Difference between revisions of "Game Code/Resolution System/Concepts"
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Latest revision as of 18:15, 9 May 2023
Contents
Concepts
A Concept is a generic term related to the Card based Resolution System. They relate to a character's ability to do something. They span from the basic 'Physical' tag, to indicate a character is capable of Physical based combat, to more complex words like 'Data Drain', which would be a special ability related to the Power Paths.
Concept Terms
In summary, your character holds Concept Potential (a list of Concepts), which give access to Concept Points by means of buying the right cards with the Requirements your character meets.
Concept Potential
Typical cards will often require a certain Concept to be available on a class or character. For instance, 'Firebolt' card may require a character with the 'Magic' Concept Potential, as well as 'Fire' Concept Potential.
Concept Potentials come from the following sources: Class, Kingdom, Relics, and Race, and are used by Card Requirements.
Concept Points
Concept Points are the Concepts on cards multiplied by the Card Cost, are used for Project Requirements. These are the representations of how far your character has spent time to get good at doing that concept. For instance, a character with a 'Hammer' card, which has a 'Construction' Concept attached to it - may use it for a 'Construction' requiring Project.
Concept List
Though this list is not exhaustive, a generic list of Concepts can be found below:
GATHER | CREATE | COMMUNICATE | DISCOVER | COMBAT | TACTICAL | POWER PATH |
---|---|---|---|---|---|---|
Farming | Enchanting | Negotiation | Appraisal | Bludgeoning | Handle Animal | System Protection |
Woodworking | Scripture | Legerdemain | Slashing | Handle Monster | Sneaking | Data Drain |
Hunting | Armor Forging | Law | Searching | Piercing | Tracking | Legend |
Capture Animal | Weapon Forging | Mercantile | Diving | Fire | Transformation | Hacker |
Capture Monster | Accessory Forging | Etiquette | Cryptography | Water | Oracle | |
Herbology | Metalworking | Song | Cartography | Earth | Loremaster | |
Mining | Tailoring | Divination | Air | |||
Artisany | Dark | |||||
Alchemy | Light | |||||
Cooking | Melee | |||||
Brew | Ranged | |||||
Pharmacy | Physical | |||||
Construction | Evasion | |||||
Shield | ||||||
Magical |
Concept Primer
Concept Primer
The following is a primer on the various non-combat abilities and a minimum of what they can be used for. Note that the following list is not exhaustive and that there are uses for these concepts outside of what is written here.
Gather
Concept | Description |
---|---|
Farming | A buffing ability which increases the number and rarity of item drops from all plants. |
Fishing | A buffing ability which increases the number and rarity of item drops from sea creatures. |
Hunting | A buffing ability which increases the number and rarity of item drops from beasts and monsters. |
Capture Animal | The ability to create traps or snares which can be used to capture animals. |
Capture Monster | The ability to create traps or snares which can be used to capture monsters. |
Herbology | The ability to gather and understand the properties of herbs and other such plants. |
Mining | The ability to gather and understand the properties of raw ores, precious gems, and stones. |
Create
Concept | Description |
---|---|
Enchanting | Used to imbue items with magical properties. |
Woodworking | Used to create wooden weapons such as staffs or bows. Can be used to craft other wooden products, including furniture. |
Armor Forging | Used to create armor using metal or certain heavy monster drops. |
Weapon Forging | Used to create weapons using metal or certain heavy monster drops. |
Accessory Forging | Used to create jewelry, precision tools, items, or fashion headgear. |
Metalworking | Used to create miscellaneous objects out of metal such as horseshoes or chains. Can be used to experiment with combining metals and/or heavy monster drops to create new alloys. |
Tailoring | Used to create items or armor using cloth, leather, and certain light monster drops. |
Artisany | Used to create drawings, paintings, sculptures, and other works of art. |
Alchemy | Used to create poisons and status effect potions, or transfer traits from one item to another. |
Cooking | Used to create meals by chopping, combining, and heating ingredients. |
Brew | Used to create beverages, including alcohol. Can flavor potions from other professions. |
Pharmacy | Used to diagnose and treat illness, or inspect status effects. Can create healing potions. |
Construction | Used to create large structures such as buildings, boats, or other civil works. |
Communicate
Concept | Description |
---|---|
Negotiation | Knowledge of how to convince people to agree with your ideas or plans. |
Scripture | Knowledge of lore and writing. |
Law | Knowledge of the laws and their enforcement. |
Mercantile | Knowledge of business practices. |
Etiquette | Knowledge of proper behavior in social situations. |
Song | Knowledge of music and skill in musical performance. |
Discover
Concept | Description |
---|---|
Appraisal | Knowledge to analyze objects and identify special properties. |
Legerdemain | Knowledge of pickpocketing, picking locks, and other sleight of hand. |
Searching | Knowledge of how to find hidden objects or information within a single location. |
Diving | Knowledge of undersea exploration. Skill in swimming, holding your breath. |
Cryptography | Knowledge of symbols, runes, and numbers. Skill in puzzle solving. |
Cartography | Knowledge to create and interpret maps. Skill in navigation. |
Divination | knowledge in reading subtle signs which give insight to past, present, and future. |
Combat
Concept | Description |
---|---|
Fire | A combat ability that encompasses heat and manipulation of flame. Can apply the 'burning' status. |
Water | A combat ability that encompasses cold and manipulation of water. Can apply the 'drowning' status. |
Earth | A combat ability that encompasses plant control and manipulation of earth and stone. |
Air | A combat ability that encompasses electricity and manipulation of winds. |
Light | A combat ability that encompasses healing and manipulation of light. |
Dark | A combat ability that encompasses the arcane arts and manipulation of darkness. |
Physical | A combat ability that represents the Adventurer's general physical fitness. This can include strength, endurance, and dexterity in a general sense. |
Magical | A combat ability that represents the Adventurer's general magical ability. This can include how much mana they have, the strength of their spells, and their general skill with the arcane. |
Ranged | A combat ability that encompasses all aspects of shooting physical or spell attacks at range. This includes visually tracking a target, aiming, and launching both physical or magical attacks. |
Melee | A combat ability that encompasses all aspects of close ranged physical or spell attacks. This includes utilizing weapon or touch-based spell attacks as well as skill in close quarters fighting. |
Shield | A combat ability that encompasses utilizing both physical and magical shields and barriers to reduce incoming damage. |
Evasion | A combat ability that encompasses utilizing raw speed to reduce incoming damage. Also tightly aligned with an Adventurer's movement speed. |
Tactical
Concept | Description |
---|---|
Handle Animal | The ability to tame, train, and control an animal. |
Handle Monster | The ability to train, and control a monster. |
Sneaking | The ability to blend into the environment and hide from the notice of others. |
Tracking | The ability to follow a person or animal over long distances by noting subtle clues from the environment. |