pokemon daggerheart prep
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Unstable Genetics is actually perfect as that is Eevee to its core. You could have the player roll a D6. The result determines which trait is boosted. 1-Strength, 2-Agility, 3-Finesse, 4-Instinct, 5-Presence and 6-Knowledge. For Hades, +1 Presence is fine but if you want to do more, +1 Agility would be my pick.
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@clasingla Btw what is the range of our Pokemon moves? Far, Close, Melee? Would be prudent to add that no?
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Read @clasingla post I quoted. Your secondary trait has a +1 boost to Presence but he might add another Trait boost. He was thinking Finesse but I said Agility because of your cat-like reflexes.
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So I figured I'd do a FAQ for various things you'll see on your character sheet along with a bit of Combat 101.
Q: My weapon has a trait of Agility. What does that mean?
A: If you picked a weapon with the Agility trait, it simply means that any attack made against an enemy with it will use your Agility modifier on the Attack roll. So if I had +2 in Agility and used an Agility weapon, I would roll my Duality Dice(2d12) and add +2(Agility modifier) to the outcome and noting whether Hope or Fear was greater.
If on success, you'd then roll your damage dice based on your Proficiency(see Proficiency below).
Q: What is Evasion?
A: Evasion or Armor Class in D&D terms, is basically the number the GM(Game Master) rolls against when determining whether an attack hits your character. The higher the Evasion, the harder it is to hit your character. The exception is if the enemy is opting to use a Pokemon move(since they ignore the hit check). Should the GM roll outcome be equal or higher than your character Evasion, it's a hit and GM then rolls for Damage.
Q: What are Damage Thresholds?
A: Damage Thresholds are typically determined by the Armor you have equipped., with the lone exception being the Bare Bones Domain card or if you opt to forego Armor entirely(not advised). Armor has three values you need to be aware of. The first two are separated by a "/". The first number is known as your Major threshold while the second number is your Severe threshold. You then add your character level and any other relevant bonuses to these numbers to determine your character's damage threshold. Incoming damage is applied to these numbers in a meet it or beat it format.
The other number to be aware of is your Armor's Base score or Armor score. Armor score simply means the number of times your Armor can be utilized before it needs to be repaired. The higher the number, the more durable the Armor and this metric can be increased by equipping a Shield.
For example, lets assume you're a level 1 character with Gambeson Armor. Gambeson has a threshold of 5/11 with an Armor score of 3. With your level 1 bonus gives you a threshold of 6/12. You then get attacked and have 6 damage coming towards you. Since it meets your Major damage threshold, it will yield 2 hit points worth of damage. If you had managed to reduce the incoming damage by just a single point(6 → 5), then it'd be classified as Minor Damage and you'd only take a single hit point of damage. Whereas if you had 12 points of damage(or more), it'd be classified as Severe damage and you'd mark(aka lose) 3 Hit points.
Remember that damage just has to meet or beat your threshold and enemies benefit from this just as much as we do. So dealing 200 damage to an enemy is nice and all but it would still deal 3 Hit Points as 20 damage would.
Q: What role does Armor play?
A: Armor is the metric by which you can mitigate or reduce incoming damage. The number of times you can do this is based on your Armor score. For any given attack, you may mark or use an Armor slot to reduce the severity of incoming damage by one threshold(Severe → Major, Major → Minor, Minor → nothing). To continue with the example above, you can reduce the severity of that Major damage to be only Minor Damage by marking an Armor slot. Note that you may only mark one Armor slot per source of incoming damage. Once you exhaust your Armor slots, you cannot mitigate further damage.
Q: What is Proficiency?
A: Proficiency is basically the number of damage die you will roll when carrying out an attack. For example, a Sorceress making a ranged magic attack with their Dualstaff will deal D6 +3 Magic damage. The number of D6 die is determined by your Proficiency so at level 1, it's a single D6. As your character levels up, so too does your Proficiency but only when you reach the next Tier. Tiers are achieved at level 2, level 5 and level 8. Each time Proficiency increases, so too does the number of damage die you roll. The maximum your Proficiency can reach is 6(resulting in 6D6 for the Dualstaff roll) but can be pushed beyond that cap with certain Class and Domain abilities. The +3 is then added onto the D6 result to give the overall Magic damage dealt.
Proficiency is applied towards attacks made by your Weapon, Pokemon moves and Domain cards unless specifically specified. For example the Wild Flame spell in Book of Tyfar deals 2D6 Magic damage. Since it's specific(aka 2D6), it's always 2D6. Another example is the Unleash Chaos spell in Arcana tree. You spend tokens based on the character's Spellcast trait. Each token spent determines the number of D10's rolled so rather than basing it on Proficiency, it's instead based on Spellcast trait(determined by Character subclass and what the trait modifier happens to be).
Q: What are Combat ranges?
A: Like in D&D and other TTRPG, combat is dictated by range from your character to your target. Distance is categorized into 5 feet per square. Melee distance is the distance of up to 1-Square. Very Close is the distance of up to 3 squares. Close is up to 6 squares away. Far is up to 12 squares away and Very Far is beyond that to as much as 60 squares(which is generally the Battlefield). Anything beyond that is pretty much out of range or off the Battlefield.
All weapons and spells have a particular range. So long as the target is at or within that range, they can be hit provided there isn't an obstruction or obstacle in the way.
Q: How far can my character move during combat?
A: For a typical character, movement is 30 feet or 6 squares whereupon you make an action(typically an attack). Movement can be doubled to 60 feet or 12 squares if you make an action roll(Agility).
Q: I have Pokemon moves but how do I use them?
A: Pokemon moves have a Hope cost attached to them. They cost two Hope to use but come with the benefit of ignoring the hit check(aka they always hit). They have a combat range like any other Weapon or Domain card. @clasingla will hopefully add them soon.. 😇
They also deal a specific type of damage that is categorized as Physical or Magical. Namely if you use Leafage(Physical Grass damage) against a Water type, the damage dealt will be doubled due to Water taking x2 from Grass attacks. Bet you didn't think the Type chart would still matter huh?
Q: What is Stress?
A: Stress is the accumulated Physical and Mental toll your character has accrued over the course of your campaign. Each class starts with 6 Stress slots but can be upgraded as you level up to a hard cap of 12 slots. Marking Stress slots isn't the end of the world but should you mark all your Stress slots, two things occur.
The first thing to be aware of is that your character has reached their breaking point. They simply cannot take any more Stress. That puts them in a vulnerable state. Being vulnerable means that all attacks against your character will have advantage(D6 added to the attack roll).
The second thing is that any additional Stress you are forced to mark will instead come out of your Hit points. So for example, let's say you had 5 of 6 Stress slots marked but you were forced to mark two slots. You can apply one because you had a slot to spare but you don't have any left to mark for the other one. That means it comes out of your Hit points, resulting in one HP slot being marked.
Forcing the enemy to mark Stress isn't such a bad thing now is it since it basically ignores their damage thresholds because enemies, like you, also have them.
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