Optional Mechanics

These mechanics can be easily integrated into the existing system to create a unique experience. Some mechanics make the game more difficult (such as survival mechanics) while others will make the game much easier (Such as alternate magic regeneration). 

Make sure to look over the mechanics and see what best fits your DM style, campaign, and players. 

Alternate Magic Regeneration Rules (Easy)

You regenerate 5 magic per rotation at the beginning of your turn. For each point of Cognition you have, you regenerate an additional point of magic.

Each time you gain a rank in a class with the Magic Focused trait you gain a boost to your magic regeneration equal to the rank (Rank 0 = +0, Rank 1 = +1 (total +1), Rank 5 = +5 (+15 total))


Underwater Elements (complex)

These are mechanics for how elemental attacks may behave when underwater. 

Underwater elements work differently, instead of normal elemental effects these ones apply.

Fire: Fills water with a haze giving user +5 Dodge for 1 rotation

Water: Deals no damage, can be used to propel the user or target 5ft per hit/use. 

Air: Can be used to grant a target within 5ft() of the user air for 1 rotation

Poison: Deals ¼ damage in a 5ft() area (or 5ft larger area)

Ice: Does not freeze, deals armor piercing damage instead (acts like earth)

Electric: Deals ¼ damage to all enemies within 5ft() of a line between the user and the target.

Acid: Deals ½ damage and no longer removes Armor or DR. 

Magic: Unaffected

Sonic: Deals 2x damage in a < that stops at the target. This cannot be dodged, ignores Armor, and ignores DR.

Earth: Works normally

Disease: Deals 10% damage per turn in a 5ft() area (+5ft per turn). This lasts for 1 rotation.

Underwater Weapons (Complex)

Mechanics for how weapons may behave underwater.

Bows have a -8 to hit and a range of 20 feet

Crossbows have -4 to hit and a range of 35 feet

Blunt melee have 40% higher AP costs (-5% per point of Vigor)

Bladed melee weapons have 30% higher AP costs (-5% per point of Vigor)