Each character has a number of item slots. these are 2 active weapon slots, 2 stowed weapon slots, 1 armour slot, and 3 utility slots. Every slot has keywords associated with it, or is generic. These keywords depend on the class.
Clockworker: All [mechanical]
Mage: All [magical]
Alchemist: All [alchemical]
Tinkerer: All generic, except for utility slots. All [Magical] + [Mechanical] + [Alchemical]
Guard: All [guard]
Thief: All [thief]
Each character also has ten inventory slots, which can hold any kind of item.
Every item of gear has some keywords associated with it. To equip an item, the slot needs to have at least one keyword from that item - unless the item has the no keywords which can go in any kind of slot.
For example, a Blinkbox ([Utility] - [Magic][Thief]) can be equipped in the utility slots of either thieves or mages, as well as in the magic utility slot of the tinkerer.
Every item has a number of statistics - those that aren’t recorded are considered to be 0.
Damage: A range of values. A random number in range is used for attack.
Armour: A range of values. A random number in range used for defence. (Attack-defense=dmg)
Range: Maximum effective range - primarily used on weapons.
AP cost: The AP cost to use the item. All characters have 10 AP per turn base.
Recharge: The time taken to recharge. Could also be an AP cost - ie, reloading.
Abilities: Can be Passive or On-use, or Active (usually a secondary use)
Slots: The number of slots needed for the item - note, an active weapon must occupy both active slots.
Level: The level of the item. This can be increased with certain items - more detail further on.
Misc: An item may have other statistics, unique to it.
Note: Weapons tend to have infinite ammo. Magic, that’s why
No examples as everything in the armoury is an example.
You all have an elemental affinity and a null element.
Some items are elemental. usually because you made them so, but more detail later.
Elemental weapons have a passive and an active effect related to the element.
Only characters with affinity can use the active.
Characters with that element as the null can use neither the active or the passive.
You will find a number of upgrade items.
These are cogs (mechanical), powders (alchemical), crystals (magical), knives (thief), crests (guards), and grindstones (generic). Applying a number of like items equal to an objects level will raise the level by one. using a non-generic item will also apply that keyword. On level up, certain statistics can be increased and abilities gained, which are chosen by the upgrader from a list. the items used will alter the list. So whilst the items in the armoury may seem basic, you can easily upgrade them.
there are also elemental crystals, specific to each element. these apply an element to an object. Multiple elements can be applied to an object, as long as they don’t clash (ie. order/chaos, fire/water, earth/air). A single element can be applied multiple times to grant twice the number of effects also. Upgrading an item in this way increases the level by 1, but doesn’t grant the normal bonuses of levelling up, although only one crystal is required regardless of level.
eg. An object with 2 Fire and 1 Order would have 2 Fire passives and 2 actives, as well as an order passive and active.
Upgrading requires you to be at a workbench or forge, or at the base.
A utility item can be combined with any type of item (including utility) to create an item with combined effects, although some interesting changes can occur.
When combining, a level must be chosen for the result item - this cannot exceed the highest level item of the two.
The success rate of the combining = (5*(sum of component levels - result level)%)
The remaining percentage is divided by 5. On the upper ⅘, the utility item is destroyed (or a random item if both are utility). On the bottom ⅕, both items are destroyed.
Being at the base TRIPLES success rate.
Combining can only occur at a forge or at base.
You gain a level when you successfully survive and complete a mission.
Each level allows you to add a keyword of your choice to a slot of your choice.
The bad news? the bigger the enemy, the better the reward.
The good news? You can now forget all that upgrade/combining stuff cause it’s unlikely to help in a fight.
You have 20 HP and 10 AP per turn (base).
On an attack, you use the attack range of your weapon (0-1 for unarmed), against the armour range of the defender (0 for skin) (ranges are rolled separately and then added when multiple are present.) Damage dealt = Attack-Armour.
Moving costs 1 AP per square of the battle grid.
Attacking costs the number of AP defined by the weapon.
Your active weapons are the ones used. It takes 3 AP to swap in a weapon per slot - ie a 2 handed weapon takes 6 AP to swap in.
All other actions are defined in the item description.
‘None? I find that doubtful. But feel free to ask any as they come up.’ The Master turns and walks through a door opposite the one through which you entered. A short, utilitarian corridor leads to another door, this one made of heavy iron. A crystal set into the doorframe flashes green as he passes his hand over it, and the door slides into the floor with a rumble. He steps inside, and turns around, gesturing for you to stand before him.
‘This is the armoury.’ He sweeps an arm behind him, where a second door sits. ‘Beyond this door you will find the gear with which you will be equipped. In time, you will improve upon it. But for now, this is what you have. Use it wisely.’ He pushes the door open, and motions you through.
The room beyond is huge, walls covered in everything from gleaming guns to musty tomes, interspersed with bombs and suits of armour. ‘Take whatever catches your eye. After this, we will head down to the forges and workshops to run you through the basics of improvement. Though I would advise that you don’t fill your packs.’((ie, don’t fill your inventory slots
))
((Wielding a 2 slot weapon fills both active slots.))
Dagger ([Weapon])
Level: 1
Damage: 1-3
Range: 1
AP cost: 2
Slots: 1
Blade ([Weapon])
Level: 1
Damage: 2-5
Range: 1
AP cost: 3
Slots: 1
Large blade ([Weapon])
Level: 1
Damage: 3-8
Range: 1
AP cost: 4
Slots: 2
Spear ([Weapon])
Level: 1
Damage: 1-5
Range: 2
AP cost: 5
Slots: 2
Shield ([Weapon])
Level: 1
Damage: 0-1
Armour: 0-4
Range: 1
AP cost: 3
Slots: 1
Pistol ([Weapon])
Level: 1
Damage: 0-5
Range: 6
AP cost: 3
Recharge: 5 AP per 6 shots
Slots: 1
SMG ([Weapon])
Level: 1
Damage: 0-4
Range: 5
AP cost: 1
Recharge: 5 AP per 10 shots
Slots: 1
Rifle ([Weapon])
Level: 1
Damage: 0-10
Range: 10
AP cost: 5
Recharge: 5 AP per shot
Slots: 2
Shotgun ([Weapon])
Level: 1
Damage: 0-10
Range: 3
AP cost: 4
Recharge: 5 AP per 2 shots
Slots: 2
RPG ([Weapon])
Level: 1
Damage: 20-50
Range: 10
AP cost: 10
Recharge: 1 use per mission.
Slots: 2
Passive: Explosion - damages all units in a 3*3 area focused on the target point. Each damage is rolled individually.
Light Armour ([Armour])
Level: 1
Armour: 0-1
Slots: 1
Passive: +2 AP per turn.
Medium Armour ([Armour])
Level: 1
Armour: 0-3
Slots: 1
Heavy Armour ([Armour])
Level: 1
Armour: 1-4
Slots: 1
Passive: -2 AP per turn.
Armour plating ([Utility] - [Mechanical][Guard])
Level: 1
Passive: +1 to total defense.
Slots: 1
Hydraulic boosters ([Utility] - [Mechanical][Thief])
Level: 1
Passive: +2 AP for movement only
Slots: 1
Exo-gauntlets ([Utility] - [Mechanical][Magic])
Level: 1
Passive: +2 melee (range=1) damage dealt
Slots: 1
Flashgun ([Utility] - [Mechanical][Alchemical])
Level: 1
Damage: 0-4
Range: 4
AP cost: 2
Recharge: 5 turns
Passive: Stuns target for their next turn if it deals damage.
Slots: 1
Stonepowder ([Utility] - [Alchemical][Guard])
Level: 1
AP cost: 2
Recharge: 5 turns
On-use: Grants 2-5 Armour.
Slots: 1
Smokepowder ([Utility] - [Alchemical][Thief])
Level: 1
AP cost: 2
Range: 7
Recharge: 5 turns
On-use: Creates 3*3 smoke cloud in target area, lowering Armour of units inside by 5 vs ranged attacks, and preventing them using ranged attacks for 1 turn.
Slots: 1
Lightning bomb ([Utility] - [Alchemical][Magic])
Level:1
Damage: 1-2
AP cost: 2
Range: 5
Recharge: 5 turns
Passive: Damage cannot be reduced by Armour.
Passive: Arcs to all previously unaffected units within 2 squares of affected units. this can affect the user.
Slots: 1
Flashgun ([Utility] - [Mechanical][Alchemical])
Level: 1
Damage: 0-4
Range: 4
AP cost: 2
Recharge: 5 turns
Passive: Stuns target for their next turn if it deals damage.
Slots: 1
Barrier ([Utility] - [Magical][Guard])
Level: 1
Range: 3
AP cost: 2
Recharge: 10 turns
On-use: Target takes no damage next turn.
Slots: 1
Blinkbox ([Utility] - [Magical][Thief])
Level: 1
AP cost: 2
Recharge: 3 turns
On-use: Teleports self to target space within 3 squares range.
Slots: 1
Exo-gauntlets ([Utility] - [Mechanical][Magic])
Level: 1
Passive: +2 melee (range=1) damage dealt
Slots: 1
Lightning bomb ([Utility] - [Alchemical][Magic])
Level:1
Damage: 1-2
AP cost: 2
Range: 5
Recharge: 5 turns
Passive: Damage cannot be reduced by Armour.
Passive: Arcs to all previously unaffected units within 2 squares of affected units. this can affect the user.
Slots: 1
Sidestep ([Utility] - [Thief][Guard])
Level: 1
Recharge: 3 turns
Passive: User automatically steps out of the target square in response to being targeted. This is a non-controllable response to an being targeted, and the preferred direction of step is directly away from the attacker for melee attacks, and to one side for ranged attacks.
Slots: 1
Blinkbox ([Utility] - [Magical][Thief])
Level: 1
AP cost: 2
Recharge: 3 turns
On-use: Teleports self to target space within 3 squares range.
Slots: 1
Smokepowder ([Utility] - [Alchemical][Thief])
Level: 1
AP cost: 2
Range: 7
Recharge: 5 turns
On-use: Creates 3*3 smoke cloud in target area, lowering Armour of units inside by 5 vs ranged attacks, and preventing them using ranged attacks for 1 turn.
Slots: 1
Hydraulic boosters ([Utility] - [Mechanical][Thief])
Level: 1
Passive: +2 AP for movement only
Slots: 1
Sidestep ([Utility] - [Thief][Guard])
Level: 1
Recharge: 3 turns
Passive: User automatically steps out of the target square in response to being targeted. This is a non-controllable response to an being targeted, and the preferred direction of step is directly away from the attacker for melee attacks, and to one side for ranged attacks.
Slots: 1
Barrier ([Utility] - [Magical][Guard])
Level: 1
Range: 3
AP cost: 2
Recharge: 10 turns
On-use: Target takes no damage next turn.
Slots: 1
Stonepowder ([Utility] - [Alchemical][Guard])
Level: 1
AP cost: 2
Recharge: 5 turns
On-use: Grants 2-5 Armour.
Slots: 1
Armour plating ([Utility] - [Mechanical][Guard])
Level: 1
Passive: +1 to total defense.
Slots: 1
HP: 20
AP: 10
Affinity: Chaos
Null: Order
Active weapon 1 [Thief]: -
Active weapon 2 [Thief] -
Stowed weapon 1 [Thief] -
Stowed weapon 2 [Thief] -
Armour [Thief] -
Utility 1 [Thief] -
Utility 2 [Thief] -
Utility 3 [Thief] -
Inventory:
HP: 20
AP: 10
Affinity: Fire
Null: Earth
Active weapon 1 [Mechanical] -
Active weapon 2 [Mechanical] -
Stowed weapon 1 [Mechanical] -
Stowed weapon 2 [Mechanical] -
Armour [Mechanical] -
Utility 1 [Mechanical] -
Utility 2 [Mechanical] -
Utility 3 [Mechanical] -
Inventory:
HP: 20
AP: 10
Affinity: Air
Null: water
Active weapon 1 -
Active weapon 2 -
Stowed weapon 1 -
Stowed weapon 2 -
Armour -
Utility 1 [Mechanical][Magical][Alchemnical] -
Utility 2 [Mechanical][Magical][Alchemnical] -
Utility 3 [Mechanical][Magical][Alchemnical] -
Inventory:
HP: 20
AP: 10
Affinity: Water
Null: Fire
Active weapon 1 [Magical] -
Active weapon 2 [Magical] -
Stowed weapon 1 [Magical] -
Stowed weapon 2 [Magical] -
Armour [Magical] -
Utility 1 [Magical] -
Utility 2 [Magical] -
Utility 3 [Magical] -
Inventory:
((This is all much simpler than it appears, I think....
))