Okay, here's the stuff about stats and equipment.
Player Statistics
- There are five visible character statistics each represented by an icon; Strength (sword), Vitality (shield), Reflexes (lightning bolt) Intelligence (book), and Luck (clover).
- In order to keep things relatively simple, each statistic governs the areas with which one would logically associate it. For example, Strength with damage and lifting, Vitality with enduring pain and holding your breath, Reflexes with accuracy and dodging, Intelligence with convincing/tricking people and so on. Luck works differently in that it governs events that are dictated by chance, and often is used in conjunction with the conclusion of other statistic checks. If a player were wounded, with enough luck the blow may bounce off their armour leaving them unhurt, or, when discovering a treasure chest, a lucky player may find a better quality of item.
- Statistics are primarily used to determine the player’s ability to pass skill checks. Like DnD, a statistic will provide a bonus to a skill check; the higher the statistic, the higher the bonus. For example, someone with a very high Strength would get a +5 on a roll to check if they can move a boulder out of their path. Statistics suffer from diminishing returns, as the higher the statistic becomes, the more points required to reach the next bonus.
- Regarding skill checks, in order to represent the fact that heroic feats and unlucky failures can always occur, a roll of one will always fail (even if your bonus alone would be enough to pass), while a roll of twenty will always succeed (even if a winning roll would otherwise be impossible).
- Finally, there is a sixth hidden statistic; Corruption (star of chaos). Corruption represents how much the player character has become tainted over the course of the game, and is increased in a variety of ways, such as doing evil deeds, learning forbidden knowledge, and using evil artifacts. Corruption affects the game in a number of ways; it will limit some choices as a very corrupt player is unlikely to do good deeds, but it will also open up options representing things only a corrupt person would do. Also corrupt players will be less likely to be able to resist promises of powers, and similarly tempting evil offers. Corruption has both benefits and drawbacks, and as such is a double-edged sword that must be managed by the player.
Equipment
These are just a few promos I had made up to use as examples, some of you may recognize them (click for full size). As you can see, equipment has a name indicated at the top in bold, with subtitles beneath indicting which slot they occupy and any other relevant information. In the top left, the bonuses (in black), and penalties (in red) that the player gains/incurs for using the item. Under the image is the item's text, in most cases this will be flavour text, although I'm also hoping to have more complex items which will have information about their use here instead. Finally, in the bottom right, you have the item's tier, which indicates how powerful / rare the item is.
Player Statistics
- There are five visible character statistics each represented by an icon; Strength (sword), Vitality (shield), Reflexes (lightning bolt) Intelligence (book), and Luck (clover).
- In order to keep things relatively simple, each statistic governs the areas with which one would logically associate it. For example, Strength with damage and lifting, Vitality with enduring pain and holding your breath, Reflexes with accuracy and dodging, Intelligence with convincing/tricking people and so on. Luck works differently in that it governs events that are dictated by chance, and often is used in conjunction with the conclusion of other statistic checks. If a player were wounded, with enough luck the blow may bounce off their armour leaving them unhurt, or, when discovering a treasure chest, a lucky player may find a better quality of item.
- Statistics are primarily used to determine the player’s ability to pass skill checks. Like DnD, a statistic will provide a bonus to a skill check; the higher the statistic, the higher the bonus. For example, someone with a very high Strength would get a +5 on a roll to check if they can move a boulder out of their path. Statistics suffer from diminishing returns, as the higher the statistic becomes, the more points required to reach the next bonus.
- Regarding skill checks, in order to represent the fact that heroic feats and unlucky failures can always occur, a roll of one will always fail (even if your bonus alone would be enough to pass), while a roll of twenty will always succeed (even if a winning roll would otherwise be impossible).
- Finally, there is a sixth hidden statistic; Corruption (star of chaos). Corruption represents how much the player character has become tainted over the course of the game, and is increased in a variety of ways, such as doing evil deeds, learning forbidden knowledge, and using evil artifacts. Corruption affects the game in a number of ways; it will limit some choices as a very corrupt player is unlikely to do good deeds, but it will also open up options representing things only a corrupt person would do. Also corrupt players will be less likely to be able to resist promises of powers, and similarly tempting evil offers. Corruption has both benefits and drawbacks, and as such is a double-edged sword that must be managed by the player.
Equipment
These are just a few promos I had made up to use as examples, some of you may recognize them (click for full size). As you can see, equipment has a name indicated at the top in bold, with subtitles beneath indicting which slot they occupy and any other relevant information. In the top left, the bonuses (in black), and penalties (in red) that the player gains/incurs for using the item. Under the image is the item's text, in most cases this will be flavour text, although I'm also hoping to have more complex items which will have information about their use here instead. Finally, in the bottom right, you have the item's tier, which indicates how powerful / rare the item is.
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