Alganovar

Weapon Design and Skill Tree Examples


Disclaimer: This design document is devoid of context from the larger systems of Alganovar. Thus, there are some mechanics referenced in this sample document that allude to keywords or mechanics not fully explained here.

Overview

Alganovar is a tabletop system that features no classes. Therefore, it is the equipment a player chooses to wield that directly determines their capabilities in combat. In turn, the types of weapons a player is adept at wielding are determined by their Ability Scores, allowing for every Ability specialization to have diverse and complementary equipment.

Defining Weapons

  • Weapons: Equipment specifically designed for combat against threats.

  • Attack: The act of using a weapon against a target

  • Attack Roll: The 1d20 Roll required by a weapon attempting to hit a target with a Direct Attack

  • Damage Roll: The total damage inflicted on a target’s Health

  • Dice Damage: A variable amount of damage dependent on the total values of all dice rolled

  • Flat Damage: A static amount of damage add to the Damage Roll

  • Focus: The Threshold required by a Save to overcome effects applied by an Attack

1.0 How Weapons Scale

All weapons scale with two different Ability Scores. These are called the Primary Ability and the Secondary Ability. Generally Speaking:

  • The Primary Ability affects how well you Attack.

  • The Secondary Ability affects how you deal damage.

The Primary and Secondary Abilities both affect how the weapon functions and how well you perform with it. It is important to note this, since if you are not inclined towards both these Ability Scores, you will perform poorly with your weapon of choice.

A weapon’s Skill Tree grants you access to that weapon’s respective Skills.

The Handcannon Weapon Block showcased here scales with Dexterity and Intelligence.

  • Dexterity is listed first, making it the Primary Ability.

  • Intelligence is listed second, making it the Secondary Ability.

Goals

  • Encourage experimentation with different weapon combinations

  • Reward investment in Ability Scores with more potent weapon proficiencies and skills

  • Present options for every skill level

2.0 Weapon Skills

Skills are attributes of a weapon that are unlocked based on a character’s Ability Scores.

Weapon Skills are always unlocked passively by reaching the threshold of Ability Score(s) needed to unlock them. These are shown in the weapon’s respective Skill Tree. Skills come in two different types: Passive Skills, and Active Skills.

  • Passive Skills: Passive changes to the function of the weapon. Generally, they grant the greatest strengths to the weapon’s niche and allow it to function at maximum effectiveness. Always applied to a weapon’s Attack and alternative Skills unless otherwise stated.

  • Active Skills: Skills that require an Action of some kind to perform. Function on a charge-based system, and require a charge of use and requisite Action to perform them.

Weapon Skills only active and affected by Attacks performed with the weapon they are associated with. A weapon cannot use another weapon’s skills to alter its performance.

2.1 Weapon Skills: Active Skill Charges

All non-Manacle weapons have four tiers of Active Skills accessible through their respective Skill Tree: Tier 1, Tier 2, Tier 3, and Tier 4 (otherwise known as Ultimate).

These are designated in the order a player unlocks them in the Active Skills of a weapon’s Skill Tree (top to bottom). Whenever a player unlocks an Active Skill, they gain one charge of it to use. A player cannot use that an Active Skill without a charge of use, or the requisite Action necessary to perform it.

As a player invests into a weapon’s Skill Tree via their Ability Scores, they gain more charges for each Active Skill they possess. Refer to the chart below for the charge maximum at each weapon Skill Threshold:

A player regains Active Skill charges after a Short Rest or Long Rest. A Short Rest restores half the maximum of each tier. A Long Rest restores all your Active Skill charges for each tier.


It is important to note that all Active Skills require two different Ability Scores in order to unlock them. A player that does not meet the requirements for both Ability Scores for an Active Skill cannot access it.

3.0 Weapon Traits

Traits are intrinsic attributes that change the way a weapon functions outside of normalcy. They cannot be removed and are permanent effects associated with the weapon whenever wielded.

  • Adaptable: This weapon can validly Attack a target or a location interchangeably.

  • Clamorous: This weapon is extremely loud and pronounced when used, causing Stealth Checks made the same Turn to be at Disadvantage.

  • Enduring: This weapon’s drones are incredibly durable, always taking minimum damage from AoE Attacks.

  • Energized: This weapon deals Energy Damage and thus has no physical component to its Attack. There are no variants that deal kinetic damage, and the damage from this weapon is unique to its specific Energy Damage Typing.

  • Ephemeral: This weapon’s drones are particularly agile, always taking minimum damage from Direct Attacks.

  • Light: This weapon is light enough to be able to wield with only one hand.

  • Overheat: This weapon never needs to Reload. However, every time you perform an Attack with this weapon, it requires three Turns to cool-down before it can Attack again.

  • Point Blank: This non-Melee Weapon does not suffer Disadvantage when Attacking in melee range.

  • Prone Reach: This non-Melee Weapon’s maximum effective range and range limit are doubled if lying Prone.

  • Quick Cuts: This weapon is also categorized as a Melee Weapon.

  • Sieging: This weapon deals tremendous damage to terrain, structures, and vehicles; damage dealt against these targets automatically increases the Dice Multiplier by +1.

  • Sluggish: This weapon is incredibly unwieldy. Movement Speed is reduced by half when wielded. Throwing distance is halved for this weapon. You cannot Attack with the weapon and perform a Movement Action on the same Turn.

  • Swift: This weapon can Reload with a Bonus Action instead of a Movement Action.

3.1 Weapon Traits: Light Weapons

Players can only use a weapon if it is equipped into an Weapon Slot. A player only has 2 Weapon Slots. Each weapon equipped takes up a Weapon Slot. In the case of Light weapons, however, they only take up half a Weapon Slot.

An equipped Light weapon may be paired with another Light weapon to occupy a single Weapon Slot.

Switching to a Weapon Slot occupied by two Light weapons will allow the player to use both Light weapons simultaneously. A player may perform each weapon's Attack simultaneously when performing an Attack Action.

The Weapon Slot example showcased here demonstrates the configuration.

Note the highlighted section that indicates the border between a single Weapon Slot using a Two-Handed Weapon, and the additional stat block beneath it that would be filled out upon equipping two Light weapons.

4.0 Weapon Classes

All weapons fall into one of several overarching classes of weapons. These classes generally and generously define how the weapon functions in combat and the rules for using the weapon. All weapons are broken up into six different weapon types:

  • Firearms

  • Throwing Weapons

  • Melee Weapons

  • Bulwarks

  • Directors

  • Manacles


The following is an example of a single Weapon Class, the Firearm Class


Firearms

Firearms deal damage from a relatively safe, effective distance. However, Firearms require a resource called Ammo in order to Attack.

Each Attack a Firearm performs will expend one Ammo from what is currently loaded into the Firearm. When out of Ammo, Firearms are unable to Attack, and some Firearms cannot Attack again after a cooldown period. When out of Ammo, Firearms must expend a Movement Action to Reload.

Firearms will intrinsically suffer when performing an Attack on targets outside of their effective range, whether that be too close or too far. If a Firearm performs a Direct Attack outside this range, the Attack will incur Disadvantage. If the Attack uses Focus, targets affected by the Attack instead roll their Saves with Advantage.

In addition to a Firearm’s effective range, nearly all Firearms automatically suffer performance issues when fired in melee range. Attacks incur Disadvantage when fired in melee range.

Any Firearm can be used as an improvised Melee Weapon for a melee Attack, following the Improvised Weapon rules.

Firearms include the following weapons:

  • Handcannons

  • Scout Rifles

  • Sniper Rifles

  • Bowguns

  • Railguns

  • Cannons

  • Launchers

  • Shotguns

  • Casters

  • Fission Rifles

  • Sidearms

  • Submachine Guns

  • Assault Rifles

  • Focus Rifles

  • Devastators

Firearms include the following Skill Trees:

  • Precision

  • Destruction

  • Suppression


The following is an example of the Precision Firearms


Handcannon

Excels in reliable single target damage.

Performs poorly against large groups of targets.

  • Precision Weapon

  • Dexterity and Intelligence

  • 3d6 Piercing Damage

  • 4 Ammo

  • 1 Attack per Round

  • 5ft to 60ft effective range; 120ft limit

Traits: Prone Reach


Scout Rifle

Deals sustained damage from long distances over several targets.

Poor effectiveness in close quarters and damage output is inconsistent.

  • Precision Weapon

  • Intelligence and Wisdom

  • 1d8 Piercing Damage

  • 6 Ammo

  • 2 Attacks per Round

  • 10ft to 80ft effective range; 160ft limit

Traits: Prone Reach


Sniper Rifle

Excels in picking off high priority targets amidst or out of combat.

Is near useless when in close quarters and needs to be reloaded with every shot.

  • Precision Weapon

  • Wisdom and Dexterity

  • 1d10 Piercing Damage

  • 1 Ammo

  • 1 Attack per Round

  • 15ft to 150ft effective range; 300ft limit

Traits: Prone Reach


Bowgun

Excels with adapting to situations and dealing large bursts of damage at a time.

Requires a reload with every shot, and substantial shots require holding onto Attacks.

  • Precision Weapon

  • Strength and Dexterity

  • 2d6 Piercing Damage

  • 1 Ammo

  • 1 Attack per Round

  • 5ft to 50ft effective range; 100ft limit

Traits: Swift


Railgun

Excels in obliterating single targets.

Very slow rate of fire and unwieldy, requiring several Turns of preparation.

  • Precision Weapon

  • Intelligence and Dexterity

  • 5d12 Penetrating Energized Damage

  • No Ammo. Overheat Weapon

  • 1 Attack every 3 Rounds

  • 20ft to 250ft effective range; 500ft limit

Traits: Clamorous, Overheat, Prone Reach, Sieging, Sluggish


The following is an example of the Precision Firearm Skill Trees


Handcannon

Passive Skills

  • Tight Grip (12 Dex): You no longer suffer Disadvantage while using this weapon.

  • Keen Eye (14 Dex): Add your Dexterity modifier to your Attack Rolls and Focus.

  • Sights in Limelight (18 Dex): Add additional Dice Damage equal to half your Intelligence modifier to your Damage Rolls.

  • Opening Act (20 Dex): After a Reload, your first Attack in a fully loaded chamber has Advantage. Additionally, if all Attacks in a fully loaded chamber hit, Opening Act is applied for your final Ammo’s Attack.

  • Encore (24 Dex): Whenever you reduce a target’s Health to zero, gain an additional Attack and apply Opening Act to your next Attack. If an Active Skill modified the Attack, then it can be recast during the same Attack Action for free without consuming any additional charges.

  • Curtain Call (26 Dex): The last bullet in a full Reload has its Dice Multiplier increased by +1, and reduces its Critical Threshold equal to the number of targets that you have successfully hit since your last Reload.


Scout Rifle

Passive Skills

  • Taut Grip (12 Int): You no longer suffer Disadvantage while using this weapon.

  • Scrying Eye (14 Int): Add your Intelligence modifier to your Attack Rolls and Focus.

  • Cere (18 Int): Add additional flat damage equal to half your Wisdom modifier to your Damage Rolls.

  • Deadly Plumage (20 Int): When a target is dealt damage, they are marked with Plume.

    • For each Plume on a target, your Critical Threshold against them is lowered by 1.

    • When you deal Critical Damage to a target with any amount of Plume, consume all Plume stacks and deal additional flat damage equal to the stacks you consume.

    • Plume stacks are unique to each wielder.

  • Stoop and Soar (24 Int): If no Plume is consumed on your Turn, gain an additional Attack. Alternatively, when any amount of Plume is consumed, gain an additional Attack.

  • Wings of Ire (26 Int): If a target has three or more stacks of Plume, you are granted Advantage against them.


Sniper Rifle

Passive Skills

  • Mindful Grip (12 Wis): You no longer suffer Disadvantage while using this weapon.

  • Inner Eye (14 Wis): Add your Wisdom modifier to your Attack Rolls and Focus.

  • Hidden Hand (18 Wis): Add additional Dice Damage equal to half your Dexterity modifier to your Damage Rolls.

  • Absolution (20 Wis): Against targets you have Advantage against, your Critical Threshold is lowered equal to half your Dexterity modifier.

  • Wraithsight (24 Wis): Your Critical Threshold is lowered by 1 for every 30ft you are away from your target. You can only lower your Critical Threshold this way no more than your Wisdom modifier. This effect is cumulative with Absolution.

  • Patience and Time (26 Wis): If you did not perform a Movement Action on your previous Turn or move since then, your Attack gains Penetrating and Advantage on all targets within effective range this Turn.


Bowgun

Passive Skills

  • Sturdy Grip (12 Str): You no longer suffer Disadvantage while using this weapon.

  • Wrathful Eye (14 Str): Add your Strength modifier to your Attack Rolls and Focus.

  • Fletcher's Wail (18 Str): Add additional flat damage equal to half your Dexterity modifier to your Damage Rolls.

  • Draw of the Hunter (20 Str): When drawing an arrow, dramatically increase the power of your next Attack every Turn it is not fired. When you Attack, your damage is increased based on your Hunt stacks.

    • If you begin your Turn with Ammo in your weapon, increase your Hunt by +1. You can only gain as many Hunt stacks as equal to half your Dexterity modifier.

    • Hunt stacks increase even when stowed.

    • After you Attack, hit or not, your Hunt stacks reset. After a Reload, Hunt stacks are 0.

  • Hunter’s Favor (24 Str): If you miss your next Attack, you only lose half your current Hunt stacks instead of losing them all. When you Reload, gain Hunt stacks equal to the number of targets reduced to zero Health from your last Attack with this weapon.

  • Still Stalker (28 Str): If you do not use your Movement Action on your Turn, gain +2 Hunt stacks at the start of your next Turn instead of +1.


Railgun

Passive Skills

  • Taut Grip (12 Int): You no longer suffer Disadvantage while using this weapon.

  • Scrying Eye (14 Int): Add your Intelligence modifier to your Attack Rolls and Focus.

  • Vicious Chorus (18 Int): Add additional Dice Damage equal to half your Dexterity to your Damage Rolls.

  • Lament (20 Int): Whenever a target is dealt any damage from this weapon, they become Staggered.

  • Rending Melody (24 Int): When Attacking, targets adjacent to the line of fire (or within 5ft of an AoE) must make a Fortitude Save. On a failed Save, they are knocked back 5ft perpendicularly from the line of fire. Targets directly hit by the Attack must make a different Fortitude Save; on a failed Save, they are knocked by 10ft in the direction of the line of fire.

  • Harrowing Hymn (26 Int): Dealing damage to a target with this weapon triggers the effects of Catastrophic Damage regardless if criteria are not met. Stalwart targets are exempt from this effect.

Active Skills

  1. Heartpiercer (22 Dex, 16 Int): As an Attack, a flash of inspiration flickers over you and readies your cannon. Your Attack gains Penetrating.

  2. Centerstage (16 Dex, 12 Int): As an Attack, prepare the battlefield for a dramatic execution.

  3. Rising Climax (28 Dex, 20 Int): As an Attack, as long as your target is in effective range, you ignore all your target's AC, hitting them automatically. This Skill overrides any effects that prevent being hit and automatically deals Critical Damage.

  4. *Macabre Finale* (30 Dex, 24 Int): As a Bonus Action, Reload your Handcannon and prepare the final act. You may make an Attack with every Ammo in your Handcannon. For every Attack that hits a target, the final Ammo has its Dice Multiplier increased by +1. This effect is cumulative.

Active Skills

  1. Eyrie (16 Int, 12 Wis): As a Bonus Action, your Attacks this Turn are Penetrating.

  2. Bristles and Feathers (22 Int, 16 Wis): As a Bonus Action, choose a target within line of sight. Grant them stacks of Plume equal to half your Wisdom modifier.

  3. Molt (28 Int, 20 Wis): As a Bonus Action, all targets marked with Plume have their Plume doubled.

  4. *The Great Talons* (30 Int, 24 Wis): As an Attack Action, Reload and ready your weapon. You may make an Attack with each Ammo you have in your weapon, but you cannot gain any additional Attacks this Turn. Your Critical Damage increases your Dice Multiplier this Turn by +2 instead of +1.

Active Skills

  1. Spectre’s Eye (16 Wis, 12 Dex): As a Bonus Action, your next Attack has Advantage and Penetrating.

  2. Mark of the Damned (22 Wis, 16 Dex): As a Bonus Action, place a mark on a target in line of sight. When you hit this target, you may reroll as many Damage Dice as you wish, equal to half your Wisdom modifier. You always take the new value(s) whether for better or for worse. You may reroll any rerolls.

  3. Epitaph (28 Wis, 20 Dex): As a Bonus Action, you are guaranteed to deal maximum damage on the next target you hit.

  4. *Eulogy From Beyond* (30 Wis, 24 Dex): As an Attack Action, forgo your Attack this Turn in preparation. For each Turn you hold onto your shot, your next Attack has its Dice Multiplier intrinsically increased by +1. Once you start this Skill, until it is finished, you cannot move, and the Turn you decide to unleash your Attack requires your Attack Action. Upon performing the Attack, you may choose any target in line of sight and suffer no penalty for Attacking outside of effective range. This skill requires Concentration to uphold.

Active Skills

  1. Piercing Howl (16 Str, 12 Dex): As an Attack, sharpen your sight and fire a Penetrating arrow that Cripples all targets dealt damage.

  2. Heart of the Pack (22 Str, 16 Dex): As an Attack, fire multiple arrows in a wide spread. You may select additional targets for your next Attack equal to half your Dexterity modifier within 30ft of your first target. Your Attack Roll to hit applies to all targets. On hit, your Attack’s total damage (calculated after Dice Multipliers) deals half damage. You cannot target any target multiple times. All arrows fired from this Attack benefit from Hunt stacks.

  3. Breath of Death (28 Str, 20 Dex): As a Movement Action, empty all distractions and focus solely on your prey. Gain maximum Hunt stacks.

  4. *Apex Predator* (30 Str, 24 Dex): As an Attack Action, ambush your foes in the primal power of untamed ferocity. Fire a Volatile arrow at a target within 200ft. Your attack splits the battlefield in its flight, then explodes in a savage AoE shockwave around the point of impact. The radius of the AoE increases based on your Hunt stacks; for every 1 Hunt stack you have, increase the radius by 5ft. Your initial target is dealt damage normally. All other targets within the AoE must make a Fortitude Save. On a successful Save, targets are Dazed. On failed Save, targets are Staggered. The AoE deals half the damage dealt to your initial target.

Active Skills

  1. Tempo (16 Int, 12 Dex): As a Bonus Action, this Turn, synchronize your movement with your intent. You may perform movement before firing. However, you are still slowed by the Sluggish trait.

  2. Resonance (22 Int, 16 Dex): As a Bonus Action, your next Attack becomes highly potent. Any target dealt any effect or damage from this weapon’s next Attack rolls with Disadvantage on all rolls against it.

  3. Crescendo (28 Int, 20 Dex): As a Bonus Action, your next Attack is instead a 5ft AoE line. Targets within this zone must make a Fortitude Save. On a successful Save, targets take half damage. On a failed Save, targets take full.

  4. *Obliteration’s Opera* (30 Int, 24 Dex): As a Bonus Action, your next Attack is instead a 15ft AoE line extending out from your position in the direction of your Attack. Targets within this zone must make a Fortitude Save. On a successful Save, targets take half damage. On a failed Save, targets take full. Targets directly in the middle of the AoE have Disadvantage on their Save.