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Briefing: Beezlebop's Blunder
  • πŸ‘‹Welcome to Beezlebop's Briefing!
    • #️⃣Table of Contents
    • πŸ§™Core Design Features
    • πŸ—οΈBuild Phases
  • πŸ“–The Story
    • πŸŒͺ️The Blunder
  • πŸ‘ΎGame Mechanics
    • ℹ️Gameplay Overview
    • ⁉️Collaborative Questing
    • πŸ“œCharacter Sheet
      • πŸ’ͺAttributes
      • ➰Aspects & Futhark
        • πŸ₯”Body Aspects
        • πŸ¦„Class Aspects
        • β­•Null Aspects
      • πŸͺƒAbilities
        • πŸŽ„Ability Tree
        • πŸ“„Beezlebop's Blunder Ability List
    • πŸ—‘οΈCombat
      • πŸ”ͺDamage Types & Status Effects
      • πŸŒ€Portal World
        • πŸ—ΊοΈMap
        • πŸ‘½Monsters
        • πŸͺ€Traps
    • πŸŽ’Items
      • βš”οΈEquipment
      • πŸ›οΈBeth's Bazaar
      • πŸ₯‘Consumables
        • 🍢Cola and Coco
      • πŸŸͺPocket Dimension
      • πŸ”¨Crafting
    • πŸͺœLadder
    • πŸͺ™Tokenomics
      • πŸ₯“Beezle Tokens
      • πŸ”·Ronin Tokens
  • πŸ› οΈAbout
    • ✨w0nd3r - Core Dev
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  1. Game Mechanics
  2. Character Sheet

Abilities

Each Character Sheet also exposes an Ability Tree with ability count and dynamic node/branch structure along with a leveling mechanic. Games may use a standardized Ability Tree or implement their own.

PreviousNull AspectsNextAbility Tree

Last updated 1 year ago

Overview

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πŸͺƒ
πŸŽ„Ability Tree
πŸ“„Beezlebop's Blunder Ability List