Projects: A-Z Index

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Maintainer Deleted
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Project progress 56

Newest 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.

Top 10 Entries

Skill Elemental Imbuing
Stat Cost 4 Soul
Range 1 target
Area 1 target
Duration instant
Requirements Arcane Materials
Effects

This skill allows you to give the material the element of the spell stored in a rune stone, at the cost of the rune stone. This grants the material its elemental properties.

Success Roll Arcana
Skill Arcane Materials
Stat Cost Spent Soul
Range 1 target
Area 1 target
Duration instant
Requirements Material Identify
Effects

This skill allows you to increase one value of a material at a rate of +1 per 4 Soul.

Success Roll Arcana
Skill Advanced Runic Crafting
Stat Cost 8 Soul
Range self
Area self
Duration 4 hours
Requirements Better Runic Crafting
Effects

This skill allows you to create advanced runic technology from blueprints. This includes advanced elemental contructs.

Success Roll Arcana -8
Skill Better Runic Crafting
Stat Cost 6 Soul
Range self
Area self
Duration 3 hours
Requirements Novice Runic Crafting and Better Crafting
Effects

This skill allows you to create better runic technology from blueprints. This includes better elemental contructs.

Success Roll Arcana -4
Skill Novice Runic Crafting
Stat Cost 4 Soul
Range self
Area self
Duration 2 hours
Requirements Basic Runic Crafting and Better Crafting
Effects

This skill allows you to create novice runic technology from blueprints. This includes novice elemental contructs.

Success Roll Arcana -2
Skill Basic Runic Crafting
Stat Cost 2 Soul
Range self
Area self
Duration 1 hour
Requirements Novice Crafting and Arcane Materials
Effects

This skill allows you to create basic runic technology from blueprints. This includes basic elemental contructs.

Success Roll Arcana
Skill Runic Tech Creation
Stat Cost N/A
Range self
Area self
Duration 1d8 days
Requirements Runic Tech Upgrade and Invention
Effects

This skill allows you to create new kinds of runic technology. You must get the approval from the GM of the design you wish to create. You will be creating the blueprint, afterwards you will need to make the item from the blueprint so you should ensure you have the correct crafting skill. The GM will set the crafting skill needed for the blueprint.

Success Roll Insight -6
Skill Runic Tech Upgrade
Stat Cost N/A
Range self
Area self
Duration 1 hour
Requirements Runic Tech Combination and Design Improvement
Effects

This skill allows you to craft upgrades for existing runic technology. You first have to develop a blueprint for these upgrades.

Success Roll Insight -2
Skill Runic Tech Combination
Stat Cost N/A
Range self
Area self
Duration depends
Requirements N/A
Effects

This skill allows you to combine a number of runic items to make a new item. These are not components but actually completed items that you are combining. This does not include elemental constructs.

  • 2 items: 30 minutes, no extra penalty
  • 3 items: 1 hour, -1 penalty
  • 4 items: 1 hour 30 minutes, -2 penalty
  • 5 items: 2 hours, -3 penalty
  • 6 items: 2 hours 30 minutes, -4 penalty
  • 7 items: 3 hours, -5 penalty
  • 8 items: 4 hours, -6 penalty
  • 9 items: 5 hours, -7 penalty
  • 10 items: 6 hours, -8 penalty
Success Roll Insight -2
Skill Runic Tech Repair
Stat Cost 4 Soul
Range 1 object or item
Area 1 target
Duration 1 hour
Requirements Repair and Arcane Crafting
Effects

This skill allows you to repair runic technology by 20% per use, including elemental constructs.

Success Roll Insight -4