Projects: A-Z Index

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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

Ability Invoked Spirit
Effects With this ability you will add your moral points total to your attack whenever you face someone who is of a morality that is opposite of yours.
Ability Ninja Acrobatics
Effects You gain +1d4 to Acrobatics. This is a permanent increase. Must have Ninja Reflexes.
Ability Agile Speed
Effects With this ability you will add your acrobatics score to your move score each time you move. Must have Ninja Acrobatics.
Ability Meditative Focus
Effects After you use Meditation, you have double focus score for the next 1d6 hours.
Ability Chi Element
Effects Your unarmed attacks now take on your elemental properties. You will now deal 20% more damage to elements you are strong again, while having a 20% chance that your attacks will not affect elements you are weak against.
Ability Martial Hardening
Effects If you use focus you can attempt to parry a weapon attack with your hand. The parry value is your focus score. It is said that your hands become like weapons themselves. With this ability you can use the skill Block or Parry with your hands. You must have Meditative Focus.
Ability Staggering Crit
Effects Your critical hits will daze the target for 1d4 rounds so that the target cannot move or use spells. Must have Martial Hardening.
Ability Dagger Proficiency
Effects Increase your damage when wielding daggers by 1d4.
Ability Master of Shadows
Effects When in the dark or barely lit places and assuming that the other creatures do not have some form of dark sight, you have a bonus of +3 to stealth.
Ability Silent Agent
Effects You make no sounds when you move, even when walking on leaves, twigs, or similar things. You have a +2 to stealth. You also do not provoke Attacks of Opportunity when moving past enemy targets. Must have Master of Shadows.