#mechanics
saturday 04/06/22
physics! i just wanna do a little rant on this subject because life played me. i used to hate math with a burning passion but i was always great at it. anyway i took physics because i kind of enjoyed it but i was apprehensive bc it was so heavily math based and i didn’t want that. anyway guess what? i can do physics for hours on end. its a subject i genuinely adore despite how hell bent it is on causing me suffering and failure. i fucking love it. and by extension, i’ve loved math. (yes that is a coffee stained data booklet.)
♫ hit em where it hurts - pawpaw rod ♫
This is cool (btw it’s originally from a YouTube channel called Brick Experiments)
PDF Version
Damage Types
Dendro: Elemental damage connected to life energy and nature.
Hydro: Elemental damage from water. When affected by a hydro ability, the creature or object is wet for 1 minute, and can undergo elemental reactions involving hydro.
Anemo:Elemental damage from wind.
Geo: Elemental damage from stone.
Electro:Elemental damage from electricity.
Pyro: Elemental damage from fire. Will induce smoldering flames, dealing 1d4 fire damage for three turns.
Cryo: Elemental damage from cold. Affected creatures are cold for 1 minute and can undergo the associated elemental reactions. It also decreases base speed by 5ft.
Elemental Reactions
Swirl: When anemo abilities come into a 5ft proximity with another element (aside from dendro), they will produce a swirl dealing 1d6 extra damage of that element
Crystalize: When geo abilities come into contact with another element (aside from dendro), they produce an elemental shard that grants the geo user a resistance to the other element and raises their AC by 2 for the next three turns.
Burning: When pyro abilities interact with a construct of a denro abilities, it will deal 1d4 fire damage per turn for 1 minute.
Vaporize: When a pyro ability interacts with hydro or vice versa, damage is doubled.
Melt: When a pyro ability interacts with cryo or vice versa, damage is doubled.
Frozen & Shatter: When cold interacts with a wet creature, the creature will be frozen, unable to move for 1 turn. If hit with a physical attack while frozen, they will take an extra 1d6 shatter damage.
Electro-charged:When electro abilities interact with a wet creature, that creature takes 1d4 electro damage per turn for 3 turns.
Overload: When pyro and electro interact, an explosion occurs, dealing 1d6 pyro damage in a 10ft radius.
Superconduct:When cryo and electro interact, 1d6 cryo damage is dealt in a 10ft radius and the target has disadvantage on dexterity saves for 1 minute.
Gliding
Provided you have a glider, you can leap from a height and glide gently down. You can travel twice the distance gliding as the height you jump from. You glide at a speed of 40ft. When you are 10-20ft above an enemy, you may perform a plunging attack and deal your weapon’s damage in a 10ft radius.