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Thread: Raiders & Ruins

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    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- PROPERTIES AND THEIR EXPLANATIONS AND MODIFIERS ---

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    Attack (the attack a weapon does)
    (-3 modifier) Attack Heavy PA/MA vs PD/MD (You have to use a heavy action to attack with this weapon by using the respective offense versus the target's respective defense)
    (-2 modifier) Attack Mediocre PA/MA vs PD/MD (You have to use a mediocre action to attack with this weapon by using the respective offense versus the target's respective defense)
    (-1 modifier) Attack Fast PA/MA vs PD/MD (You have to use a fast action to attack with this weapon by using the respective offense versus the target's respective defense)
    (+0 modifier) Attack Free PA/MA vs PD/MD (If the attack is a free action and a loading/lifting time of a free action it does NOT mean it has an infinite amount of attacks but just a free action attack, remember that you can have only one free action per turn)

    Damage (the damage dice a weapon has and the damage type a weapon does)
    (-4 modifier) 0 damage and any other damage the weapon does to the target at the same attack is cancelled
    (-3 modifier) 1 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (-2 modifier) 2 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (-1 modifier) 3 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+0 modifier) 4 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+1 modifier) 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+2 modifier) 6 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+3 modifier) 7 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+4 modifier) 8 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (X modifier) X+4 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain

    Rarity (how rare the item is and the kind of proficiency it requires)
    (-2 modifier) unique (very rare or one of a kind)
    (-1 modifier) rare (really uncommon)
    (+0 modifier) common (simple and mundane)
    (+1 modifier) costless (you always own costless items and you always have proficiency with them)

    Hands (how many hands the item needs to function)
    (+2 modifier) no-handed (you need no free hands in order to use this item)
    (+1 modifier) off-handed (you can use this item even with your off-hand)
    (+0 modifier) one-handed (you need your primary hand in order to use this item)
    (-1 modifier) two-handed (you need both hands in order to use this item)
    (-2 modifier) stationary (you need both hands in order to use this item and a heavy action to pack/unpack it in order to use it, however you do not need to pack/unpack it each turn, you pack/unpack it once and you are fine)

    Proficiency (bonus you get to attack and damage rolls when you are proficient with the weapon you use)
    (-1 modifier) +1 Proficiency
    (+0 modifier) +2 Proficiency
    (+1 modifier) +3 Proficiency

    Range (ranged and thrown weapons have range and the number before the slash is the short range and number after the slash is the long range, where you take -3 to your attack rolls, but you can not attack at all with a ranged or a thrown weapon if you are adjacent with an enemy, engaged in melee combat)
    (+1 modifier) range 5/10 (25 feet / 50 feet)
    (+2 modifier) range 10/20 (50 feet / 100 feet)
    (+3 modifier) range 20/40 (100 feet / 200 feet)
    (+4 modifier) range 40/80 (200 feet / 400 feet)

    Reach (how far a melee attack can reach)
    (+0 modifier) reach 0 (same square)
    (+1 modifier) reach 1 (adjacent square or 5 feet away)
    (+2 modifier) reach 2 (2 squares away or 10 feet away)
    (+3 modifier) reach 3 (3 squares away or 15 feet away)
    (+4 modifier) reach 4 (4 squares away or 20 feet away)

    Splash (attacks that creare an area of effect where the origin square is somewhere adjactent and outside of the area of effect)
    (+1 modifier) splash 2x2
    (+3 modifier) splash 3x3
    (+5 modifier) splash 4x4

    Whirl (attacks that creare an area of effect where the origin square is right to the center of the area of effect and the origin square is considered out of the area of effect)
    (+3 modifier) whirl 3x3
    (+6 modifier) whirl 5x5
    (+9 modifier) whirl 7x7

    Load/lift (in order to attack with a weapon the weapon must be loaded/lifted first)
    (-3 modifier) load/lift heavy
    (-2 modifier) load/lift mediocre
    (-1 modifier) load/lift fast
    (+0 modifier) load/lift free

    Criticals (powerful strikes that deal extra damage and activate special effects)
    (+0 modifier) no-critical (this weapon can not cause any critical hits)
    (+1 modifier) 3-critical (3 natural 6s on 3d6 is critical)
    (+2 modifier) high-critical (3 natural 6s on 3d6 is critical and extra 3d6 damage on a critical hit)
    (+3 modifier) 2-critical (2 natural 6s on 3d6 is critical in addition to 3 natural 6s on 3d6)
    (+5 modifier) 1-critical (1 natural 6 on 3d6 is critical in addition to 2 natural 6s on 3d6 and in addition to 3 natural 6s on 3d6)
    (+6 modifier) reliable (1s count in natural critical in addition to 6s and 2 or 3 natural 6s on 3d6 are critical)

    Magazines (the amount of ammunition a weapon can carry without needing a load/lift action)
    (+1 modifier) magazine 2 (you can attack twice before reloading. Reloading = load/lift.)
    (+2 modifier) magazine 3 (you can attack 3 times before reloading. Reloading = load/lift.)
    (+3 modifier) magazine 4 (you can attack 4 times before reloading. Reloading = load/lift.)
    (+4 modifier) magazine 5 (you can attack 5 times before reloading. Reloading = load/lift.)
    (+X modifier) magazine X+1 (you can attack X+1 times before reloading. Reloading = load/lift.)

    Size (the creature size that the weapon represents)
    (+0 modifier)[/I] tiny (natural reach 0, 1/4 square)
    (+0 modifier)[/I] small (natural reach 1, 1 square)
    (+0 modifier)[/I] medium (natural reach 1, 1 square)
    (+0 modifier)[/I] large (natural reach 2, 2x2 squares)
    (+0 modifier)[/I] huge (natural reach 3, 3x3 squares)
    (+0 modifier)[/I] enormous (natural reach 4, 4x4 squares)



    Various other properties (these properties are considered either active or passive, actives are like attacks and affect the target while passives affect the user. They don't stack with themselves except if they say that they are stackable, for example two hastes gives you only one extra heavy action. Stackable means that all the numbers stack, for example a "healing x3" means "gain 30 hp plus 3 hp per height". Some powers counter and remove some others, for example speedy and fear both cancel each other.)

    (+1 modifier) oppose
    (active, you oppose the target by dealing 4 extra damage if one or more of your heaven sources are opposed with one or more of the target's heaven sources. Opposed heaven sources are Gaia with Dark, Mind with Grotesque, Magical with Religious and Star with Elemental. Combat, Social and Ki have no opposites.)
    (+7 modifier) lesser phantom
    (active, you create a medium-sized phantom adjacent to your 5-foot square. Phantoms are ghostly creatures that have the stats of a height 3 Trooper without a rank or any powers other than an unarmed melee attack that deals negative damage and fight by your side till destroyed. Phantoms permanently have resistance 15 to weapon, venom, disease and negative but weakness 15 to silver, positive, brain and force. Phantoms can not interact with physical objects and can not pass through walls or other obstacles for unknown reasons. Phantoms can't talk but understand the commands of their master perfectly.)
    (+7 modifier) lesser idol
    (active, you create an idol of yourself at your 5-foot square. Idols are illusory copies of yourselves that stay at the square they were created but they otherwise talk and behave like they were you and can execute attacks like they were you. In other words, you can treat their square as the origin square of your abilities. The image has your defenses, however a single successful hit destroys it.)
    (+8 modifier) greater phantom
    (active, this property behaves like lesser phantom but your phantom is a height 6 Trooper instead of height 3.)
    (+8 modifier) greater idol
    (active, this property behaves like lesser idol but your idol can also move around up to your speed if you spend a mediocre action to make it do so.)
    (+6 modifier) gravity reversal
    (active, if you score a critical hit you reverse the gravity of the target, usually causing the target to fall upwards with disastrous results.)
    (+4 modifier) command
    (active, if you score a critical hit the target executes simple verbal commands of yours even if it puts the target in a harms way. However, the target knows you are not an ally and may purposely execute your commands slowly or akwardly or falsely.)
    (+1 modifier) knock
    (active, you knock the target down. Down targets take -5 to both defenses from adjactent melee attacks and -4 to their melee attacks, but +3 cover bonus to both defenses against ranged attacks and Advantageous Position to their ranged attacks.)
    (+2 modifier) drop
    (active, a weapon or an item the target wields drops to the ground and to the target's space. The target may pick it up as a mediocre action during his turn. However, you can try to pick it up before him by using fetch or by pushing him and then picking the item instead or by using your imagination and any other legal way possible.)
    (+0 modifier) break
    (active, you attack an item the target wields or carries. Keep in mind that items have as many hit points as their price in gold pieces except for height 0 items who have ten times that amount.)
    (+1 modifier) repairing
    (passive, stackable, if you are a construct you heal up to 10 hp plus 1 hp per height. You can not exceed your hp maximum. If you are not a construct this has no effect.)
    (+1 modifier) repair other
    (active, stackable, you repair target construct or object by healing up to 10 hp plus 1 hp per construct's or object's height. You can not exceed target's hp maximum. If the target is not a construct or an object this property has no effect.)
    (+5 modifier) sleep
    (active, if you score a critical hit the target falls asleep. Asleep targets fall down and take no actions and they take -5 penalty to all their defenses but a single attack against them or a heavy action from an adjactent ally who shakes them violently wakes them up.)
    (+5 modifier) petrify
    (active, if you score a critical hit the target is petrified. Petrified targets become a statue with damage reduction equal to their height but they can not take any actions.)
    (+4 modifier) lesser polymorph
    (active, if you score a critical hit the target becomes polymorphed. Polymorphed targets have the shape of a sheep or a cow or another harmless animal of their size category. They keep all their stats, their equipment merges with them but they can not attack or use abilities.)
    (+7 modifier) greater polymorph
    (active, this property behaves like polymorph but you change the target at any size you wish and not just their size category.)
    (+6 modifier) amaze
    (active, if you score a critical hit the target becomes amazed. Amazed targets always believe you are an ally even if you are not but they think the consequences of all of their actions. That means that amazed targets will not do whatever anybody tells them to do, either enemy or ally, but they will not commit suicide or put themselves to real danger. Amaze does not remove combat skills or social ability and amazed characters will defend themselves if attacked. Muting enemies can be very useful with an amazed character around.)
    (+4 modifier) stun
    (active, if you score a critical hit the target becomes stunned. Stunned targets lose their heavy and mediocre and fast actions.)
    (+3 modifier) dizziness
    (active, if you hit the target it becomes dizzy. Dizzy targets lose their heavy action. Dizziness counters and removes haste.)
    (+2 modifier) paralyze
    (active, if you hit the target it becomes paralyzed. Paralyzed targets lose their mediocre action. Paralyze counters and removes rapid.)
    (+1 modifier) fear
    (active, if you hit the target it becomes afraid. Afraid targets lose their fast action. Fear counters and removes speedy.)
    (+4 modifier) blind
    (active, if you score a critical hit the target becomes blinded. Blinded targets can not see, though blindsense and tremorsense are not affected, and fail every see check.)
    (+3 modifier) deafen
    (active, if you hit the target it becomes deafened. Deafened targets can not hear and fail every hear check.)
    (+2 modifier) mute
    (active, if you hit the target it becomes muted. Muted targets can not talk or create any vocal sounds.)
    (+2 modifier) cloaked
    (passive, you are cloaked so you are almost invisible so you have +2 bonus to both defenses but if you attack while being cloaked you permanently stop being cloaked and lose all the benefits of being cloaked.)
    (+5 modifier) invisibility
    (passive, you are invisible so you have +5 bonus to both defenses and you can not be seen but if you move while being invisible you permanently stop being invisible and become cloaked instead. If you attack while being invisible you permanently stop being invisible and lose all the benefits of being invisible.)
    (+2 modifier) healing
    (passive, stackable, if you are not a construct or a phantom you can regain 10 hp plus 1 hp per your height. You can not exceed your hp maximum.)
    (+2 modifier) heal other
    (active, stackable, if the target is not a construct or a phantom the target can regain 10 hp plus 1 hp per target's height. You can not exceed target's hp maximum. If target is a phantom then the target loses 1 hp per your height.)
    (+2 modifier) draining
    (active, stackable, if you are a phantom you can regain 10 hp plus 1 hp per your height. You can not exceed your hp maximum. If you are not a phantom then the target loses 1 hp per your height.)
    (+1 modifier) dash
    (passive, as a heavy action you can move up to your speed and make a melee attack at the end of your movement)
    (+1 modifier) pushing
    (passive, after you successfuly attack a target you may move the target one 5-foot square away from you, preferably towards the edge of a pit)
    (+1 modifier) crash
    (passive, as a heavy action you can move up to your speed and make a melee attack against each target that is one or more size category smaller than you)
    (+1 modifier) sneaky
    (passive, you can move one 5-foot square as a fast action without provoking counterattacks)
    (+2 modifier) dance
    (passive, you can move half your speed as a mediocre action without provoking counterattacks)
    (+1 modifier) run
    (passive, you can move two times your speed as a mediocre action.)
    (+1 modifier) kick
    (passive, as a mediocre action you can move up to your speed and can move through enemy spaces if they are the same size category or smaller than you and knock them down during your movement)
    (+1 modifier) withdraw
    (passive, as a mediocre action you can move up to your speed without provoking counterattacks while leaving the first 5-foot square)
    (+2 modifier) grab
    (active, if you hit the target it becomes grabbed. While grabbed, the target can not perform any movement other than spending a mediocre action to free itself from the grab and you can, as a mediocre action, place the target anywhere within your natural reach. If you move, you move the grabbed target with you. If the target tries to free itself it must beat your PD with its PA check in order to do so as a mediocre action.)
    (+5 modifier) climb
    (passive, you gain a climb speed equal to your walking speed.)
    (+5 modifier) swim
    (passive, you gain a swim speed equal to your walking speed.)
    (+5 modifier) burrow
    (passive, you gain a burrow speed equal to half your walking speed.)
    (+10 modifier) fly
    (passive, you gain a fly speed equal to half your walking speed.)
    (+1 modifier) stoneflesh
    (passive, you become a statue with damage reduction equal to your height. As long as you remain in this form, you cannot take any actions other than spending a heavy action to come back to normal)
    (+1 modifier) slow
    (active, if you hit the target it becomes slowed. Slowed targets can move only with half their speed.)
    (+4 modifier) haste
    (passive, you gain an extra heavy action each turn. Haste counters and removes dizziness.)
    (+3 modifier) rapid
    (passive, you gain an extra mediocre action each turn. Rapid counters and removes paralyze.)
    (+2 modifier) speedy
    (passive, you gain an extra fast action each turn. Speedy counters and removes fear.)
    (+1 modifier) feint
    (active, as a fast action you can make a mislead check against target's MD. If you win, you gain Advantageous Position against the target.)
    (+1 modifier) backstab
    (active, you deal 1d6 extra damage if you have Advantageous Position against the target.)
    (+1 modifier) raid
    (passive, you deal 6 extra damage this turn if you moved up to your speed this turn.)
    (+1 modifier) curse
    (active, you curse the target. That target takes -2 penalty to every attack that does not include you as a target. A new curse removes the previous one.)
    (+1 modifier) manhunt
    (active, you hunt the target. That target takes 2 extra damage from your attacks.)
    (+3 modifier) parry
    (passive, as long as you are parrying, your PA and MA are reduced by 5 and your PD and MD are increased by 5. You can choose to either parry or not to parry this turn at the start of your turn.)
    (+3 modifier) demoralize
    (active, as a mediocre action you can make a terrorize check against target's MD defence. If you win, you stun the target.)
    (+5 modifier) pacify
    (active, as a heavy action you can make a diplomachy check against target's MD defence. If you win and the target is severly wounded, the target drops any weapon and stops fighting.)
    (+10 modifier) animating
    (active, a weapon or device that becomes animated gets the no-handed property)
    (+4 modifier) acidwalk
    (passive, you can walk on acid and take no damage from acidic fumes and vapors)
    (+4 modifier) lavawalk
    (passive, you can walk on lava and take no damage from volcanic fumes and vapors)
    (+1 modifier) forestwalk
    (passive, you do not treat forest like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+2 modifier) quicksandwalk
    (passive, you can walk on quicksand and you do not treat quicksand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+2 modifier) avalancewalk
    (passive, you can walk on avalance and you do not treat avalance like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) snowwalk
    (passive, you do not treat snow like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) sandwalk
    (passive, you do not treat sand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) icewalk
    (passive, you do not treat ice like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+3 modifier) waterwalk
    (passive, you can walk on water)
    (+2 modifier) swampwalk
    (passive, you do not treat swamp and sewers like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) holding
    (passive, stackable, holding items can store 1000 lb of objects into a pocket dimension of them and they still weight like normal)
    (+7 modifier) wings
    (passive, you need a free space of squares around you equal to your natural reach in order to use your wings. You can fly up to your speed but if you attack while flying you fall.)
    (+2 modifier) bleeding
    (active, bleeding counters and removes regeneration. If target is unharmed it loses 1 hp per turn. If target is harmed it loses 2 hp per turn. If target is wounded it loses 3 hp per turn. If target is severly wounded it loses 4 hp per turn.)
    (+10 modifier) instant kill
    (active, if target is unharmed it drops to its harmed hp value. If target is harmed it drops to its wounded hp value. If target is wounded it drops to its severly wounded hp value. If target is severly wounded it drops to 0 hp.)
    (+1 modifier) mounted
    (passive, you gain +1 mount bonus to attack if you ride a mount.)
    (+1 modifier) footsoldier
    (passive, you gain +1 footsoldier bonus to attack if you stand on the ground.)
    (-1 modifier) walled
    (passive, you must be adjactent to a wall in order to be able to perform this attack or ability)
    (-2 modifier) ceiling
    (passive, you must be adjactent to a ceiling in order to be able to perform this attack or ability)
    (+1 modifier) walker 1
    (passive, your base speed increases by 1)
    (+2 modifier) walker 2
    (passive, your base speed increases by 2)
    (+3 modifier) walker 3
    (passive, your base speed increases by 3)
    (-1 modifier) burden 1
    (passive, stackable, you base speed decreases by 1)
    (-2 modifier) burden 2
    (passive, stackable, you base speed decreases by 2)
    (-3 modifier) burden 3
    (passive, stackable, you base speed decreases by 3)
    (+3 modifier) hide
    (passive, if you have any kind of cover against a target, you may perform as a free action a mislead check plus the cover's bonus against the target's See check. If you win, you are invisible to the target.)
    (+1 modifier) fetch
    (active, you select a target within your natural reach and remove a small stored item, like a potion or a pouch, from the target or pick up a dropped item from the same square.)
    (-5 modifier) consumable
    (passive, the item or power goes away after used once. Potions and ammunitions are good examples of consumables.)
    (-9 modifier) ritual
    (passive, the item or power is a ritual and that means it needs time and components to be casted outside of combat.)
    (-10 modifier) self-sacrifice
    (passive, if you are unharmed you drop to your harmed hp value. If you are harmed you drop to your wounded hp value. If you are wounded you drop to your severly wounded hp value. If you are severly wounded you drop to 0 hp.)
    (+8 modifier) confusion
    (active, if you score a critical hit the target is confused. Roll 1d6 to see how a confused target will react each turn. 1 means the target does nothing, 2 means the target attacks an ally, 3 means the target attacks someone neutral, 4 means the target attacks an enemy, 5-6 reroll.)
    (+6 modifier) dominate
    (active, if you score a critical hit the target is dominated. Dominated target's actions are mentally controlled by you but target can only get a heavy action each turn.)
    (+7 modifier) stupidity
    (active, if you score a critical hit the target is stupid. Stupid targets are like amazed targets but without thinking the consequences of any of their actions. That means that stupid targets will do whatever anybody tells them to do, either enemy or ally. That said, stupidity does not remove combat skills or social ability and stupid characters will still defend themselves if attacked. Muting enemies can be very useful with a stupid character around. Note: stupid here is just a keyword and not an insult by any means.)
    (+1 modifier) counterattack
    (passive, target gets a counterattack token regardless you hit or miss. Next time the target attacks you or moves adjacent to you or does any other trigger you have set, you can attack the target after the target's action as a counter action (you still have to have your weapon lifted or loaded to perform a counterattack). Then, the target discards the counterattack token. Any target can have no more than 1 counterattack tokens at any given time.)
    (+1 modifier) pacifism
    (active, you and the target get a pacifism token regardless you hit or miss. For the duration of pacifism, you and the target can not attack each other. After the duration expires, discard all pacifism tokens.)
    (+2 modifier) regeneration
    (passive, regeneration counters and removes bleeding. If target is unharmed it gains 1 hp per turn. If target is harmed it gains 2 hp per turn. If target is wounded it gains 3 hp per turn. If target is severly wounded it gains 4 hp per turn.)
    (+2 modifier) damage reduction
    (passive, stackable, you gain resist 1 to every damage type)
    (+10 modifier) transformation
    (active, if you hit the target with a critical hit, the target completely transforms to a creature of your choice that must be a size category smaller or larger than the target. The new form belongs to the new humanoid, but the memories and the equipment as well as the various stats and the ranks remain the same.)
    (+7 modifier) alteration
    (passive, you change your appearence to appear like an animal. Your equipment merges with your new form and you gain the movement types of your new form. You keep your stats but you can only deliver your natural unarmed attacks, which are always PA vs PD but with no weapon proficiency bonus in attack and no weapon height bonus in damage.)
    (+3 modifier) disguise
    (passive, you change your appearence to appear like another creature of your kind.)
    (+1 modifier) exceptional defense
    (passive, you gain +1 exceptional bonus to both your defenses)
    (+1 modifier) cover
    (passive, you gain +1 cover bonus to all your defenses to the targets you have cover against.)
    (+3 modifier) greater cover
    (passive, you gain +3 cover bonus to all your defenses to the targets you have greater cover against.)
    (+9 modifier) total cover
    (passive, you can not be attacked directly by the targets you have total cover against.)
    (+1 modifier) exceptional vision
    (passive, you treat illumination as one category larger than normal. For example, illumination 5/10 is illumination 10/20 for you.)
    (+1 modifier) blindsense 5
    (passive, you can spot the exact location of everything within 5 squares, even behind walls.)
    (+1 modifier) tremorsense 10
    (passive, you can spot the exact location of everything adjactent to a solid object you are adjactent with within 10 squares.)
    (+2 modifier) darkvision 15
    (passive, you can see through the darkness within 15 squares.)
    (+0 modifier) down
    (passive, down targets have fallen to the ground and take -5 to all defenses from adjactent melee attacks and -4 to their melee attacks, but +3 cover bonus to all defenses against ranged attacks and Advantageous Position to their ranged attacks.)
    (+1 modifier) illumination 5/10
    (passive, it creates bright light within 5 sqares and weaker light within 10 squares. Illumination counters and removes darkness.)
    (+2 modifier) illumination 10/20
    (passive, it creates bright light within 10 sqares and weaker light within 20 squares. Illumination counters and removes darkness.)
    (+3 modifier) illumination 20/40
    (passive, it creates bright light within 20 sqares and weaker light within 40 squares. Illumination counters and removes darkness.)
    (+1 modifier) darkness 5/10
    (passive, it creates deep darkness within 5 sqares and weaker darkness within 10 squares. Darkness counters and removes illumination.)
    (+2 modifier) darkness 10/20
    (passive, it creates deep darkness within 10 sqares and weaker darkness within 20 squares. Darkness counters and removes illumination.)
    (+3 modifier) darkness 20/40
    (passive, it creates deep darkness within 20 sqares and weaker darkness within 40 squares. Darkness counters and removes illumination.)
    (+1 modifier) resist 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (passive, stackable, you ignore the first 5 points of damage of the respective damage type)
    (-1 modifier) weak 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (passive, stackable, you take an extra 5 points of damage of the respective damage type)
    (+1 modifier) +4 combat
    (passive, stackable, you gain +4 to combat trick checks)
    (+1 modifier) +4 social
    (passive, stackable, you gain +4 to social trick checks)
    (+1 modifier) +4 grotesque
    (passive, stackable, you gain +4 to grotesque trick checks)
    (+1 modifier) +4 ki
    (passive, stackable, you gain +4 to ki trick checks)
    (+1 modifier) +4 mind
    (passive, stackable, you gain +4 to mind trick checks)
    (+1 modifier) +4 dark
    (passive, stackable, you gain +4 to dark trick checks)
    (+1 modifier) +4 elemental
    (passive, stackable, you gain +4 to elemental trick checks)
    (+1 modifier) +4 star
    (passive, stackable, you gain +4 to star trick checks)
    (+1 modifier) +4 gaia
    (passive, stackable, you gain +4 to gaia trick checks)
    (+1 modifier) +4 religious
    (passive, stackable, you gain +4 to religious trick checks)
    (+1 modifier) +4 magical
    (passive, stackable, you gain +4 to magical trick checks)
    (+1 modifier) +4 see
    (passive, stackable, you gain +4 to see trick checks)
    (+1 modifier) +4 hear
    (passive, stackable, you gain +4 to hear trick checks)
    (+1 modifier) +4 feel
    (passive, stackable, you gain +4 to feel trick checks)
    (+1 modifier) +4 taste
    (passive, stackable, you gain +4 to taste trick checks)
    (+1 modifier) +4 smell
    (passive, stackable, you gain +4 to smell trick checks)
    (+1 modifier) +4 art
    (passive, stackable, you gain +4 to art trick checks)
    (+1 modifier) +4 job
    (passive, stackable, you gain +4 to job trick checks)
    (+1 modifier) +4 create
    (passive, stackable, you gain +4 to create trick checks)
    (+1 modifier) +4 mislead
    (passive, stackable, you gain +4 to mislead trick checks)
    (+1 modifier) +4 terrorize
    (passive, stackable, you gain +4 to terrorize trick checks)
    (+1 modifier) +4 dialogue
    (passive, stackable, you gain +4 to dialogue trick checks)
    (+1 modifier) weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (active, adds the respective damage type to the attack. Very useful because you can strike more weaknesses and cancel more resistances that way.)
    (-1 modifier) -4 see
    (passive, stackable, you gain -4 to see trick checks)
    (-1 modifier) -4 hear
    (passive, stackable, you gain -4 to hear trick checks)
    (-1 modifier) -4 feel
    (passive, stackable, you gain -4 to feel trick checks)
    (-1 modifier) -4 taste
    (passive, stackable, you gain -4 to taste trick checks)
    (-1 modifier) -4 smell
    (passive, stackable, you gain -4 to smell trick checks)
    (-1 modifier) -4 mislead
    (passive, stackable, you gain -4 to mislead trick checks)
    (-1 modifier) -4 terrorize
    (passive, stackable, you gain -4 to terrorize trick checks)
    (-1 modifier) -4 dialogue
    (passive, stackable, you gain -4 to dialogue trick checks)



    --- COMBAT ---

    Spoiler
    Show


    Actions:
    In combat you have 4 actions. A heavy action, a mediocre action, a fast action and a free action. You can do them at any order you wish.
    Also, you can sacrifice a heavy action to do a mediocre action and a fast action to its place, you can sacrifice a mediocre action to make two fast actions to its place and you can sacrifice any kind of action to do a free action to its place.
    Moreover, you can sacrifice both a mediocre action and a fast action together to make a heavy action and finally you can sacrifice two fast actions together to make a mediocre action.
    Heavy actions are usually attack actions though many attacks and abilities appear like mediocre or even fast actions. If an action requires about 3 seconds (out of 6 seconds of a turn) in order to be done it is probably a heavy action.
    Mediocre actions are usually movement actions though some movements may appear like heavy or even fast actions. If an action requires about 2 seconds (out of 6 seconds of a turn) in order to be done it is probably a mediocre action.
    Fast actions are usually tiny tasks here an there though tiny tasks also appear during heavy and mediocre actions. If an action requires about 1 second (out of 6 seconds of a turn) in order to be done it is probably a fast action.
    Free action is another kind of action you can take only once per turn in order to do something really minor like speaking a few words in-character or dropping an item.
    Alternatively, with the approval of your RM, you can play with 6 action points each turn. Heavy actions cost 3 action points, mediocre actions 2, fast actions 1 and the free action costs no action points. So, you can perform 2 Heavy actions or 3 Mediocre actions or 6 Fast actions or any combination of these. However, keep in mind that your enemies can play the same way.

    Example Actions in Combat:
    Heavy actions are lifting a chest, opening a lock and attacking with most weapons.
    Mediocre actions are drawing a sword or an item from your backpack, walking and drinking a potion.
    Fast actions are opening/closing a door, drawing a sword or an item from your belt and talk a few sentences.
    Free actions are talking a few words to an ally, dropping an item and lifting or loading most weapons.


    first strike:
    First of all, both you and each other combat participant (either an ally or a neutral or an enemy) roll first strike. The highest first strike goes first, then the second and so on. In case of a tie, roll again in order to break the tie.
    first strike = 3d6 + height + other modifiers

    In order to attack:
    0th: Your weapon must be lifted/loaded and you must wield it.
    1st: You have to be able to see the target (if you know the target is there but you can not see it you can instead attack the area he/she stands on, just consider the target invisible and follow the respective rules).
    2nd: You must be able to reach the target (a ranged weapon's range is measured in 5-foot squares as well as the reach of a melee weapon)
    3rd: Roll 3d6.
    4th: If your attack is equal or larger than the respective defense you deal damage, otherwise you deal no damage or deal half damage (RM's choice).

    attack = 3d6 + character height + wielded item's proficiency + wielded item's attack being modifier + other bonuses
    damage = 1d6 + wielded item's damage + character height + wielded item's height + wielded item's attack being modifier + other bonuses

    In order to defend:
    If you are being attacked, the attack targets one of your two defenses. If the attack roll is equal or greater than the value of your respective defense the attack passes and it deals damage to you and you suffer any other ill effects the attack usually has.
    The defenses are fixed numbers.

    PD = physical defense at combat (not to be confused with the respective being score) = 10 + character height + PD modifier + other bonuses
    MD = mental defense at combat (not to be confused with the respective being score) = 10 + character height + MD modifier + other bonuses

    Counter Actions:
    Actions (like the Counterattack property) that are taken when is not your turn are called counter actions and do not count neither as free nor as fast nor as mediocre nor as heavy actions (in other words they do not count towards your limit of actions for a turn).

    Light Attack:
    You may choose to do a light attack. Light attacks are like normal attacks that deal half damage on a hit or deal one quarter damage or no damage (RM's choice) on a miss.
    However, light attacks do not harm the target by any means (there is no way to kill the target with a light attack) and if the target drops to zero hp or below, the target just do not take any damage from any light attacks as long as the target's hps are zero or below zero.

    Fake Attack:
    If you do not wish to attack but you wish to activate a property that is part of the attack you can just perform a fake attack as a free action.
    Fake attacks are like attacking thin air, in other words the target does not really exists, and are always automatic hits but not critical hits.
    Unlike other free actions, you can do as many fake attacks as you wish during a turn. The one-free-action-per-turn limit does not count here.
    The RM may consider that some powers (like the healing property) need a real target in order to function.

    Fake Defense:
    If you do not wish to block an attack but wish to take the hit (e.g. due to a "heal other" effect) you can, as an counter action, reduce all your defenses for this attack only to zero. That way, it will automaticaly hit you and you will harvest both its positive benefits and its negative drawbacks.

    Resting after combat:
    There are 2 kinds of rests. Short rest lasts 1 minute and allows you to regain 10 hp (you can not exceed your hp maximum). Long rest lasts 4 to 8 hours (usually 6 hours but it is RM's choice) and regains all lost hp. Both rests are cancelled and no benefit is gained from them if interrupted.

    Resistance, weakness and multiple damage types:
    If an attack deals more than one damage type and you are weak just to one of the damage types you still take the extra damage due to weakness. Also, you need to have resistance to every single damage type in order for the resistance to apply against the attack.

    Advantageous Position
    If you flank the enemy with one or more allies or you are on a higher place than them (or some other situation that your RM decides you have the upper hand) you have Advantageous Position and gain +2 to your attack rolls against the targets you have Advantageous Position against.

    Sharing Immunities
    You can, by touching a willing ally, grant that ally all your immunities you have for 1 turn (very useful for restoring dominated characters for example) but you also lose all your immunities for that turn and get them back the next turn.
    If properties (and conditions) like petrify (and "petrified") are removed that way the character who was turned to stone remains normal and in flesh-form even when he loses the immunity the very next turn.

    Falling damage and other factors
    You take 3 force damage (or weapon damage, it is RM's choice) for every 5 feet you fall beyond 15 feet.
    You can survive 1 minute without oxygen, after that you suffocate.
    You can survive 1 week without water, after that you die of thirst.
    You can survive 1 month without food, after that you die of hunger.

    Critical Hits
    Each time you roll a critical hit (your weapon or implement says when you do so) you always hit your target despite the amount of the target's defense and you also deal double damage.
    Moreover, if your critical comes from 3 natural 6s, your attack is also treated like having the instant kill property and not even instant kill immunity can prevent its effects from functioning.

    Treasure and XP
    The total XP and treasure gained from an encounter or a ruin in general is supposed to be evenly shared to the party members. However, that is not written on stone. If you have an underequipped party member let him have the best magic weapon you just found. If you have a party member that is a height or two below the rest of the party let her have most of the XP your party gained. Sharing XP that way is unrealistic but easy to remember and understand. Also, it really helps low height characters to reach the height of high height characters. Same goes for the treasure.
    As a general rule, a height 1 player character must have 100 gp worth of equipment, a height 2 player character 200 gp worth of equipment and so on...

    Different bonuses stack
    Different bonuses stack, so a +1 cover bonus stack with a +1 exceptional bonus but a +3 cover bonus does not stack with a +1 cover bonus (and it does NOT become a +4 cover bonus). Penalties always stack.

    Round Down
    In Ruins & Raiders, you always round down, so 4.1 is 4, 4.5 is 4 and 4.9 is 4. The only exception is the damage where it always has to be at least 1 point even after calculating resistances, so 0 damage is 1, 0.5 damage is 1 and 0.9 damage is 1.

    Last edited by ARTHAN; 2020-09-10 at 04:13 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.