Traits
Last updated
Last updated
The Trait System is foundational to the strategic depth of Tales of Aesor. It creates passive and triggerable effects within gameplay.
Each Trait can be made up of a collection of effect modules.
Each effect module may have player requirements to become enabled, such as Class, Proficiency, or Expertise Level.
Intrinsic: An innate effect that persists and modifies the creature's stats or dice roll mechanics. Granted through Race & Background, Equipment & Outside Sources.
example: + 2 Strength
Reaction: A player's decision and movement in reaction to something, the player decides whether to use this effect or not and creates some outcome potential.
Reflex: An effect that happens automatically, without the player's choice. Reflexes initiate an action in reaction to an external game element, creating some outcome potential.
example: Whenever Creature Dies + Creature was Hexed -> Area of Effect Necrotic Damage
ENTITY | Description |
---|---|
[Self]
The owner of the triggered trait
[Enemy Source]
An enemy that initiated the trigger of this trait by targeting the trait owner
[Target]
The trait owner’s current target
[Ally]
The allied creatures of the trait owner
[Enemy]
The enemy creatures of the trait owner
[Entity] dealt Damage of [Type]
[Entity] missed Attack
[Entity] was Damaged by [Type]
[Entity] Rolled natural 20
[Entity] Rolled natural 1
[Entity] turn Began
[Entity] turn Ended
[Entity] Died
[Entity] is [Creature Type]
[Entity] suffering status condition [any or type]
[Entity] is Enchanted
[Entity] is Hexed
[Entity] is maintaining Concentration
Damage [Type]
Damage [Type] (area of effect )
Heal
Shield
Restore Action Point
Modify resistance
Modify vulnerability
Remove Enchantment
Remove Hex