Projects: A-Z Index

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Name Lorem ipsum dolor
Maintainer Deleted
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Project progress 56

Newest 10 Entries

Skill Disarm
Stat Cost 1 Power
Range self
Area self
Duration instant
Requirements Block or Parry
Effects You use this skill with Block or Parry. When you block or parry the attack you can disarm the attacker.
Success Roll Athletics +1
Skill Deflect Hit
Stat Cost 4 Power
Range self
Area self
Duration instant
Requirements Block or Parry
Effects You use this skill with Block or Parry. When you Block or Parry the attack you can deflect it from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected blow. You are only able to deflect the blocked amount of damage.
Success Roll Athletics -2
Skill Deflect 1-Target Spell
Stat Cost 6 Power, 2 Soul
Range self
Area self
Duration instant
Requirements Runic Block
Effects You use this skill with Block or Parry. When you Block or Parry the attack you can deflect a single target spell from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected spell. You are only able to deflect the blocked amount of damage.
Success Roll Arcana -2
Skill Poison or Sickness Defense
Stat Cost 2 Soul
Range self
Area self
Duration instant
Requirements N/A
Effects You can use this skill when you need to make an immunity or health check against a poison or sickness status effect. This skill increases that instance your Immunity and Health traits by + 1d4.
Success Roll Survival -1
Skill Daze or Stun Defense
Stat Cost 4 Soul
Range self
Area self
Duration instant
Requirements Poison or Sickness Defense
Effects You can use this skill to give you a +1d4 to Endure for that instance to resist a daze or stunning attack.
Success Roll Brace -2
Skill Knock Down Defense
Stat Cost 6 Power
Range self
Area self
Duration instant
Requirements Daze or Stun Defense
Effects You can use this skill to give you a +1d4 to Brace for that instance to prevent from being knocked down.
Success Roll Endure -2
Skill Mortal Guard
Stat Cost 6 Soul
Range self
Area self
Duration instant
Requirements Knock Down Defense
Effects You can use this skill to give yourself +1d6 to Vitality Save for that instance to avoid a one hit kill, instant death, or other related situation.
Success Roll Survival -2
Skill Runic Defense
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Requirements N/A
Effects This skill allows you to use Defense against magic attacks.
Success Roll Arcane
Skill Runic Block
Stat Cost 4 Soul
Range self
Area self
Duration instant
Requirements Runic Defense
Effects This skill allows you to use your weapon or shield to block magic damage. This causes the magic attack to be reduced by 1/2 your weapon's attack value or 1/2 your shield's block value. If those values are equal to or greater than the damage dealt to you, you receive no damage. Otherwise you receive the reduced damage.This reduction is last following any other reductions.
Success Roll Arcane -2
Skill Slash Defense
Stat Cost 2 Power
Range self
Area self
Duration 1d4 rounds
Requirements N/A
Effects This reduces all slash damage against you by 20%.
Success Roll Defense

Top 10 Entries

Ability Potion Administration
Effects This ability adds your Medicine score to the effects of your potions when you use them or administer them to someone.
Ability Fast Potion
Effects This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration.
Ability Item Rationing
Effects This ability allows you to use the same potion twice instead of once. This basically gives every potion double its usage. Must have Fast Potion.
Ability Alchemical Application
Effects This ability allows you to apply your potions effects to your weapon without spending a support action to do so. Must have Item Rationing.
Ability Equip Potion
Effects This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion.
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.