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faction:samalternate [2025/12/17 09:29] Cinderfaction: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's success is entirely based off how well your role play and how a hero point can be justified wither with logic, entertainment or both. **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's success is entirely based off how well your role play and how a hero point can be justified wither with logic, entertainment or both.
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 **Force** **Force**
-  *Shoved+  *Debuff: Shoved
   *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: Wither (Stackable) 
-  *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's max HP is reduced by 20 points). to a minimum of 1 HP
     ***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: Poisoned (Active)
   *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**
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 **Acid** **Acid**
-  *Corrosion +  *Debuff: Corrosion 
   *When corrosion is triggered it reduces the creatures weapon and/or armour's base stats by 1 stage. For weapons it reduces the damage dice size by 1 (a D8 reduces to a D6) for armour it reduces the base AC by 1    *When corrosion is triggered it reduces the creatures weapon and/or armour's base stats by 1 stage. For weapons it reduces the damage dice size by 1 (a D8 reduces to a D6) for armour it reduces the base AC by 1 
-  *If reduced bellow 1d4 the weapon is destroyed (non destroyed but damage weapons can be repaired) +  *Destruction 
-  *if armor is reduced to 10AC base the armour is destroyed. (non destroyed but damage armor can be repaired)+    *If a weapon's damage dice is reduced bellow 1d4 the weapon is destroyed (non destroyed but damage weapons can be repaired) 
 +    *if a set of armor or shield is reduced to 10AC basethe armour is destroyed. (non destroyed but damage armor can be repaired)
     *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: Mind Break 
-  *Creatures suffering a Mind Break Debuff have their concentration broken automatically. (Spell Concentration) +  *Creatures suffering a Mind Break Debuff suffer the following effects  
-  *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, have their concentration broken automatically. 
-  *If you were concentrating on a spell you cannot cast it again until you finish a long rest+    *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: Punishment (Stackable) 
-  *Reduces a creatures highest main stat by 2 points. Treated as a **Lingering Injury** and must be cured at __Extended Rest__+  *Reduces a creatures highest main stat by 2 points. This debuff is treated as a **Lingering Injury**
 +    ***Cure** 
 +    *The Creature must complete an Extended rest as if they were curing Lingering Injury. 
 +    *Seek holy forgiveness by a cleric or church (100 Gold per stack) 
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