Modifiers

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Modifiers last half an hour, maximum, and boost the natural abilities of the dice. You can only roll one modifier for every two levels of your dice. You have a level 5 dice, you can roll 2 modifiers.

There are many kinds of modifiers. You can't use a modifier that has more sides than the dice you're using it on has. Equipment modifiers will work on the majority of dice classes, but there's always one that it won't work with, ... like putting armor on a water based dice will make the armor have a negative effect instead of positive and rust immediately, immobilizing the dice. *Not ALL rolls on a modifer are positive, negative effects and useless attacks are possible.*

You can actually USE the same modifier on any dice without regard to what the main attribute of that dice is. Dice are purchased and won. The more expensive the dice modifier, the more 'interesting' things they can do. Each dice will also have a probability of a 10% negative effect on a roll. IE, you roll a modifier and it could land on one of ten things,... one of them could be something like slow *Slows YOU down.* or Newton's Law. You hit something and get hurt in the process. Modifiers hold attacks, affects and defenses.

The modifiers Lexx has are very basic ones. He only had three, two have six sides, one has 10 - the ones he was given at the start of the game. Modifier dice are very expensive. The basics have an array of different modifications they can do, whereas, specifics are only one trait/type.