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Qualities

  • Items grow in power as they are used.
  • Every nine adventures, an item being used by an adventurer may gain a quality from the list below.
  • An item may have a maximum of three qualities instilled in it.

Generic Qualities

These qualities can be applied to any item, weapon, armour or shield.

  • Unobtrusive, Your item is unremarkable and can easily pass for an item of similar size.
  • Flashy, Your item looks particularly impressive.
  • Driven, (non-weapon) Your item is better at fulfilling its primary purpose.
  • Curative, When attempting to cure afflictions of the (mind OR body) caused by (defined source), treat those afflictions as one potency lower, so long as you are using this item. The same Curative quality cannot be stacked.
  • Marked, With a little concentration, you may always sense what direction this item is in, how far it is away, and what its immediate surroundings are like.
  • Loyal When someone other than you is welding your item, you may call SINGLE against them every 10s. They know the cause of this damage. You must brief this ability at the start of the adventure.
  • Unnatural. Your item gains an unusual physical property. For example: i) this tool can carry a great amount of weight, as much as a horse and cart; ii) this tool can stretch to double its length without snapping or breaking; iii) this tool will bounce when falling from a great height, or when thrown against a hard surface; iv) this tool is see-through. Consult a LARPO for other uses.

Weapon Qualities

These qualities can be applied to any weapon.

  • Strong, Gain one STAGGER per encounter.
  • Vigilant, Once per encounter, while bleeding out, you may call GROUP ON ME.
  • Brutal, Gain one WOUND per encounter.
  • Bloodthirsty, The first time you drop an enemy to 0 hits each encounter, you may call HEAL 2 on yourself.
  • Sneaky, Gain one BACKSTAB per encounter.
  • Forceful, Gain one REPEL per encounter.
  • Vindictive, Once per encounter, when you take a STUN and you do not resist the call, you may call TRIPLE STAGGER on the entity that inflicted the STUN.
  • Baleful, Once per encounter, you may hold your weapon up above your head to call MASS FEAR (MONSTER TYPE). Example targets include: forest creatures, ichor mutants, denizens of a defined plane, etc.
  • Tenacious, Once per encounter, you may call WOUND LEG on a monster within 5m who is fleeing from you.
  • Exultant, The first time you drop an enemy to 0 hits each encounter, gain a STUN which you must use on your next blow.

Armour Qualities

These qualities can be applied to any armour.

  • Durable, gain +1 maximum hit.
  • Watchful, Once per encounter, when you would otherwise have to take a BACKSTAB call, you may call RESIST as though you had seen it coming.
  • Vigilant, Once per encounter, while bleeding out, you may call GROUP ON ME.
  • Vengeful, Once per encounter, when you are struck by a weapon call, call STUN on the person who inflicted that call on you.
  • Overprotective, Once per encounter, you may call STASIS 20 on yourself.

Shield Qualities

These qualities can be applied to any shield or buckler.

  • Vigilant, Once per encounter, while bleeding out, you may call GROUP ON ME.
  • Vindicitive, Once per encounter, when you take a STUN and you do not resist the call, you may call TRIPLE STAGGER on the entity that inflicted the STUN.
  • Baleful, Once per encounter, you may hold your shield up above your head to call MASS FEAR (MONSTER TYPE). Example targets include: forest creatures, ichor mutants, denizens of a defined plane, etc.
  • Gallant, Once per encounter, if an ally within sword reach is dropped to 0 hits, you may drop to 1 hit to call HEAL X on them, where X is the number of hits you lost in this way.

Buckler qualities

These qualities can be applied to any buckler.

  • Draining, Every time you call IMMUNE to an effect call using your buckler, HEAL 1.
quality.txt · Last modified: 2018/11/07 10:15 by gm_seb