Interesting. I see you continue your crusade to make everything good come from the same paltry sources.
Oh? How so?
(Legitimately, I'm not sure what you mean here.)
Literally Just. Hope is the only weapon you have.
The part where all of our abilities are powered exclusively by successfully hitting/defeating things. And are lost by everything bad.
Ah yes, well it is meant to keep combat fast paced and fluid and (along with desperation) to encourage people to keep actively fighting instead of waiting for cooldown all the time. Though I imagine there will be a little bit of that too.
Hm... what's Vigor supposed to represent thematically? Why's it in this/the source games?
Originally, Vigor is primarily just for health. It also provides very minor buffs to all resistances and absorption thresholds, but most things do that as a side benefit. Vigor is how well the character is doing physically. All characters are in pain, cursed to never die but never heal, but Vigor is the measure of how well they've adapted to that and how well they've been able to preserve themselves.
Being able to spend two charges to become immune to a debuff for a round (not a frame) seems nice enough to keep, but I'm still not sure what the 1 point cost should be. Perhaps the ability to point match between vigor and any other attribute?
Anyone who has played my D&D games will know well my fetish for making up fun magical items that get people killed on a semi-regular basis when they try to use them properly...
Ah... the translocating jewelry of the twin duelists... Such fun times.
Ooh, explain!
A set of mitrhil jewelry: anklets, bracelets, and necklace. Each member of the set is linked to the others by thin braids of woven mithril, and the metal of the jewelry itself is covered in fine engravings of an abstract pattern of partially concentric circles focused around small sapphires into the metal.
The long short of it is that the jewelry once belong to a pair of identical twin elven blade-singers. Each had a set, and, when used properly, allowed them to blend their fighting style into a series of harmonic movements far more deadly than either alone could manage. Effectively, if the user succeeds at a perform check, the two people wearing the linked jewelry swap locations as a quick action. Of course, the two blade singers are nearly forgotten historical figures when the jewelry is found. Worse, the party only starts off with one of the two sets. So, in attempting to discover exactly what it does (I'm a bastard DM and identify spells routinely fail to completely describe what an items does and will only identify the base spells used to CREATE the item) the party goes through trying to use it. Bard knows a little bit about it thanks to a good roll on bardic knowledge, and tries it on. Succeeds in a perform check, and gets teleported into the sarcophagus of the other dancer. At which point her party observes an explosive burst of corpse dust from her prior location and the sudden appearance of an ancient and desiccated corpse dressed in the same jewelery.
Que shenanigans finding a way to get the Bard
out of the Sarcophagus (Which is in an unknown location) by trying to have the other, not terribly dancer-like, members of the party try the jewelry one.
Later on I believe there was an issue when an NPC were-rat and the party's Demon Friend tried to jointly wear one set of jewelry and do a table jig, but my memory of that isn't perfect. It might be that the bard was doing the table jig and inadvertently summoned the conjoined were-rat and Demon Friend.