Skip to content

Expedition: general discussions.

User Avatar
#4692
Auto-translated
There used to be traits in the system, but I decided to rework them into "fate" cards. And all this without that awful TinyEditor.
There are two six-sided dice.

Start

Direction clockwise.
By the will of fate:
1. Full wallet: +100 gold.
2. Savings: +400 gold.
3. Prosperity: +1000 gold.
4. Wealth: +3000 gold.
One to choose:
1. Anomaly: the player can choose +1 to 5 characteristics of their choice, and not those dictated by the gender of their character.
2. Godless: the character has no conviction, but in return receives one die and the ability to determine its value during the roll.
One to choose:
1. Strong immunity: the character is not susceptible to game mechanics effects of diseases (can be sick in the plot).
2. Poison resistance: the character is not susceptible to game mechanics effects of poisons (can be poisoned in the plot).
3. Hemostasis+: the character is not susceptible to the game mechanics effect of bleeding (susceptible in the plot).
One to choose:
1. Affinity for darkness: no conviction; attack +20%, health +50, accuracy +10%, evasion +10%, spell power +20%, experience +10%.
2. Ugly: the attractiveness parameter is always negative, +2 to the parameters of any dark characteristic.
By the will of fate:
1. Family heirloom: random artifact.
2. Companion: the player can create an additional character without the ability to use the fate board and without effects that allow creating additional characters.
One to choose:
1. Clan Sarseid: vampire origin (Yokoyama).
2. Echoes of the past: alien origin (date of arrival must be 20+ years ago.
One to choose:
1. Egoza: +2 to initiative, +1 to spell power, +2 to luck.
2. Additional die.
Ask the universe a question and it will give you an answer.
By the will of fate:
1. Megalomania: experience and luck are doubled, initiative +4. No positive effects from other characters and vice versa.
2. Eloquence: +30% to profit where applicable.
3. Vulture: the character finds additional items when searching "containers".
One to choose:
1. Good set of equipment: the Mage Guild issues some equipment to the player.
2. Experienced: 1000 experience points.
By the will of fate:
1. Bookworm: +3 to luck for reading books.
2. Accelerated metabolism: food is more effective.
One to choose:
1. Ability to magic: without this trait, the character cannot learn spells.
2. Wisdom: 1000 experience points.
By the will of fate:
1. Duelist: In 1v1 battles: +15% to accuracy and evasion, +8 to initiative.
2. Movement on the board for the next roll continues counterclockwise; additional die.
By the will of fate:
1. Bully: +50 to health.
2. Strongman: +20% to attack.
3. Swift: +1 to speed.
By the will of fate:
1. Multitasking: spell power +20%, experience +10%.
2. Agility: +10% to evasion.
3. Observant: +10% to accuracy.
By the will of fate:
1. Discipline: +4 to willpower.
2. Fortune: critical chance +5%.
3. Quickness: +2 to initiative.
By the will of fate:
1. Cutie: +10 to attractiveness.
2. Charm: +1 to luck.
3. Piety: +2 to morals.
One to choose:
1. Fearlessness: the character is not susceptible to fear.
2. Instinct: the character is not susceptible to the game mechanics effect of blindness.
3. Fire resistance: the character is not susceptible to the game mechanics effect of burning. Fire resistance +20%.
4. Elusive: the character is not susceptible to the game mechanics effect of immobilization.
One to choose:
1. Arselia's amulet: the character is not subject to the effects of curses.
2. Additional die.