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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| faction:samalternate [2025/12/17 09:29] – Cinder | faction:samalternate [2025/12/17 09:54] (current) – Cinder | ||
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| *A Limit of 2 Hero Points are handed out each end of session | *A Limit of 2 Hero Points are handed out each end of session | ||
| *Secret effects only the Dungeon master knows. | *Secret effects only the Dungeon master knows. | ||
| + | |||
| + | **Hero Point Buy Back Initiative** \\ | ||
| + | Not everyone is super keen on spontaneous on the fly Role play thinking and action. So there will be special NPC's in the game that will accept a Hero Point as a currency, allowing the player redeeming it to gain a boon of some sort, normally in the form of Gold but there could be other items available. Its supposed to be secretive, but for basics there will be a hidden roll made on a table of boons, treasure, tips or other rewards. They can be as little as 10 gold or as much as **[REDACTED]**. its up to the players if they want to save their hero point for a critical moment or cash it in for a random reward. | ||
| **Tips for Using Hero Points** \\ Never plan your hero point use. its supposed to used for a major heroic moment or to correct a major mistake in the moment. Thinking and reacting in the moment is the key to good Hero Point use. and a Hero point' | **Tips for Using Hero Points** \\ Never plan your hero point use. its supposed to used for a major heroic moment or to correct a major mistake in the moment. Thinking and reacting in the moment is the key to good Hero Point use. and a Hero point' | ||
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| **Force** | **Force** | ||
| - | *Shoved | + | *Debuff: |
| *When a Shove debuff is triggered the creature is moved backwards from the triggering attack a number of feet equal to the triggering damage rounded to the nearest 5ft. Then the creature is forced __Prone__. | *When a Shove debuff is triggered the creature is moved backwards from the triggering attack a number of feet equal to the triggering damage rounded to the nearest 5ft. Then the creature is forced __Prone__. | ||
| *Force Damage deals double damage to objects and Buildings. | *Force Damage deals double damage to objects and Buildings. | ||
| **Necrotic** | **Necrotic** | ||
| - | *Wither (Stackable) | + | *Debuff: |
| - | *A Creature suffering a Wither Debuff has their Max HP reduced by 20%. to a minimum of 1 HP | + | *A Creature suffering a Wither Debuff has their Max HP reduced by an amount equal to twice the necrotic damage that triggered the debuff. \\ (Example: Creature is hit with a 3rd necrotic damage source dealing 10 necrotic damage, The Withered creature' |
| ***Cure** | ***Cure** | ||
| *This Debuff is treated as a **Lingering Injury** and must be cured at an __Extended Rest__ or LV 8+ curative magic. | *This Debuff is treated as a **Lingering Injury** and must be cured at an __Extended Rest__ or LV 8+ curative magic. | ||
| **Poison** | **Poison** | ||
| - | *Poisoned (Active) | + | *Debuff: |
| *A Creature poisoned in this way suffers 1d10 poison damage at the end of each round. or every 6 seconds out of combat. \\ A Poisoned creature remains poisoned until cured. Death dose not cure poison, a Creature revived from death will still be poisoned | *A Creature poisoned in this way suffers 1d10 poison damage at the end of each round. or every 6 seconds out of combat. \\ A Poisoned creature remains poisoned until cured. Death dose not cure poison, a Creature revived from death will still be poisoned | ||
| ***Cure** | ***Cure** | ||
| Line 274: | Line 277: | ||
| **Acid** | **Acid** | ||
| - | *Corrosion | + | *Debuff: |
| *When corrosion is triggered it reduces the creatures weapon and/or armour' | *When corrosion is triggered it reduces the creatures weapon and/or armour' | ||
| - | *If reduced bellow 1d4 the weapon is destroyed (non destroyed but damage weapons can be repaired) | + | |
| - | *if armor is reduced to 10AC base the armour is destroyed. (non destroyed but damage armor can be repaired) | + | |
| + | *if a set of armor or shield | ||
| *Magic items have advantage on the save and are not completely destroyed but become un-useable when threshold is reached. | *Magic items have advantage on the save and are not completely destroyed but become un-useable when threshold is reached. | ||
| **Psychic** | **Psychic** | ||
| - | *Mind Break | + | *Debuff: |
| - | *Creatures suffering a Mind Break Debuff have their concentration broken automatically. | + | *Creatures suffering a Mind Break Debuff |
| - | *The creature will fail the next saving throw they need to make (This effect is cured at the end of the creatures next turn) | + | *If Concentrating on a spell, |
| - | | + | *If you were concentrating on a spell you cannot cast that specific spell again until you finish a __Extended Rest__ |
| + | *The next saving throw the debuffed creature makes will automatically fail. | ||
| **Radiant** | **Radiant** | ||
| - | *Punishment (Stackable) | + | *Debuff: |
| - | *Reduces a creatures highest main stat by 2 points. | + | *Reduces a creatures highest main stat by 2 points. |
| + | ***Cure** | ||
| + | *The Creature | ||
| + | *Seek holy forgiveness by a cleric or church (100 Gold per stack) | ||