Inventory

Basic Inventory Guidelines

  • When you make your inventory, you CANNOT apply your items/weapons with ANY modifiers at level 1. They can only be the weapons themselves, without modifiers, and work based on the modifiers of your dice ONLY. At higher levels, when you reach that point, characters may be applied with modifiers based on the IDP they have

  • While they may be freeform, you must keep the special abilities of your weapons SENSIBLE. No mountain crushing gauntlets, fire swords that cause world defying shockwaves - keep them basic and simple. You can scale and develop them as you roleplay.

  • The appearance and choices of your weapons are completely up to you. While we offer a weapons index for people who may struggle with designing weapons, these DON'T have to be used and you can design/use your own.

Some Useful Terminology

HP - Hit points, how much health your character has

Scales - Armour, how much extra health your character has (MUST BE DRAINED BEFORE HP CAN BE DRAINED) and can ONLY be obtained through armour. Your scales CANNOT be damaged by DEBUFFS or DOT. You can only have a maximum of 100 scales.

IDP - Inventory Development Points, points that can be spent on modifying development.

Inventory Development

IDP are, as their name suggests, points which go into developing your inventory.

You can only put IDP into ONE addition at a time, and can ONLY be put into the things listed below.

Read below for instructions on how to use them.


— At level 1 you begin with 2 IDP. Every TWO (2) levels, you earn 2 IDP. These can be spent in your inventory in the same way AP can be spent on your attributes.

— IDP on weapons can ONLY be put into one or the other: Damage (Adds +1 to your d8 dice roll) or hit chance (Adds +1 to your d20 dice roll)

IDP on weapons:

1 IDP = +1 to d8 roll (NOT including your DOT d8)
1 IDP = +1 to d20 roll

— IDP on armour can ONLY be put into one or the other: HP or Scales (Adds extra HP or extra Scales)

IDP on armour:

2 IDP on HP = +10 HP
2 IDP on SCALES = +10 SC

IDP on TRINKETS can be put into your attributes, but ONLY your attributes. It must be an attribute relevant to the trinket.

+2 IDP = +1 modifier earned.

Players begin with 2 IDP, earn +2 at level 2 and scale up every 2 levels from there.

Locational Inventory Table

This table contains information about all of the inventory: Where certain weapons are, whether you can immediately apply it or not, and whether or not you can put IDP into it

Companions

There are TWO types of companion in Quiazal Legacy:
MORTAL and MAGICAL.
As these titles suggest, one type of companion is a mortal companion, while the other is a magic user. These should be explicitly used to define what your companion is.

All players can begin with ONE companion. They can be either a creature from our bestiary, or a 'standard fantasy creature' from common, well known folklore. They can't, however, be your own species of monster unless you apply them to our bestiary through the index submissions channel.

They can begin with two abilities unique to them. All abilities for companions scale with your character's d4 dice, and you should always use a d4 dice for your companion's attacks and defenses (unless rolling a d20 hit check.) These can scale, and you can gain more, as a reward through roleplaying.

You can only play as either your character, or your companion, a turn. You cannot roll for both your companion and your character in a single turn, they must be done separately. This doesn't mean you can't act as your companion, you just can't attack and roll if your character has first, and vice versa.

All companions are prone to death during a scene. If your companion dies, it dies, and cannot be brought back. Play them with care.

Some simple guidelines

— Only MAGICAL companions can use MAGICAL abilities. MORTAL companions will ALWAYS have an artificialis essence, and so CANNOT use magic.

— Companion HP calculation: Character HP + Character CON mod

— You CAN have multiple companions, but you can only apply ONE. The others must be EARNED.

— When applying, your companions should be named and should always have a reference image applied along with them.

The differences between Magical and Mortal companions in lore

Mortal

Mortal companions are fully domesticated animals, usually lacking human-levels of intelligence. They have the basic needs of an animal, requiring to be fed, played with, walked, and anything else they could require. While it is possible, it's extremely rare for a mortal companion to exhibit human levels of intelligence.

Usually they are loyal to those who have domesticated them, but they will show signs of wanting to move, change domestic and deattachment from their domestic should they experience neglect or abuse from their owner. (Reduces attack rolls by one)

They do not possess any form of magical ability, and will always have artificial essences. They run entirely on their biological ability.

Mortals can:

— Use the player character's inventory, but if they're given an item from your player character, they keep a hold of it until the end of the scene. You cannot switch items back and forth, so choose carefully. They can only take one item.

—Have their stats increased with special item development earned through rewards, or by permanently giving them an item you've put IDP into.

Mortals cannot:

— Use magic

— Use Attributes

Magical

Magical companions are less domesticated and more self serving specimens, having human-levels of intelligence and higher. They can keep themselves sustained and do not require consistent care from their domestics. Contary to mortals, it's extremely rare for a magical companion to lack human levels of intelligence.

They remain consistently loyal to those who they remain with and server, but due to their much more emotional nature, can exhibit levels of hatred for their owners. (Reduces all stats by one)

They will always possess some form of magical ability, and as such will have some form of essences. This doesn't mean they can't be biologically oriented, however.

Magicals can:

— Use magic

— Use any deity buffs, artefact buffs and special magical buffs which the player has within their inventory.

—Use the player's skills, sharing identical skill scores to them.

—Be either summoned (Done with a d20 roll. Below 10 = failure, Above 10 = success, nat 20 = +20% to all stats.) or always present (Provides no change.)

Magicals cannot:

— Lack magical ability. They will always be magical.