Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Ability Always Perceptive
Effects

With this ability you are always making perceive checks when out in the wild or in natural places. Therefore you will always have the chance to roll for any time that a perceive check should have been done but wasn't declared.

Must have Forest Strider ability.

Ability Natural Elements
Effects

This ability increases your effectiveness with magic if your element is a natural element. Natural elements are Earth, Water, Air, and Fire. If you are of these elements your spells will do 25% more damage or healing.

Must have Elemental Focus ability.

Ability Elemental Protection
Effects

This ability Grants you your Arcana score as protection against magic of your element or mirrored element.

Must have Elemental Focus ability.

Ability Elemental Focus
Effects

This ability increases the elemental effects of self and all allies who share your element or mirrored element by half. The mirrored elements are:

  • Earth and Life
  • Air and Death
  • Water and Time
  • Fire and Space

Must have Chained Natural Healing ability.

Ability Chained Natural Healing
Effects

This ability allows for your natural healing to also affect any ally that is within one space from you. Furthermore it will also affect one ally that is 1 space from that ally. The greatest extent is therefore 2 spaces from you.

Must have Natural Healing ability.

Ability Natural Healing
Effects

This ability allows you to naturally restore your Vitality by your Arcana each hour that you are in the sunlight. Within battle your Vitality will restore by 10% of your Arcana each round.

Ability Familiar Recall
Effects

This ability gives you a hard Nature check to bring back a familiar that has been killed. This ability must be used within the battle that the familiar died, or if death happened outside of battle this must be used within the hour of death. This ability doesn't undo death of old age.

Must have Better Familiar ability.

Ability Familiar Magic
Effects

Sometimes familiars come with unique spells that are not part of normal magic. As long as the element isn't conflicting, with this ability you can learn that spell as a spell choice for your character. This ability also allows you to learn that spell instead of a skill, but only the spell from your familiar that does not exist within normal magic.

Must have Better Familiar ability.

Ability Better Familiar
Effects

This ability automatically increases the character benefits of your selected familiar by 25%. This increases any value or number based benefits. Your selected familiar will also receive a 25% increase on Vitality, Soul, and Power as well as Move. Remember you can only have one selected familiar at a time. When you change out the familiar, that familiar returns to normal and your new selected familiar gains these benefits.

Must have Familiar Growth ability.

Ability Husbandry
Effects

This ability allows you to make your familiars with familiars of the same type or captured creatures of the same type in order to produce offspring for your familiar. There is a normal Luck chance with each pairing of producing an offspring.

Must have Familiar Growth ability.

Top 10 Entries

Skill Extra Attack
Stat Cost 6 Power
Range self
Area self
Duration instant
Requirements Powered Blow
Effects You can make an extra attack with your attack action.
Success Roll React - 5
Skill Rage Attack
Stat Cost 6 Power
Range 1 space
Area 1 target
Duration instant
Requirements Powered Blow
Effects With this attack you go into rage and can hit 1d4 +1 times. You cannot crit with this attack. After the attack you are berserk for 1d4 rounds.
Success Roll React - 5
Skill Powered Hit
Stat Cost Spent Power
Range 1 space
Area 1 target
Duration instant
Requirements Vitality Empowerment
Effects This skill allows you to spend power into your hit to do more damage. You can add 1 to your Offensive Power for every 2 points of power you spend into your attack with this skill.
Success Roll Athletics -2
Skill Ninja Run
Stat Cost 4 Power
Range move range
Area self
Duration instant
Requirements Inner Chi
Effects With this skill you can run across water and up walls, but only for the duration of your movement range.
Success Roll Athletics -2
Skill Meditation
Stat Cost N/A
Range self
Area self
Duration 1 minute
Requirements N/A
Effects This skill allows you to get 1 hours worth of rest in one minute, allowing you to restore your Vitality, Soul, and Power by one roll of Gen Dice. This cannot be used inside of battle.
Success Roll Focus
Skill Inner Chi
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Requirements Meditation
Effects This skill allows you to increase your Offensive Power by your Focus score.
Success Roll Focus -1
Skill Critical Chi
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Requirements Inner Chi
Effects Your critical hits always add your focus score to the attack.
Success Roll Focus -2
Skill Chi Defense
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Requirements Meditation
Effects Add your Focus Score to your Defense.
Success Roll Focus -1
Skill Chi Heal
Stat Cost 2 Soul
Range self
Area self
Duration instant
Requirements Chi Defense
Effects Heal your Vitality by your Focus score.
Success Roll Focus -2
Skill Chi Acrobatics
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 Rounds
Requirements Meditation
Effects Increase your Acrobatics by your Focus score.
Success Roll Focus -2