they fail they gain a decrease for every 5 points they fail the RT by. The Increases or Decreases can be added to damage, damage dice, attack, or another effect. They must declare they are using this trait before they use the Ability to gain its benefits. Cannot be taken by an Avatar that has another (Special) Trait.[/td][/tr][tr][td]Trade a number of Increases for an equal number of Decreases (Special)[/td][td]10[/td][td]Add a number of increases to one feature and add an equal number of decreases to another feature. If the feature is not a roll then it lasts until the end of the Avatars next round. 3 combinations are chosen on creation. Each combination has a set of Increases and Decreases. The Avatar chooses one of the combinations to use at any given time. Cannot be taken by an Avatar that has another (Special) Trait other than this one.[/td][/tr][tr][td]Gain Increases for taking damage (Special)[/td][td]10[/td][td]Add a number of increases to damage, damage dice, attack, or another effect. For each increase take 1d4 damage to either Trauma, Stress, or Endurance. Only one kind of hit points can be affected each round. Cannot be taken by an Avatar that has another (Special) Trait other than this one.[/td][/tr][tr][td]Gain a bonus to maximum Trauma, Stress, or Endurance[/td][td]1 per point.[/td][td]Gain a point bonus to the maximum value of either Trauma, Stress, or Endurance[/td][/tr][tr][td]Convert Increases into extra damage dice (Special)[/td][td]10[/td][td]The player can choose to convert each increase they have into 1d6 extra damage on an ability that deals damage. Cannot be taken by an Avatar that has another (Special) Trait other than this one.[/td][/tr][tr][td]Gain extra Abilities that can be swapped out during an extended rest (Special)[/td][td]10 * number of sets of Abilities[/td][td]For each Species, Career, and Lifestyle Ability you have gain an extra inactive Species, Career, and Lifestyle Ability, each time you gain another Ability you also gain another inactive Ability of the same category (not when you get replacements only new slots). During an extended rest period you may choose to swap out one each of these inactive Abilities with an active Species, Career, and Lifestyle Ability. You may only have the same number of active Species, Career, and Lifestyle abilities at a time as your level progression allows. Cannot be taken by an Avatar that has another (Special) Trait.[/td][/tr][/table]

Weapons

Weapons are composed of what class of weapon they are (sword, axe, spear (arrows are spears), club, magic wand, magic rod, and flail), what materials they are made up of (the functional parts, a wooden handle on a sword doesn’t affect the use of the blade), How heavy they are (Light, Medium, Moderate, Hefty, Massive), and reach (Close, Extended, Ranged). For instance a Light Metal Close Sword might be considered a dagger or a knife.
Close weapons can target anyone in an adjacent pace. Extended weapons can target anyone within extended range of the user. Ranged weapons can target anyone within a set number of paces, but get 1 decrease for targeting adjacent paces.
An easy way to determine the weight of the weapon is to determine how many hands it uses. If it can easily be used in one hand it is light. If it can be used in either one hand or two hands it is medium. If it can generally only be used in two hands, but occasionally is used one handed it is Moderate. If it has to be used in two hands then it is Hefty. If it can only be used in two hands and requires a lot of strength or training it is Massive.
The weight affects damage by choosing the base damage. Light weapons have a base damage of 1d4. Medium weapons have a base damage of 1d6. Moderate weapons have a base damage of 1d8. Hefty weapons have a base damage of 1d10. Massive weapons have a base damage of 1d12.

[table][tr][th]Weight[/th][th]Base Damage[/th][/tr]
[tr][td]Light[/td][td]1d4[/td][/tr]
[tr][td]Medium[/td] [td]1d6[/td][/tr]
[tr][td]Moderate[/td][td]1d8[/td][/tr]
[tr][td]Hefty[/td][td]1d10[/td][/tr]
[tr][td]Massive[/td] [td]1d12[/td][/tr][/table]

[table][tr][th]Normal[/th][th]Reliable[/th][th]High[/th][/tr]
[tr][td]1d4[/td][td]1d4+1[/td][td]1d6[/td][/tr]
[tr][td]1d6[/td][td]1d6+1[/td][td]1d8[/td][/tr]
[tr][td]1d8[/td][td]2d4[/td][td]1d10[/td][/tr]
[tr][td]1d10[/td][td]1d6 + 1d4[/td][td]1d12[/td][/tr]
[tr][td]1d12[/td][td]2d6[/td] [td]1d10 + 1d4[/td][/tr][/table]

When attacking with a normal damage weapon on a critical success max out the damage then add 1d4. When attacking with a reliable damage weapon on a critical success max out the damage then add 1d6. When attacking with a high damage weapon on a critical success max out the damage then add 1d8.

[table][tr][th]Damage Category[/th][th]Critical Damage[/th][/tr]
[tr][td]Normal[/td][td]Maximum + 1d4[/td][/tr]
[tr][td]Reliable[/td][td]Maximum + 1d6[/td][/tr]
[tr][td]High[/td][td]Maximum + 1d8[/td][/tr][/table]

The effective material of the weapon affects whether they are Normal, Reliable, or High damage weapons. Metal usually means High damage, wood usually means Normal damage, and stone usually means reliable damage. High damage is a single die that has a large range. Reliable damage is two smaller dies that are less half the single die range maximum. Normal damage is the default damage for the size. High damage increases the damage die by one category, at 1d12 increasing the die category results in 1d10 + 1d4. Reliable if possible swaps out the max die size for two dice that when added together equal the normal die size. If that is not possible simply add a +1 to the default die size. For instance 1d4 default with reliable is 1d4+1. 1d8 reliable is 2d4. High damage 1d4 is 1d6. High damage 1d8 is 1d10. Extended weapons reduce the damage type by one category. A reliable 1d4 is 1d4+1, 1d6 is 1d6+1, 1d8 is 2d4, 1d10 is 1d6 + 1d4, and 1d12 is 2d6. A high 1d4 is 1d6, 1d6 is 1d8, 1d8 is 1d10, 1d10 is 1d12, and 1d12 is 1d10 + 1d4.

[table][tr][th]Effective Material[/th][th]Damage Category[/th][/tr]
[tr][td]Wood[/td][td]Normal[/td][/tr]
[tr][td]Stone[/td][td]Reliable[/td][/tr]
[tr][td]Metal[/td][td]High[/td][/tr]
[tr][td]Bone[/td][td]Normal[/td][/tr][/table]

Here are some premade examples based on historical weapons.

[table][tr][th]Weapon Name[/th][th]Class[/th][th]Material[/th][th]Weight[/th][th]Reach[/th][th]Damage Type[/th][th]Damage[/th][/tr][tr][td]Dagger[/td][td]Sword[/td][td]Metal[/td][td]Light[/td][td]Close[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Rampuri[/td][td]Sword[/td][td]Metal[/td][td]Medium[/td][td]Close[/td][td]High[/td][td]1d8[/td][/tr][tr][td]Throwing Knife[/td][td]Sword[/td][td]Metal[/td][td]Light[/td][td]Ranged[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Neolithic Dagger[/td][td]Sword[/td][td]Stone[/td][td]Light[/td][td]Close[/td][td]Reliable[/td][td]1d4+1[/td][/tr][tr][td]Cudgel[/td][td]Club[/td][td]Wood[/td][td]Light[/td][td]Close[/td][td]Normal[/td][td]1d4[/td][/tr][tr][td]Jutte[/td][td]Club[/td][td]Metal[/td][td]Light[/td][td]Close[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Rungu[/td][td]Club[/td][td]Wood[/td][td]Medium[/td][td]Ranged[/td][td]Normal[/td][td]1d4[/td][/tr][tr][td]Mace[/td][td]Club[/td][td]Metal[/td][td]Medium[/td] [td]Close[/td][td]High[/td][td]1d8[/td][/tr][tr][td]Shillelagh[/td][td]Club[/td][td]Stone[/td][td]Medium[/td] [td]Extended[/td][td]Normal[/td][td]1d6[/td][/tr][tr][td]Morning Star[/td][td]Club[/td][td]Metal[/td][td]Massive[/td][td]Extended[/td] [td]High[/td][td]1d10 + 1d4[/td][/tr][tr][td]Meteor Hammer, Single[/td][td]Club[/td][td]Stone[/td][td]Moderate[/td][td]Extended[/td][td]Normal[/td][td]1d8[/td][/tr][tr][td]Meteor Hammer, Double[/td][td]Club[/td][td]Stone[/td][td]Hefty[/td][td]Extended[/td][td]Normal[/td][td]1d10[/td][/tr][tr][td]Flail, One-Handed[/td][td]Club[/td][td]Metal[/td][td]Medium[/td][td]Close[/td][td]High[/td][td]1d8[/td][/tr][tr][td]Flail, Two-Handed[/td][td]Club[/td][td]Metal[/td][td]Moderate[/td][td]Extended[/td][td]High[/td][td]1d10[/td][/tr][tr][td]Javelin[/td][td]Spear[/td][td]Metal[/td][td]Medium[/td][td]Ranged[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Bamboo Spear[/td][td]Spear[/td][td]Wood[/td][td]Medium[/td][td]Ranged[/td][td]Normal[/td][td]1d4[/td][/tr][tr][td]Spear[/td][td]Spear[/td][td]Metal[/td][td]Moderate[/td][td]Ranged[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Lance[/td][td]Spear[/td][td]Metal[/td][td]Hefty[/td][td]Extended[/td] [td]High[/td][td]1d12[/td][/tr][tr][td]Pila/Pilum[/td][td]Spear[/td][td]Metal[/td][td]Medium[/td][td]Ranged[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Sickle[/td][td]Sword[/td][td]Metal[/td][td]Light[/td][td]Close[/td][td]High[/td][td]1d6[/td][/tr][tr][td]Scythe[/td][td]Sword[/td][td]Metal[/td][td]Moderate[/td][td]Close[/td][td]High[/td][td]1d10[/td][/tr][tr][td]War Scythe[/td][td]Sword[/td][td]Metal[/td][td]Massive[/td][td]Extended[/td][td]High[/td][td]1d10 + 1d4[/td][/tr][/table]
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Lokiare
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