Projects: A-Z Index

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Maintainer Deleted
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Project progress 56

Newest 10 Entries

Skill Beast Tamer
Stat Cost 2 Power, 1 Soul
Range whip's range
Area 1 target
Duration duration of battle
Requirements Equip Whip; Wrist Snap skill
Effects This skill allows you to temporarily tame a wild beast with your whip, much like a lion tamer might tame a lion. Once tamed, the beast will fight as your ally for the duration of battle. When the battle is over the beast will run away confused. This only works on animal like beasts, it does not work on sentient beasts or any other creatures.
Success Roll Persuade
Skill Leg Trip
Stat Cost 3 Power
Range whip's range
Area 1 target
Duration instant
Requirements Equip Whip; Wrist Snap
Effects This skill causes your whip attack to trip the target, causing the target to fall.
Success Roll Athletics -2
Skill Choke Hold
Stat Cost 5 Power
Range whips range
Area 1 target
Duration 1d4 rounds
Requirements Equip Whip; Leg Trip
Effects This skill allows you to attack the target then lasso the whip around the target's neck, pulling the target down to the ground, and holding the target there for the duration of the skill.
Success Roll Athletics -4
Skill Twin Dragon
Stat Cost 6 Power
Range whips range
Area 1-2 targets
Duration instant
Requirements Equip Whip; Choke Hold
Effects This skill allows you to use Wrist Snap twice in one attack on one or two targets that are in range.
Success Roll React -5
Skill Neck Breaker
Stat Cost 6 Power
Range whips range
Area 1 target
Duration instant
Requirements Equip Whip; Choke Hold
Effects This skill is used with the skill Choke Hold. With this skill a critical hit has a 1 in 6 chance of killing the target. This is decided by rolling a 1d6, with 6 = death. This skill increases your Critical chance by +2.
Success Roll Critical +2
Skill Basic Attack
Stat Cost 1 Power
Range weapon's range
Area 1 target
Duration instant
Requirements N/A
Effects This is a basic attack for any weapon except whips. This attack increases your weapon damage by an additional 1d4.
Success Roll Athletics +2
Skill 2 Hit Combo
Stat Cost 4 Power
Range weapon's range
Area 1-2 targets
Duration instant
Requirements Basic Attack
Effects This skill allows you to use Basic Attack twice.
Success Roll Acrobatics -2
Skill 3 Hit Combo
Stat Cost 6 Power
Range weapon's range
Area 1-3 targets
Duration instant
Requirements 2 Hit Combo
Effects This skill allows you to use Basic Attack 3 times.
Success Roll Acrobatics -5
Skill Piercing Attack
Stat Cost 1 Power
Range weapon's range
Area 1 target
Duration instant
Requirements Basic Attack
Effects This skill allows you to do piercing damage with your sword.
Success Roll athletics -1
Skill Leaping Attack
Stat Cost 1 Power
Range jump + weapon range
Area 1 target
Duration instant
Requirements Basic Attack
Effects This skill allows you to perform a basic attack when you jump towards a target.
Success Roll athletics -1

Top 10 Entries

Ability Hunting
Effects You can hunt for 1d10 hours one beast type. This allows you to do double bow power and always crit against that beast type. You cannot change beast type while hunting is in progress. Must have Tracking.
Ability Elemental Arrow
Effects Your arrows take on the characteristcs of your runic element. You will do 20% more damage to elements you are strong against and there's a 20% chance that elements you are weak against will receive no damage.
Ability Martial Arts Proficiency
Effects You become more proficient at martial arts, adding 1d4 to your Offensive Power, but only when fighting unarmed.
Ability Dual Fists
Effects You are able to use both fists with one attack, as long as you are unarmed. Must have Martial Arts Proficiency, this is a requirement to attack with both fists.
Ability Bare Defense
Effects Uses your Defense Score as Physical and Magical armor only as long as you are unarmored.
Ability Endure
Effects You are able to endure more than normal, allowing you to roll two d20's for each endure check.
Ability Martial Conditioning
Effects Each damage you take to your Vitality that is physical damage becomes temporary Physical Armor. Each magical damage you take to your Vitality become Magical Armor. These points disappear after battle. Must have Endure.
Ability Ninja Reflexes
Effects You gain +1d4 to Acrobatics and Brace. This is a permanent increase.
Ability Quick Move
Effects You are able to move twice with one move action. Must have Ninja Reflexes.
Ability Quick Evasion
Effects By sacrificing a support action to do so, you can attempt to evade a hit so that you do not have to worry about getting hit. To do so you will roll for an acrobatics check with whatever challenge is applicable. If you succeed, you will add your Acrobatics score to your armor. If the damage does not pass that number you are fine. If it does, you will play out the attack as normal.