
Tools, spells, and skills in AlundraRPG
More information will be forthcoming as the system is completed. For now, here is a sample listing of what is available.
Armor: Armor is simple and may be upgraded throughout the game. Most characters will start with simple clothes or padded cloth armor.
Boots: The type of boots your character is equipped with will affect your ability to walk, run, and jump. Certain types of boots are suited for certain types of terrain. Some boots will make it easier to walk or jump on sand, others will make it easier to walk in shallow water, and some will even allow you to walk on scorching hot lava. No word yet on boots that will allow you to walk on water, but then, you can't have everything!
Weapons: There are four basic weapon types, each tied to a stat and each with a different range. Most will up your attack power. Swords, daggers, and other short range bladed weapons are specially tied to your attack power, while medium-range weapon such as maces and flails are tied to defense. Bows and arrows and other projectile or long-range weapons are related to speed or agility, and magic wands, of course, use magic. You are allowed some freedom in your choices of weapons, but whatever you choose should fit into one of these categories at least by some stretch of the imagination. As usual, the GM has final say over what weapon types are allowed. In addition to different stats and ranges, some weapons have charge attacks. You may not necessarily start with such a weapon. Charge attacks take a little time to power up, during which time you will need an ally to cover you so an enemy attack does not interrupt you. Sword charge attacks usually flow in a straight line, while flails are whirled around you in a circular attack. Charge attack power and range may vary greatly according to weapon type and specific weapon specs.
Magic Wands: Magic wands, as mentioned above, are a particular weapon type. However, they are exceedingly rare, and there has been no decision as yet whether anyone will be allowed to start with such a weapon. Information will be forthcoming. Also keep in mind that wands are generally elemental in nature (water (or ice), fire, earth, or wind, and possibly spirit). In addition to causing damage, some wands will have lasting effects, such as temporarily freezing an enemy or catching them on fire. Wands may also have charge attacks, like other weapons.
Special Equipment: Some special and rare equipment may allow periodical healing or bonuses to attack, defense, and other stats. Keep an eye out for these items!
Tools: Tools may include bombs, gloves and bracers, and plants and other items with unusual or magical properties. Weapons may also be used as tools to trigger certain kinds of switches.
Spells: While magic wands shoot magic power for attack purposes and do not use up any of the user's personal energy, spells require the user's will and mental energy to cast, as well as an outside focus such as a book or a scroll. On the other hand, spells are generally more powerful than wands. Most spells are attack spells and are elemental in nature (water scroll, fire book, etc.). Water, however, can serve as an aid to defense and healing as well as attack, and there may be other spell properties waiting to be discovered. A person's spells will depend on the magical items they have acquired that will enable them to cast such spells.