Projects: A-Z Index

L

Name Lorem ipsum dolor
Maintainer Deleted
Description Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Project progress 56

Newest 10 Entries

Skill Familiar Counter
Stat Cost 2 Soul
Range 1 target
Area 1 target
Duration instant
Requirements Druid's Companion
Effects

You can make use of this skill when you are attacked to have your familiar counter attack for you.

Success Roll Nature +2
Skill Dragon Speech
Stat Cost 4 Soul
Range self
Area self
Duration instant
Requirements Animal Talk and Dragon Lore
Effects

You use this skill anytime you wish to communicate with dragons. With this skill you can understand what a dragon is saying and can also speak to the dragon in the dragon's language.

Success Roll Nature -5
Skill Familiar Transform
Stat Cost 14 Soul
Range self
Area self
Duration until used again
Requirements Familiar Swap
Effects

With this skill you transform into the form of your selected familiar. You do not replace your familiar. Your familiar still exists independently and is still spiritually linked to you. You gain all of your familiar's skills and abilities. If your familiar can fly, so can you. Anything your familiar can do you can do. Your stats are increased by your familiar's stats, not replaced by them. You can also still use your magic. The only skills and abilities you can use from your normal self are those that your familiar would physically be able to do.

Success Roll Arcana -10
Skill Familiar Meld
Stat Cost 10 Soul
Range next to you
Area 1 familiar
Duration 1d8 rounds
Requirements Familiar Swap
Effects

With this skill you meld with your familiar, giving you both a shared body. This includes shared skills and stats, however only the higher stats will apply. As you are two separate souls this means you'll get to go when it is your turn and go when it is your familiar's turn, using a combination of skills and abilities.

Success Roll Arcana -8
Skill Familiar Swap
Stat Cost 8 Soul
Range your selected familiar
Area N/A
Duration Until used again
Requirements Familiar Sight
Effects

With this skill you will trade places with your selected familiar, no matter where that familiar is.

Success Roll Arcana -5
Skill Familiar Sight
Stat Cost 2 Soul
Range your selected familiar
Area N/A
Duration 1 hour
Requirements Druid's Companion
Effects

This skill allows you to see through the eyes of your currently selected familiar. It doesn't matter how far off or to where you send your familiar, you will still be connected to your familiar and can still see what that familiar sees.

Success Roll Insight -2
Skill Purify Object
Stat Cost 6 Soul
Range 1d6 spaces
Area 1 target
Duration instant
Requirements Revoke Curse
Effects

This skill allows you to break curses on objects, not people. You can therefore remove the curse from the object but the person holding the object may still be cursed.

Success Roll Arcana -5
Skill Revoke Curse
Stat Cost 4 Soul
Range 1d6 spaces
Area 1 target
Duration instant
Requirements Identify Curse
Effects

This skill allows you to break curses on people, not objects. Basically you can remove the curse from the person but the object will still be cursed. The person will need to immediately drop said object or will be cursed again.

Success Roll Arcana -5
Skill Identify Curse
Stat Cost 2 Soul
Range 1d6 spaces
Area 1 target
Duration instant
Requirements N/A
Effects This skill allows you to identify any curse and its properties by sight.
Success Roll Insight -4
Ability Forest Strider
Effects With this ability your move rate is doubled automatically when in forests.

Top 10 Entries

Ability Mix Potions
Effects With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
Ability Evasive Protection
Effects With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Familiar Hawk
Type Fowl
Vitality
Vitality Gen Dice Save
20 1d6 0
Soul
Soul Gen Dice Save
15 1d4 0
Power
Power Gen Dice Save
30 1d8 0
Armor
Physical Armor Magical Armor Defense
16 12 2
Hit Chance 6
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
12 0 0 0 0 0 0 0
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
13 1 1 1 1 2 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
12 5 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
8 48 -1 1 -1 -1 1d4
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
16 2 1 1d10 + 2 1 3 1d10
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 0 0 0 0
Special Skills or Attacks
  • Fly: 2 X Move 
  • Dive Bomb: + 1d6 to attack 
  • Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
  • +3 to Luck to receive food, -1 to Luck to receive treasure per day
  • +2 to Perceive
Cost 90.00
Level Increases Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Familiar Black Fox
Type Small Mammal
Vitality
Vitality Gen Dice Save
20 1d6 0
Soul
Soul Gen Dice Save
10 1d4 0
Power
Power Gen Dice Save
20 1d8 0
Armor
Physical Armor Magical Armor Defense
10 10 2
Hit Chance 4
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
12 1 0 1 1 0 2 1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
15 1 1 1 1 2 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
10 5 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
10 60 0 2 1 0 1d6
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
12 2 1 1d8 + 1 5 2 1d6
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 2 0 1 0
Special Skills or Attacks
  • Bite: +1d4 to attack, has 10% chance to kill target 
  • Claw Slash: +1d6 to attack
  • Hide: requires Perceive to find
Character Benefits
  • +3 to Perceive
  • Can send out to hunt using your luck score to bring back prey once a day
  • 35% chance will counter attack for you if you are attacked
Cost 110.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Familiar Silver Ferret
Type rodent
Vitality
Vitality Gen Dice Save
15 1d6 0
Soul
Soul Gen Dice Save
8 1d4 0
Power
Power Gen Dice Save
12 1d4 0
Armor
Physical Armor Magical Armor Defense
8 10 0
Hit Chance 2
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
8 -1 -1 -1 -1 -1 2 -1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
10 0 1 0 0 0 0 0
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
8 5 1 -1 -1 -1 1d4
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
6 36 -1 1 -1 -1 0
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
15 5 3 1d10 + 2 3 2 1d8
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 1 0 2 1
Special Skills or Attacks
  • Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Hide: must make perceive check to find
Character Benefits
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost 60.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Talent Aquired Immunity
Requirements N/A
Effects After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When affected make a Health check. If you pass after you are infected, then your character will develop an immunity to that particular infliction, no longer being able to be inflicted by the same infliction. This must be done for every new infliction of any new health effecting status ailment, including beneficial ones, and happens despite player or character will. This is a permanent effect.
Handicaps You are more likely to get affected in the first place, -4 to Immunity
Talent Heartier and Healthier
Requirements N/A
Effects This talent increased your Vitality by +1d4 which is rolled at each level gain as well as during character creation.
Handicaps Lack of mental strength, you must roll a 1d4 for Soul as well during character creation and at each level, decreasing Soul by that amount.
Talent Very Perceptive
Requirements You must not have any condition affecting sight or hearing
Effects +2 to Perceive and can reroll once any failed perceive check.
Handicaps Parinoid: you are parinoid so you must make perceive checks all the time.
Talent Human Ingenuity
Requirements You must be human
Effects Get a +1d4 to any stat check or skill or spell roll.
Handicaps Pacifist, you cannot do critical damages
Talent Luckier than most
Requirements N/A
Effects +2 to Luck and a free reroll on any failed check.
Handicaps Easily intoxicated: You cannot make immunity or health checks against intoxication and each drink has a 50% chance of causing intoxication.