- Thread Starter
- #201
Well, since you said 'please'.
So, the basic system is this. A new ribbon on the main menu means you will be able to select an Heirloom object to begin the game with. This selection becomes your default, so if you die and start a new game, you'll start with that object. If you don't have one selected, even 'Nothing', then you get a warning to go do that before you can begin a game. Just setting it to 'nothing' means you can start without any issues.
Overall the items give a small bonus, sometimes situational, with a penalty. Plus, since they are items, they take up an inventory slot. The list below will be the default list of items for every game from now on, so you can 'customise' your hunter slightly. Not every item will be useful in every game, but you'll pretty much have to find out which is which through playing. This may mean sticking to something 'safe' like one of the weapons sets, or even playing with nothing for your first round. The Traits system will work in a similar way, but give a permanent bonus/penalty which is a bit more situational. For instance, 'Veteran' means you ignore any skill penalties in combat, but start with less maximum hit points due to all the injuries you have sustained. 'Naive' means you recover lost Skill when you heal yourself back past 50% Stamina, but you lose points of Skill when you drop below 50% Stamina. Etc. I'll run those past you guys when they are written.
Anyway, here is the current list of Heirlooms.
Nothing – Not every hunter has access to rare equipment, and some shun these fancy gadgets in order to retain the purity of the hunt. Some have also fallen on hard times, and have sold their beloved equipment in order to live in a style to which they have become accustomed. Which are you?
*Empty Pockets – You gain no bonuses, but also do not give up an equipment slot. Keep reminding yourself that a bowl is most useful when it is empty.
Brutal Hunter Set – Some hunters rely on sheer, raw damage to win the day. This option means your hunter has a wickedly serrated blade and a powerful handgun loaded with flesh-shredding Hunter's Shot rounds. So armed, they can bludgeon down any foe with spectacular overkill.
*Crippling Damage – You deal 1 extra point of damage in combat.
*Overspecialised – You no longer wins drawn combat rounds, automatically losing the round instead.
Precise Hunter Set – Instead of relying on brute force to best their foes, some hunters rely on skill. You are one such hunter, and carry a devilishly sharp rapier and carefully sighted duelling pistol. With these weapons, you can constantly out-class your enemies and land a series of hits that will leave them reeling.
*Rain of Blows – You adds 1 to your dice rolls in combat.
*Overspecialised – You no longer wins drawn combat rounds, automatically losing the round instead.
Witch-Silver Weapons – While enchanted weapons are rare, some hunters do carry them. The swirling inlay of witch-silver on your sword and pistol means that they can deal lasting damage to creatures not of this world. The wounds they cause also fester and seethe, making a mockery of most beast's powers of regeneration.
*Baleful Enchantments – Enemies cannot regenerate, ignore or reduce damage dealt by these weapons.
*Night Terrors – Even the presence of small amounts of witch-silver cause violent nightmares. Despite the protective case you keep them in, your hunter will suffer from these as long as they carry the weapons. You regain no lost Skill when you sleep.
Heraldic Breastplate – Most hunters skip wearing this cumbersome item except when facing particularly deadly foes. It hinders the movement of the wearer, but does result in an additional level of protection that can mean the difference between life and death.
*Hardened Protection – The toughened steel of the breastplate means you have a 50% chance to reduce all damage (including damage sustained outside of combat) by 1, to a minimum of 1.
*Cumbersome – Using this item restricts your movement, meaning you must subtract 1 from your dice roll in combat.
Toughened Leathers – Some hunters choose to add a few extra layers of leather to their gear, as well as brass or steel studs at the shoulders and hips. These precautions help to deflect incoming attack from your blind spots, at the cost of reduced mobility and extra weight.
*Backstab Insurance – The extra protection of the toughened leather means that you cannot take automatic damage in combat. IE – any enemy that inflicts damage 'regardless of the combat result' loses this ability against a hunter with this item.
*Cumbersome – Using this item restricts your movement, meaning you must subtract 1 from your dice roll in combat.
Light Armour – Not every hunter places their faith in thick leather and steel. Hunters who take this option have stripped down their protective layers to the bare minimum. This allows them to keep one step ahead of all but the most ferocious enemies. Of course, should they be caught out, it could spell disaster...
*Swashbuckling Skills – All enemies must reduce their dice roll by 1 in combat against you.
*Glass Cannon – All enemies inflict 1 extra point of damage in combat against you.
Punch Dagger – Some hunters train to use a punch dagger strapped to their pistol hand to aid them in combat. The chance to use such an exotic weapon comes once in a blue moon, but when an opportunity appears the unexpected attack can be deadly.
*Scorpion Stab – If the result of a combat round is a draw, you not only win the round, but deal an additional 4 points of damage.
Beloved Locket – A hunter's life is often lonely. Those lucky enough to have a romantic attachment of some sort tend to carry a keepsake with them wherever they are far from home. No matter how daunting the hunt, they can always use it as a touchstone when they dream of the life they will go back to when it is all over.
*Sweet Dreams, My Love – When you sleep, you regain 1 extra point of skill and 2 extra points of stamina.
Lucky Pocketwatch – While not always a pocketwatch, the logic of this item remains the same. By placing a small, metal object over their heart, the hunter hopes that fate will intervene and block a lethal blow. It happens more often than you think, although usually not more than once for a single person.
*Fate Averted – The first time you would be slain because you lost a round of combat, this item is destroyed instead. Any further damage taken that round will then be applied as normal.
So, the basic system is this. A new ribbon on the main menu means you will be able to select an Heirloom object to begin the game with. This selection becomes your default, so if you die and start a new game, you'll start with that object. If you don't have one selected, even 'Nothing', then you get a warning to go do that before you can begin a game. Just setting it to 'nothing' means you can start without any issues.
Overall the items give a small bonus, sometimes situational, with a penalty. Plus, since they are items, they take up an inventory slot. The list below will be the default list of items for every game from now on, so you can 'customise' your hunter slightly. Not every item will be useful in every game, but you'll pretty much have to find out which is which through playing. This may mean sticking to something 'safe' like one of the weapons sets, or even playing with nothing for your first round. The Traits system will work in a similar way, but give a permanent bonus/penalty which is a bit more situational. For instance, 'Veteran' means you ignore any skill penalties in combat, but start with less maximum hit points due to all the injuries you have sustained. 'Naive' means you recover lost Skill when you heal yourself back past 50% Stamina, but you lose points of Skill when you drop below 50% Stamina. Etc. I'll run those past you guys when they are written.
Anyway, here is the current list of Heirlooms.
Nothing – Not every hunter has access to rare equipment, and some shun these fancy gadgets in order to retain the purity of the hunt. Some have also fallen on hard times, and have sold their beloved equipment in order to live in a style to which they have become accustomed. Which are you?
*Empty Pockets – You gain no bonuses, but also do not give up an equipment slot. Keep reminding yourself that a bowl is most useful when it is empty.
Brutal Hunter Set – Some hunters rely on sheer, raw damage to win the day. This option means your hunter has a wickedly serrated blade and a powerful handgun loaded with flesh-shredding Hunter's Shot rounds. So armed, they can bludgeon down any foe with spectacular overkill.
*Crippling Damage – You deal 1 extra point of damage in combat.
*Overspecialised – You no longer wins drawn combat rounds, automatically losing the round instead.
Precise Hunter Set – Instead of relying on brute force to best their foes, some hunters rely on skill. You are one such hunter, and carry a devilishly sharp rapier and carefully sighted duelling pistol. With these weapons, you can constantly out-class your enemies and land a series of hits that will leave them reeling.
*Rain of Blows – You adds 1 to your dice rolls in combat.
*Overspecialised – You no longer wins drawn combat rounds, automatically losing the round instead.
Witch-Silver Weapons – While enchanted weapons are rare, some hunters do carry them. The swirling inlay of witch-silver on your sword and pistol means that they can deal lasting damage to creatures not of this world. The wounds they cause also fester and seethe, making a mockery of most beast's powers of regeneration.
*Baleful Enchantments – Enemies cannot regenerate, ignore or reduce damage dealt by these weapons.
*Night Terrors – Even the presence of small amounts of witch-silver cause violent nightmares. Despite the protective case you keep them in, your hunter will suffer from these as long as they carry the weapons. You regain no lost Skill when you sleep.
Heraldic Breastplate – Most hunters skip wearing this cumbersome item except when facing particularly deadly foes. It hinders the movement of the wearer, but does result in an additional level of protection that can mean the difference between life and death.
*Hardened Protection – The toughened steel of the breastplate means you have a 50% chance to reduce all damage (including damage sustained outside of combat) by 1, to a minimum of 1.
*Cumbersome – Using this item restricts your movement, meaning you must subtract 1 from your dice roll in combat.
Toughened Leathers – Some hunters choose to add a few extra layers of leather to their gear, as well as brass or steel studs at the shoulders and hips. These precautions help to deflect incoming attack from your blind spots, at the cost of reduced mobility and extra weight.
*Backstab Insurance – The extra protection of the toughened leather means that you cannot take automatic damage in combat. IE – any enemy that inflicts damage 'regardless of the combat result' loses this ability against a hunter with this item.
*Cumbersome – Using this item restricts your movement, meaning you must subtract 1 from your dice roll in combat.
Light Armour – Not every hunter places their faith in thick leather and steel. Hunters who take this option have stripped down their protective layers to the bare minimum. This allows them to keep one step ahead of all but the most ferocious enemies. Of course, should they be caught out, it could spell disaster...
*Swashbuckling Skills – All enemies must reduce their dice roll by 1 in combat against you.
*Glass Cannon – All enemies inflict 1 extra point of damage in combat against you.
Punch Dagger – Some hunters train to use a punch dagger strapped to their pistol hand to aid them in combat. The chance to use such an exotic weapon comes once in a blue moon, but when an opportunity appears the unexpected attack can be deadly.
*Scorpion Stab – If the result of a combat round is a draw, you not only win the round, but deal an additional 4 points of damage.
Beloved Locket – A hunter's life is often lonely. Those lucky enough to have a romantic attachment of some sort tend to carry a keepsake with them wherever they are far from home. No matter how daunting the hunt, they can always use it as a touchstone when they dream of the life they will go back to when it is all over.
*Sweet Dreams, My Love – When you sleep, you regain 1 extra point of skill and 2 extra points of stamina.
Lucky Pocketwatch – While not always a pocketwatch, the logic of this item remains the same. By placing a small, metal object over their heart, the hunter hopes that fate will intervene and block a lethal blow. It happens more often than you think, although usually not more than once for a single person.
*Fate Averted – The first time you would be slain because you lost a round of combat, this item is destroyed instead. Any further damage taken that round will then be applied as normal.