Projects: A-Z Index
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Name | Lorem ipsum dolor |
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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
Ability | Rushing Charge |
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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 |
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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 |
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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.
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Ability | Keep Self |
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Effects | +1 to Mental Balance and Spiritual Balance against mental affecting status effects including possession. |
Ability | Heightened Senses |
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Effects | +1 to Perceive and Insight |
Ability | Reactive Guard |
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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 |
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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 |
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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 |
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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 |
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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
Skill | Chi Guard |
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Stat Cost | 2 Soul |
Range | move range |
Area | 1 ally |
Duration | instant |
Requirements | Chi Defense |
Effects | Immediately lessen the damage dealt to your ally by your Focus Score. |
Success Roll | Focus -1 |
Skill | Chi Drain |
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Stat Cost | 2 Soul |
Range | 1 space |
Area | 1 target |
Duration | 1d4 rounds |
Requirements | Chi Heal |
Effects | Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality. |
Success Roll | Focus -6 |
Skill | Chi Energy |
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Stat Cost | 4 Soul |
Range | around user |
Area | 3x3 spaces |
Duration | 1d4 rounds |
Requirements | Chi Heal |
Effects | Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect. |
Success Roll | Focus -6 |
Skill | Chi Runic Defense |
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Stat Cost | 3 Soul |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | Chi Defense |
Effects | Decrease magical damage received by Focus score. |
Success Roll | Focus -2 |
Skill | Inciteful Energy |
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Stat Cost | 4 Soul |
Range | around user |
Area | 3x3 spaces |
Duration | 1d4 rounds |
Requirements | Chi Energy |
Effects | Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells. |
Success Roll | Focus -5 |
Skill | Focused Punch |
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Stat Cost | 2 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | N/A |
Effects | Punch adding double Focus to your Offensive Power. |
Success Roll | Focus |
Skill | Focused Kick |
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Stat Cost | 2 Power |
Range | 1 space |
Area | 1 target in front of you |
Duration | instant |
Requirements | N/A |
Effects | Kick adding double focus to your offensive power. |
Success Roll | Focus |
Skill | Pin Target |
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Stat Cost | 4 Power |
Range | jump range |
Area | 1 target |
Duration | 1 round |
Requirements | N/A |
Effects | With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. |
Success Roll | Athletics -2 |
Skill | Eye Gouger |
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Stat Cost | 4 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | Focused Punch |
Effects | With this attack you attempt to blind the target for 1d4 rounds. You do normal damage. |
Success Roll | Perceive -2 |
Skill | Uppercut |
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Stat Cost | 5 Power |
Range | 1 space |
Area | 1 target infront of you |
Duration | instant |
Requirements | Eye Gouger |
Effects | With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds. |
Success Roll | Athletics -4 |