Trade Offs will be allowed but only up to 50% increase/decrease.
All powers must have a descriptor that makes sense.
Equipment can either be found, purchased or made.
In addition to the power cost itself, slotting a Power into a slot will cost PP as well depending on how many have been slotted previously.
1st Slot = Free
2nd Slot = 50% of Power’s Total Cost (PTC)
3rd Slot = 100% of PTC
4th Slot = 200% of PTC
5th Slot = 500% of PTC!
~PC Crafters will be able to slot Powers at a reduced cost
Inherent Powers in equipment do not count towards the slot usage.
Equipment can be Upgraded via skill or purchase.
MultiAttack Extra only applies to 1H melee.
The Close Attack, Ranged Attack, Minion and Equipment Advantages are not allowed.
All Combat Advantages, Diehard, Extraordinary Effort and Ultimate Effort can not be purchased except through equipment.
The All Out Attack Advantage can only be used by 2H Melee users.
Variable will not be an allowed Power.
PP can be freely traded among the player group as long as it does not reduce your level.
PP can not be traded if it creates Meta gaming issues.
PP will be awarded for enemy defeats as well as completed quests.
Quests may also come with additional rewards.
The world will be a free world.
If defeated all equipment associated with that character disappears with them and a new character of the appropriate level, in Basic Equipment, must be created (based off of the progress of The World).
Ranged Abilities require a casting time after 10ft, requiring an action to perform.
Range = Short-15ft, Medium-20ft, Long-30ft… increase action time per 10ft after that.
Short = Move Action
Medium = Standard Action
Long = Full Action
There are different categories on weapon within The World that offer different advantages and disadvantages.
1H Melee = Allows the use of Multiattack if a second weapon is used.(Single Target and Multi Target aspects). Can not attack non adjacent.
2H Melee = All Out Attack usage. Can not attack at beyond 10ft.
Spellbook = 2 Powers per 1 Slot. No permanent Effects.
Thrown = Returns to user as a free action. Range Limited by Str (5ft per 1Str).
2H Ranged = Decrease Casting time per range interval. Limited Ammunition (a roll of 5 or less = out of Ammo).
*Monster = Although not exactly equipment, monsters have their own set of abilities which aren’t as restrictive as PC’s. Points are distributed as the Sidekick Advantage is described. Monsters have “slots” for powers, like equipment. Instead of crafting them into a monster they are instead sent to a trainer to learn new “abilities” (powers) or “techniques” (limited skills).
As you progress The World through defeating World Bosses you will increase the PLL and be able to achieve greater things and gain greater rewards.
Changing Equipment will be a Move Action
In order to craft you must, acquire the Artificer and/or Inventor Advantages, take up the Expertise or Technology skills from a professions NPC, and start putting your PP into them.
Professions include Blacksmith, Armorer, Monster Trainer, Alchemist and Culinary.
Monster Trainers must also have the Animal Empathy Advantage.
Each profession must be bought separately and must be specifically defined.
Materials must be found or bought in order to craft.
Upon a successful skill check the item is created instantly or the ability/technique is learn immediately.