Projects: A-Z Index

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Maintainer Deleted
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Project progress 56

Newest 10 Entries

Weapon Bull Whip
Attack 1d6 + 2
Range 5
Hit Chance +2
Weight 2
Space Taken 4
Other Information Flammable
Cost 23.75
Weapon Lion Tamer
Attack 1d8 + 2
Range 5
Hit Chance +2
Weight 3
Space Taken 4
Other Information Flammable
Cost 33.13
Weapon Horse Whip
Attack 1d4 + 2
Range 5
Hit Chance +2
Weight 1.5
Space Taken 4
Other Information Flammable
Cost 18.44
Weapon Blade Knuckles
Attack 1d4+1
Range 1
Hit Chance 0
Weight 0.7
Space Taken 1
Other Information N/A
Cost 8.75
Weapon Ringed Knuckles
Attack 1d3
Range 1
Hit Chance 0
Weight 0.5
Space Taken 0
Other Information N/A
Cost 5.94
Weapon Spiked Knuckles
Attack 1d4
Range 1
Hit Chance 0
Weight 0.6
Space Taken 1
Other Information N/A
Cost 7.19
Weapon Nunchaku
Attack 1d6
Range 1
Hit Chance +1
Weight 2
Space Taken 2
Other Information N/A
Cost 15.63
Weapon Twisted Staff
Attack +1d4
Range 0
Hit Chance 0
Weight x1.25
Space Taken 0
Other Information For staffs, quarter staffs, and rune staffs only.
Cost x1.25
Weapon Improved Rune Staff Crystal
Attack effect damage value + 1d3
Range 0
Hit Chance 0
Weight 0
Space Taken 0
Other Information For rune staffs only
Cost 25.00
Weapon Rune Staff
Attack 1d4
Range 2
Hit Chance -1
Weight 4.4
Space Taken 4
Other Information

Increased Runic Speed by 1

Elemental Effects for Rune Staff

The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.

  • Earth: Solidity Ability = increases staff attack value  by 1d4
  • Air: Knock Back Ability = each hit uses air to knock the target back 1 space and increases attack value by 1
  • Water: Frozen Flame Ability = each hit does an extra 1d8 ice damage and has a 15% chance to freeze the target for 1 round
  • Fire: Aura of Flame Ability = each hit does an extra 1d8 fire damage plus 1d4 non-stackable burn damage per round
  • Life: Electric Aura Ability = each hit does an extra 1d8 shock damage and has a 15% chance to stun the target for 1 round
  • Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d4 per round, which is not stackable
  • Time: Slow Bash Ability = each hit has an arcane check chance that reduces the target by 1 action of a random action type for 1 round decided by rolling a 1d4 where 1 = attack, 2 = support, 3 = move, and 4 = magic.
  • Space: Soul Drain Ability = each hit return 1⁄2 of the damage to the user to recover Soul
Cost 44.00

Top 10 Entries

Ability Lucky Strike
Effects Add luck score to attack when using daggers.
Ability Magic Channeling
Effects Can increase a spell's damaging or healing power by 10% for each runic speed cost added to the spell, with a maximum increase of 100%.
Ability Tree Climbling
Effects +2 to Athletics check to climb trees; +1 per level
Ability Solar Heal
Effects When out in the sun the Namara's Vitality, Power, and Soul will restore by their Gen Dice each hour.
Ability Spore Release
Effects When hit with a critical hit, the namaran releases spores that do 1d4 damage to any in the 3x3 area, friend or foe.
Ability Method of Attack
Effects This ability allows you to learn the best attack method to use against your foe, increasing your damage against that particular foe by + 1. This ability is always in effect. You first have to have spent a round attacking a single foe. On your next round and for any following round that that foe still lives, this effect will apply. This effect can only apply against one foe at a time.
Ability Weapon Proficiency
Effects You become more proficiency with your weapon. You add 1d4 damage to that weapon. This skill must be acquired for each weapon type you want proficiency with.
Ability 2-Handed Proficiency
Effects This ability allows you to add your melee twice to your two-handed weapon.
Ability Dual Wielding Proficiency
Effects This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn. This is required for dual wielding, without this ability you cannot dual wield.
Ability Combat Endurance
Effects This ability causes all of your offensive skills to use only half their stat cost. It has to be an offensive skill that causes damage to work with this ability.