Abilities may require a cooldown period before they can be reused.
The cooldown time is a waiting period that must pass after using the ability before it can be activated again. The cooldown time is expressed in game rounds.
Here are some examples of possible cooldown times:
- 1 Round: The ability can be reused after one game round. This means the player must wait one round after using the ability before it can be activated again.
- 2 Rounds: The ability requires a cooldown time of two rounds, which imposes a longer wait before it can be reused.
- 3 Rounds or more: Some very powerful abilities may require a longer cooldown time, such as three rounds or more. This encourages strategic and timely use of the ability.
Example:
Poisoned Arrow (C - MA - Physical - DEX - 20m): The character coats their arrow with deadly poison before shooting. The attack gains a +2 damage bonus. Additionally, the target is poisoned for 3 rounds and takes poison damage at the beginning of each round. To determine this poison damage, roll a six-sided die (1d6) each round at the table.
Cooldown: 3 Rounds
Only abilities that consume Magic Points (MP) can shorten their cooldown.
In this case, the MP cost of the ability is increased by 1 MP per turn missing to recharge the ability.