Mechanic Concepts

Below are concepts pitched for game mechanics, big and small. Drop your own in!

 * Starting bonus based on a god of choice (go for None for an additional challenge)
 * Stats for use:
 * Hardiness - Health quantity
 * Exuberance - Stamina quantity
 * Brilliance - Mana/Vis quantity, spell slots
 * Might - Damage on more forceful weapons like maces, machetes and greatswords, to a lesser extent with finesse weapons.
 * Deftness - Damage on more finesse-focused weapons like bows, rapiers, sabres and knives, to a lesser extent with forceful weapons.
 * Technique - Multiplier used for critical attacks (such as ripostes, backstabs, and weaknesses).
 * Competence - Damage/healing on spells cast.
 * Favor - Damage/healing on blessings used.
 * Maybe armor tiers can alter movement skills?
 * Light armor lets you dodge farther and reduces the stamina costs of most things at the cost of resistance
 * Medium armor lets you dodge the normal distance and have normal stamina costs
 * Heavy armor reduces dodge distance but the time invulnerable is the same, higher resistance but things cost more stamina
 * Fortified armor reduces dodge distance and time further, with incredible resistance at the cost of much slower actions and higher stamina cost
 * Killing the gods loses their bonus but has other benefits. IE killing Cailin halving the healing values of any spells but wild monsters are less likely to appear.