Projects: A-Z Index

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Maintainer Deleted
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Project progress 56

Newest 10 Entries

Ability Rushing Charge
Effects If you sprint when you move you can sprint into your enemy. With a successful atheltics check, you can push your enemy back the remaining amount of your movement + 1.
Ability Physical Defense Proficiency
Effects This ability increases your proficiency at defending against physical attacks. It does so by allowing you to roll twice for any defensive action.
Ability Armor Proficiency
Effects This ability gives you proficiency in Light, Medium, or Heavy Armor. You must acquire this ability for each armor type you desire proficiency in.
  • Light Armor Proficiency: Increases Defense by 1; +1 to Move and Stealth when wearing Light Armor.
  • Medium Armor Proficiency: Increases Defense by 1
  • Heavy Armor Proficiency: Increases Defense by 1; removes initiative penalties.
Ability Keep Self
Effects +1 to Mental Balance and Spiritual Balance against mental affecting status effects including possession.
Ability Heightened Senses
Effects +1 to Perceive and Insight
Ability Reactive Guard
Effects If you are standing within weapon's range of an enemy who is about to target an ally to far from you with a long range attack or spell, you can make an Attack of Opportunity to attack the enemy first, requiring that enemy to have to make a focus check to continue with its attack.  Must have Heightened Senses.
Ability Damage Absorb
Effects Allows you to absorb 25% of the damage with half of that going off of your Power. The absorbed damage does not affect your Vitality.
Ability Absorb Replenish
Effects You can use the damage you absorb to replenish either your Vitality or Soul by that amount. Must have Damage Absorb.
Ability Damage Store
Effects You can store the absorbed damage to be used later. This stored damage will disappear when the battle is over. Must have Damage Absorb.
Ability Damage Redirect
Effects You can redirect the absorbed and stored damage into your next physical attack, adding that value to your attack value. Must have Damage Store.

Top 10 Entries

Armor Cape
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information Simple leather cape, can be dyed and embroidered with your insignia. +1 Influence and Charm.
Cost 2.50
Armor Sallet
Armor Type Medium Armor
Physical Armor 0
Magical Armor 0
Defense 2
Weight 0.5
Other Information A simple helm with a simple visor, made to be as light as possible while providing as much protection as possible.
Cost 8.50
Armor Great Helm
Armor Type Heavy Armor
Physical Armor 0
Magical Armor 0
Defense 3
Weight 1.5
Other Information A heavy helm protecting the entire head completely.
Cost 20.00
Armor Basinet
Armor Type Heavy Armor
Physical Armor 0
Magical Armor 0
Defense 2
Weight 0.75
Other Information Open Faced helmet with a hinged visor.
Cost 12.50
Armor Kettle Helm
Armor Type Medium Armor
Physical Armor 0
Magical Armor 0
Defense 1
Weight 0.25
Other Information Wide brimmed steel hat offering head protection and protection from the sun.
Cost 6.50
Armor Bundling Hood
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information 10% resistance to cold.
Cost 0.75
Armor Cleric's Cowl
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0
Other Information +1 to Religion, Influence
Cost 1.25
Armor Archer's Chaperon
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information +1 to Hit Chance, Bow
Cost 1.50
Armor Chain Coif
Armor Type Medium Armor
Physical Armor 0
Magical Armor 0
Defense 1
Weight 0.45
Other Information Hood of chain mail
Cost 4.50
Armor Cowl
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information Hood, can be attached to a cloak or cape; +1 to Intimidate
Cost 1.00