Projects: A-Z Index

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Maintainer Deleted
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Project progress 56

Newest 10 Entries

Ability Dual Nunchaku
Effects You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku.
Skill Shell Crusher
Stat Cost 8 Power
Range weapon range
Area 1 target
Duration instant
Requirements Arm Switch, Equip Nunchaku
Effects With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1.
Success Roll Critical
Skill Arm Switch
Stat Cost 6 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Bash & Swing, Equip Nunchaku
Effects With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice.
Success Roll React -5
Skill Bash & Swing
Stat Cost 4 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Diagonal Strike, Equip Nunchaku
Effects Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike.
Success Roll React -2
Skill Diagonal Strike
Stat Cost 2 Power
Range 1 target
Area 1 target
Duration instant
Requirements Equip Nunchaku
Effects Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard.
Success Roll React
Weapon Spiked Gauntlet
Attack +1
Range 0
Hit Chance 0
Weight +0.5
Space Taken 0
Other Information Can use piercing attacks.
Cost 7.50
Weapon Reinforced Gauntlet
Attack +2
Range 0
Hit Chance 0
Weight +0.75
Space Taken 0
Other Information N/A
Cost 6.75
Weapon Reinforced Glove
Attack +2
Range 0
Hit Chance 0
Weight +0.5
Space Taken 0
Other Information Chain Mail Glove only
Cost 6.00
Weapon Cured Glove
Attack +1
Range 0
Hit Chance 0
Weight 0
Space Taken 0
Other Information Leather Glove only
Cost 3.50
Weapon Belted Glove
Attack +1
Range 0
Hit Chance 0
Weight +0.2
Space Taken 0
Other Information Leather Glove only
Cost 3.50

Top 10 Entries

Ability Combat Enhancement
Effects This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability.
Ability Tactical Strategy
Effects This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target  an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability.
Ability Draining Hit
Effects This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability.
Ability Special Weapon Damage
Effects This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability.
Ability Combo Attack
Effects This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability.
Ability Rushing Charge
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
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
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.
  • Light Armor Proficiency: Increases Defense by 1; +1 to Move and Stealth when wearing Light Armor.
  • Medium Armor Proficiency: Increases Defense by 1
  • Heavy Armor Proficiency: Increases Defense by 1; removes initiative penalties.
Ability Keep Self
Effects +1 to Mental Balance and Spiritual Balance against mental affecting status effects including possession.
Ability Heightened Senses
Effects +1 to Perceive and Insight