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- ■ Name: Vilian
- ■ Race: Sburban Troll (Lithe humanoid with grey skin, orange horns and fangs)
- ■ Class: Rogue - Fiend - Reaver - Pirate
- ■ HP/MP: 31(+2 from DotLW or LF, both apply +4)/43
- ■ 4 Armor [Leviathan Fins]
- ■
- ■
- _____♠Stats♠___________________________________________________________________________________________________________________________
- ■ Str -1 Agi +2 Tuf -1 Int +0 Wil +1 Cha +2 (+1 w/Fins) Lck +2
- Str -1 [Starting Stats(-1)]
- Agi +2 [Sea-Legs Footing(+1) / Lv:2 Stat Increase(+1)]
- Tuf -1 [Starting Stats(-1)]
- Int +0 [None]
- Wil +1 [Starting Stats(+1) / Unwavering Resolve(+1) / Lingering Shade(-1)]
- Cha +1 [Lv:5 Stat Increase(+1) / Not Just A Pretty Face(+1) / Lingering Shade(-1) / Dress of the Limitless Weaver(+1) / Leviathan Fins (-1)]
- Lck +2 [Starting Stats(+1) / Lv:8 Stat Increase(+1)]
- ■ Name: Umbral Ultimatim
- Personalized Item: Sailing Vessel
- This ship was conjured by the wizard Irathia, played by DarkOblivion, for whom the ship is named after. The sorceress planned to drop the vessel on their foes, but Homestuckxplain took a liking to it, and stole it right out of the sky. To her chagrin, the ship appears to have shrunk as a result of her magically augmented theft.
- Armor: 6
- Max Speed: 14 Knots (Fast)
- Storage(Cubic Yards): 12
- Bunks (Crew): 12
- Cannon Mounts: 4 (2 per side)
- Cannon Types: 4 x Rusted Cannons (close range, -1 attack, 1 damage, cannot crit)
- State: Disrepair (speed -4 knots (10, average), -2 penalty to Charisma and Willpower while on board)
- You must have at least 2 crewmen to operate the ship, 3 more to operate the cannons, and 3 more to reload them quickly.
- This ship costs 10 Essence, and can be upgraded with additional Essence or d'jay in the future. The ship is not repaired for free; any damage it receives must be repaired by spending d'jay between Quests. A ship whose Armor is reduced to 0 is dead in the water and must return to port immediately; any cargo it held is lost.
- ■ EXP: 10 (A Call to Arms/A Problem with Mudkips/A Line in the Sand/*A Brief Intermission*/Grave Peril/Destiny's Labyrinth/*Autocrats with a Capital AU*/The Festival of Kalypse/Assault on Hagglers Hill/The Zenith Anvil)
- ■ DJ: 24
- ■ Essence: 20
- (10 * 10 exp[100]) = 100
- - 10 (Eye of Appraisal)
- - 20 (Destiny's Elemental Core)
- - 10 (Eyes on the Prize)
- - 20 (Unwavering Resolve)
- - 10 (Sea-Legs Footing)
- - 10 (Umbral Ultimatum)
- _____♠Companions♠______________________________________________________________________________________________________________________
- ■ Homestuckxplain has 8d8 magical blue dice. Aside from functioning as a storage system and her reservoir for rolled items, it can hold up to 8 spirits for Homestuckxplain to call upon. Currently, there are 4 spirits within the dice.
- ○ Vraknea
- Str –1, Agi +0, Tuf +0, Int +1, Wil –1, Cha +2, Lck +0
- Vraknea can guide you for a short time, providing a bonus to mental stats and healing, at the cost of your attack rolls.
- See "Split Personality"
- ○ Varsik
- Str +0, Agi +2, Tuf +0, Int +2, Wil +1, Cha +0, Lck +2
- Varsik has the same Content/Comment levels, Classes, and Prestige Paths you possesses.
- See "Kindred Spirit"
- ○ Vex
- Str +1, Agi +1, Tuf +0, Int +0, Wil +2, Cha –2, Lck +1
- Vex constantly taunts, harrasses, and tempts you whenever he can justify it.
- See "Lingering Shade"
- ○ Vist
- Str –1, Agi +2, Tuf –1, Int +0, Wil –1, Cha +2, Lck +1
- Vist asks far too many questions, and keeps distracting you or blocking your line of sight.
- Name: Unpronounceable and lengthy. The fourth Elder Title of his name sounds like "Bert", somewhat. A Spirit Binder refereed to him as o'Rouhbjarth.
- Companion: Animated Skull (Astral Presence)
- Bert is a being from a higher dimension that is capable of traversing realities. According to him, he was spawned from Cosmic Strings for the purpose of serving as a Guide to Mages, while his ulterior motive was "dragging them into the abyssal Realm of Madness". At some point, he was bound to the skull he presently inhabits, much to his chagrin. Meeting Homestuckxplain when she broke into the abode of the Collector who 'owned' him at the time, the two faced off against a Shade and barely escaped alive. For unknown reasons, Bert saved Homestuckxplain from the full wrath of the Collector, and soon after requested to accompany the Rogue on her adventures.
- _____♠Consumables♠_____________________________________________________________________________________________________________________
- 3/3 Uses Left ■ Zilly Ztring - Free Action - You can throw the Zilly Ztring and have it adhere to a creature, item, surface... you name it. Creatures are Trapped for 3 rounds[Difficulty: 150], smaller objects cannot be moved by other creatures for 3 rounds, and other things become sticky and easy to grip or climb for 3 rounds. Each time you use the Zilly Ztring, its duration on future uses is decreased by 1 round, and the Zilly Ztring is destroyed after 3 uses.
- _____♠Knick Knacks♠____________________________________________________________________________________________________________________
- ■ Abjurations of the Holy Orders, volume III - Protection Against the Unliving, and the Sacred Consecration of Blighted Ground.
- > Uncommon item [book, metamagic]
- > Estimated value > Hagglers' Hill (Skullgirl's Saloon) > Mediocre [●] [15DJ]
- > > [any opponent of undead] > Mediocre [●] [15DJ]
- > Metamagical Effect > Clerics may use "Heal" to cure any affliction caused by an undead, rather than healing any HP.
- > Metamagical Effect > Priests add "Invulnerability vs Undead (0/1)" to their list of possible blessings.
- > Metamagical Effect > Paladin - You deal an additional +1 damage when smiting Undead.
- ■ Droklord Map, with Key/Amulet for secret door in their basement.
- ■ Collectors Deeds, detailing the purchasing and ownership of various items by a Collector in Shimmerveil.
- ■ Torn Notes on the "RingSlayers" Collection.
- - Several rings form a Set, with each one belonging to a Captain of the Ancestral Knights, who numbered almost a dozen.
- - A mysterious Buyer has a small number of the rings, and is looking to collect them all.
- - A Collector in Shimmerveil had one, which is now owned by Homestuckxplain.
- - FenSlayer was owned by a grandson, Liam Greengale of Rorche, of one of the Knights. He is currently missing, with not even a last known location available.
- - GhoulSlayer is owned by Edwin Chalski in Stormburg, who passed away some time ago without leaving a will.
- _____♠Known Rolls♠_____________________________________________________________________________________________________________________
- *roll items* *roll Simple Melee Weapon* *roll Simple Ranged Weapon* *roll rare items*
- _____♠ Prestige Abilities♠_____________________________________________________________________________________________________________
- ■ (♠ 💀) Fiend - Devolution
- Standard Action(‒1 MP) - The fiend can imitate and begin using one feat, perk, power, prestige path or class action possessed by her target. If the fiend has seen a particular ability being used or having an effect earlier that day (since last she woke), she may choose to imitate that ability specifically, before learning of its details. Otherwise the fiend imitates the target's most commonly used unique ability, or an uncommon ability chosen at random by the DM. The fiend may continue to imitate that ability until the end of the Encounter, and may do so with a number of abilities up to 1 + their Willpower or Toughness bonus (if any). When picking the ability to imitate, Devolution never selects an ability the fiend already possesses.
- At the end of the encounter, she may spend Essence to keep an ability (other than Prestige Path and Class abilities) indefinitely, modified as necesssary to apply to her race or other factors.
- ■ (♣ 💀) Reaver - Mindbreak
- When making a physical attack, the Reaver can declare the attack to be a Mindbreak, which uses the following rules. Damage from the attack is dealt to MP, rather than HP or Armor. Magical effects that add damage to the attack may be dealt to HP or MP at the Reaver's choice, though the increased damage from Critical Hits must be dealt to MP. The attack is subject to all the normal defenses, except that the MP drain ignores Armor (though any HP damage from additional effects does not). If the attack is a Critical Hit, then the Reaver immediately recovers 1 MP.
- ■ (☩ ♠) Pirate - Filch Fortune - The pirate gains a +2 bonus on stat rolls made to operate a ship.
- Standard Action (–1 MP) - The pirate chooses an opposing creature and her desired debuff, then makes a contested Luck roll against the target. If the pirate succeeds, her target suffers the debuff and the pirate gains the corresponding buff. If the pirate fails, she suffers the debuff and the target gains the buff. The effects' duration is based on the result of the roll.
- < 6: 3 rounds
- 6-7: 2 rounds
- 8-9: 1 round
- 10-11: 2 rounds
- 12-13: 3 rounds
- 14-15: 4 rounds
- > 15 : 5 rounds
- The pirate may choose the following debuffs (and the buffs that correspond to them)
- Cripple (Evasion)
- Fear (Courage)
- Manablock (Inspired)
- Fault (Flawless)
- +2 to a stat (–2 to that stat)
- Weakness to an element (Resistance to that element)
- _____♠Privileges♠______________________________________________________________________________________________________________________
- ■ Convincing - Be able to assume that everyone you encounter will understand your identity, and not think you’re confused, misled, or hell-bound when you reveal it to them.
- ■ Not Just a Pretty Face - If you don’t spend much time on your appearance, you won’t have to worry about about being criticized at work or in social situations. You gain a bonus +1 to Charisma.
- ■ They Only Want Me For My Management Skills - If you are never promoted, it isn’t because of your sex.
- _____♠Feats♠___________________________________________________________________________________________________________________________
- ■ Reflexive Avarice - Once per encounter, you may instantly or retroactively grab a thrown or falling item before it can cause any harm. The object must be one that you could easily hold or throw, not something massive or shot from a gun or cannon. You suffer no consequences for contact with that item, and add it to your inventory. If the item was the result of a spell or ability roll, you must spend essence to keep it permanently.
- ■ Split Personality - Lingering somewhere in Homestuckxplain's conscience, there is a shy, sheepish librarian with a knack for compassion and planning. Occasionally, this manifests as a voice in the back of Homestuckxplain's head, prompting her to certain courses of action.
- Standard Action: Homestuckxplain can stop and ponder "what would the other me do" and come up with a solution that combines the strengths of her split personalities. The plan she makes can last up to 3 rounds, and grants-
- +1 Intelligence
- +1 Willpower
- +1 Charisma
- +1 bonus on First Aid rolls
- -1 penalty on attack rolls
- Ignores the Taunt and Mind-Control debuffs. During this time she can also Heal like a Cleric, though doing so costs an extra MP.
- ■ How did you get here? - Free Action - You have an amazing talent for showing up in unexpected places, especially when no one's seen you in a few days. Once per quest, you can activate this feat to appear within talking distance of another player of your choice. However, the maximum distance you can travel during a time-critical scenario (such as turn-based dialogue or combat rounds) varies based on how long it's been since you were last seen by the others.
- 0 rounds - You must have been able to see the target player before teleporting to their vicinity.
- 1 round - You must have been in the same neighborhood, building, or encampment.
- 2 rounds - You must have been in the same city.
- 3 rounds - You must have been in the same county, shire, or region.
- 4 rounds - You must have been in the same country.
- 5 rounds or outside combat - You must have been on the same plane.
- ■ Eyes on the Prize - Free Action - You can spend 1 MP to permanently mark an item (typically with a kiss) for easier retrieval at a later time.
- Standard Action (Free if non-combat) - You can focus on one or more marked items to become intuitively aware of their relative distance and direction from yourself, within a 10% accuracy range (90-110 yards on an object 100 yards away).
- You may retain any number of marks simultaneously.
- You can focus on a number of marks simultaneously equal to 1 + your Intelligence and Willpower bonuses.
- ■ Economic Collapse - Money makes the world go 'round, and your dominion over all things shiny gives you greater control over the earth than the unfortunate peasants who work on your behalf.
- Standard Action (1 MP and 3 d'jay) - Crush the ground around a foe, possibly making them fall or be buried alive. Make a magical ranged Willpower attack, contested by the target's Agility. If you hit, the target takes 1 earth damage and is Trapped (difficulty 150) for 3 rounds. If you miss, they take no damage but suffer Swordbreak [1] from the collapsing ground. Flying and Hovering creatures are immune to this attack unless they are underground.
- _____♠Earned Powers♠___________________________________________________________________________________________________________________
- ■ Blessing: Oceans Bounty - Should you fish or hunt in the water, you receive 6 times what another would (unless searching for something unique). Transactions of 5DJ or less are not subtracted from your DJ total.
- ■ Perk: Eye of Appraisal - Standard Action - Examining a specific item under careful scrutiny with your left eye reveals the following information: The item's name and rarity, the item's approximate value to relevant places or persons, and the item's relevant benefits, powers, or properties.
- Examining a collection of items reveals the name, rarity, and approximate value of extraordinary or noteworthy items in the collection.
- Scanning an individual reveals the name, approximate value, and general function (spellcraft, protection, weapon, etc) of every uncommon or rarer item in their inventory. If the target had hidden an item to prevent it from being found (such as in a secret pocket), you are aware that there is a hidden item but receive no information regarding it.
- ■ Perk: Wings of the Legends - Luminous blue butterfly wings sprout from your back, increasing how awesome you look.
- Free Action (3 MP) - Your wings burst from your back, increasing how awesome you look and giving you +1 Charisma for the rest of the encounter. This ability costs an amount of MP equal to 1/3 of your experience (rounded down), but gives you a number of points of Glory equal to your experience. You may spend Glory immediately, or in later rounds, as a Free Action for any of the following effects:
- ● 2 Glory - Once per encounter, cure yourself and all allies of one of the following debuffs of your choice: Fear, Taunt, or Mind-Control.
- ● 1 Glory per debuff - Ignore the chosen debuffs for 1 round.
- ● 1 Glory per ally - The chosen allies gain Courage for 1 round. If those allies are suffering Fear, they are instead cured of it and gain no Courage. You may use this ability on yourself.
- ● 1 Glory per ally - The chosen allies gain Regeneration [2]. Additionally, you spend an additional point of Glory on any chosen ally, giving that ally Regeneration [1, 2] instead. You may use this ability on yourself.
- ● 1 Glory per round - Gain Flight for any number of rounds.
- ● 3 Glory, Fatigue - Gain Flawless for 1 round.
- Each round after the first, you lose 1 point of any Glory you have not yet spent.
- ■ Perk: Skeleton Key Tattoo - Free Action - A tattoo of a Skeleton Key has appeared on your left arm, lending it's formidable power in aid of your covetous goals. By spending 1 MP, you can imbue your arm with unmatched skills of thievery. The arm becomes spectral and intangible, and solid only in relation to things that you attempt to move, grab, or hold. Furthermore, this benefit extends to any item you hold in that hand, so long as that item does not contain notably more mass than your arm (an exception to this intangible ability is found in still-living flesh). Thus, you could pull a trophy, amulet, or bag of coins out of a sealed container, or turn a lock from the inside. The effect extends up to the middle of your bicep, limiting the reach you possess through barriers. Once active, the effect remains for as long as you desire, but you suffer mannablock (which cannot be reduced or cured, but can be ignored) for the active duration.
- During a Spirit Binding, Homestuckxplain had to destroy the Amulet of Astral Warding. Some of it's power seeped into her arm, allowing her to sense Ghostly Presences as a free action. While The Tattoo is active, Homestuckxplain can see and interact with all ethereal forces.
- ■ Unwavering Resolve - You gain a +1 bonus to Willpower. Reduce the duration of any Fear and Mind Control you suffer by 1 round.
- ■ Kindred Spirit - (Blessing / Companion)
- Free Action (once per Quest) - Summon Varsik as a companion with 6 Presence. The tattoo that bound him to Homestuckxplain is located on her Right Arm.
- Str +0, Agi +2, Tuf +0, Int +2, Wil +1, Cha +0, Lck +2
- Varsik has the same Content/Comment levels, Classes, and Prestige Paths you possess, and can also use all of the common actions.
- ■ Sea-Legs Footing - You gain a +1 bonus to Agility.
- Free Action [-1MP] - Gain Evasion [1] or make an Agility or Luck roll to escape from a Grapple or Trap.
- ■ Lingering Shade - Your negative emotions are made stronger by a passionate alternate persona, a necromantic Shade, held at bay by a ward in your dice. This may affect your mood or personality at any time, as you see fit, and gives you -1 Charisma. Additionally, you are more vulnerable to negative mental influence, suffering -1 Willpower, but your negative persona fills you with furious power while suffering some mental debuffs.
- Increase the duration of any Fear or Taunt you suffer by 1 round.
- While suffering from Fear, Taunt, or Stress, you gain a +25 bonus to Defense, a +25 bonus to Strikes, and a +2 bonus on attack rolls and Willpower.
- At the start of your turn, if you are suffering Mind Control, make a Willpower roll with +1 bonus die (roll 3, use the best 2). If the roll succeeds, you are immediately cured of the Mind Control, and gain a +2 bonus to attack rolls and +25 bonus to Strike for 2 rounds.
- ■ Obsidian Flow
- This power manifests as a tattoo of a black, piranha-like fish tattoo that appears to "swim" around in your skin. The tattoo seems to have a mindless sort of instinct, that reacts to you and the environment around it. At times, the tattoo can appear to stretch out the skin or stand perpendicular to it, as though it were rising from the waters in 3-dimensional form.
- ● This tattoo has 4 charges per quest, but recovers 2 charges at the start of each combat encounter. If you are standing in heavy rain or near a body of water or stream, you may spend a Standard Action to regain 2 charges.
- ● Standard Action (1 charge) - Throw a piranha as a magical ranged Agility or Intelligence attack with a +1 bonus. This attack deals 1 damage (water or dark, your choice) and causes Cripple [1] if it hits. If the attack is a Critical Hit, it instead deals 2 damage (1 dark, 1 water) and causes Cripple [1] and Hobble [2].
- ● Standard Action (1 charge) - Your tattoo leaps out like a snake to form a tether to an evil (undead, demon, some dragons) or aquatic creature. The target gains a +25 bonus to Comment Level and +1 HP and MP (which may exceed the maximum value) for 1 hour. These benefits stack with multiple uses, to a maximum of +1 HP, +2 MP, and +75 Comment Level for 4 hours. The duration does not begin to count down until the tether is broken. You can maintain the tether as though you were Concentrating (a Standard Action each round), though using this ability again on the same creature does not break the tether. Once the tether is broken, the creature cannot be targeted by this ability again until the bonus duration ends.
- ● Standard Action (3 charges) - Your tattoo becomes a twisted version of the target's face and projects itself into the air from your flesh. Make a magical ranged Willpower or Charisma attack, contested by the target's Willpower. If your attack hits a good or neutral creature, it deals no damage but Marks them (Torment) for a number of hours equal to your net result – 9. If the attack was a critical hit, the Mark instead lasts for that same number of days. Marked creatures are immune to this attack until the Mark ends. The illusion is visible only to you and the target, but anyone watching you could see that you were performing an offensive action (it's subtle but not imperceptible).
- Marked (Torment) creatures have the following penalties:
- □ They appear "evil" or "corrupt" to those able to perceive magical auras.
- □ They are tormented with dark thoughts, and suffer a –2 penalty to Charisma and Willpower, and a –1 penalty to Intelligence.
- □ They are assumed guilty of every crime and are mistaken for every wanted criminal.
- □ They act feral when cornered and are Confused while in combat with any opponent they have not yet fought.
- _____♠Curses♠__________________________________________________________________________________________________________________________
- ■ Broken Psyche - If you are knocked Unconscious or fall asleep near a source of great magical or spiritual power (excluding Skullgirl's Saloon and other locations you might consider "home") there is a chance (12.5% per bound spirit) that some ethereal magic being or spirit will attach itself to you. Such spirits will be bound behind the ward in your dice, but may cause roleplaying difficulties or other effects. Up to 8 spirits may be sealed behind the ward, but additional spirits will greatly affect your persona and abilities.
- ■ Curse of Vitia - Violent Hemophilia - When you are wounded by a slashing or piercing attack (such as a dagger, sword, teeth, or claws), you begin to bleed (Pain 2, repeating) until you are fully healed.
- _____♠Items♠___________________________________________________________________________________________________________________________
- ■ Sliver - Staff 1-15 (+/- Int+Wis) - Nature Magic
- ¶ Pulled from the trunk of a corrupted Treant, this Staff was splintered by the Giant wutangswords before the shards were cleansed by wedgehead. The combination of crystallized elemental water and fiery energy from a Topaz caused the wood to reassemble, becoming the Purified Treants Staff.
- ■ Core of Destiny - Once per turn, as a free action, roll 2d10 to determine a resistance and a weakness. The first number will be the Resistance, the second the Weakness. For 1MP, you can choose the Weakness or Resistance. You can also spend 2MP to choose both.
- 1. Fire
- 2. Water
- 3. Wind
- 4. Earth
- 5. Electric
- 6. Acid
- 7. Frost
- 8. Nature
- 9. Light
- 10. Dark
- ¶ Deep within a timeless realm, a malevolent being trapped unwary souls in a Labyrinth of twisted Time and Space. Homestuckxplain was changed dramatically by the maze, but her more timid and shy personality did not stop her from slowly working her way to the center of the Labyrinth to confront Destiny itself. Her more assertive and dangerous personality took over in the final battle, and with her mastery of thieving, she managed to steal the very power core that gave Destiny his abilities.
- ■ Lucky Dragon Claw - This golden dragon claw was shed long ago, when the great Gold Wyrm was still a young creature. Over time, it has become hollow, and it now fits perfectly over your right horn, like a metallic tip.
- You have Resistance vs Rare Metal Weapons
- 3 Charges
- Free Action (1 charge) - You gain a +1 bonus on your next attack, Dodge, or Luck roll this round.
- ■ Deathly Dagger - (15DJ)
- Causes Rend[1] on hit, or Rend[2] on Critical Hit
- Attacks with this weapon negate all regeneration for 2 rounds.
- You may spend 1 MP when making the attack to double these durations.
- Has been upgraded with a Gem Slot
- > Hagglers' Hill (Skullgirl's Saloon) > Highly Valuable [S ●●]
- > [any opponent of clerics or necromancers] > Highly Valuable [●●]
- ■ Dragonslayer's Ring
- > [unique item]
- > Value: average 15 d'jay (R ●●)
- > Your first successful attack against a Dragon deals +1 damage and causes Fear for up to 2 rounds (roll 0-2). On a critical hit, the damage bonus is doubled (+2) and the Fear lasts for 1-4 rounds. This effect cannot occur more than once per Dragon per Encounter.
- > Additionally, this item is part of a set. If you possess 5 or more rings from the set, they all become more powerful.
- ■ Dress of the Limitless Weaver - [custom uncommon item, clothes] - Gives a +1 Bonus to Charisma.
- These elegant clothes improve your apparent social standing and provide considerable buffs to diplomacy, romance, and other social interactions. http://imgur.com/Anerhzq
- - You gain +25 to your Comment level. You cannot be targeted by randomized attacks.
- - Using thread from the garment (which replenishes over time) you can stick to nearly any surface and can easily climb walls or crawl along a ceiling.
- - Free Action (1 charge) - Your next successful melee or projectile attack inflicts Trap [1] and Cripple [2]. This garment has 2 charges, and refills after every Quest
- ■ Transmuter's Stone
- [rare item]
- You may bind the stone to yourself, a companion under your leadership, or an item you possess. If you bind the stone to an item, that item's effects or usefulness will improve. If you bind the stone to a companion, then that companion's stats or abilities will improve. If you bind the stone to yourself, you may choose one stat, feat, privilege, blessing, power, or other ability (excluding Class and Prestige Path abilities) to improve.
- Once made, the binding lasts until you choose to use the stone for a new binding. The first binding costs 10 Essence, but each successive binding costs 5 more than the last (15, 20, etc).
- ■ Periapt of the Warlock
- [very rare item]
- You qualify for the Warlock specialist prestige path while you possess this item.
- You must have a Warlock focus to use Unholy Pact.
- ■ Leviathan Fins
- [crafted item: armor]
- This heavy leathery suit covers most of your body in thick cerulean scales. Frankly, it's a little audacious. You can wear clothing over it, but... well, you look like a fish in a dress. The suit has small fins on the arms and legs, and large wing-like fins on the back and shoulders. You may don or remove the magical suit as a Standard Action.
- ● You are a natural and exceptional swimmer, and can breathe underwater.
- ● You get –1 Cha and +25 Content level. The suit gives you 1 Armor. If you have the "Ocean's Bounty" blessing, the suit recovers 1 Armor or charge every 3 rounds while underwater.
- ● You are Immune to water damage, which instead recovers the suit's Armor or charges.
- ● The suit has 5 charges per quest, plus 1 charge for each of the following traits you possess: Troll, Reaver, Fiend, and Pirate. It recovers 1 charge per round while submerged in water.
- ● Free Action (2 MP) - Once per encounter, the suit recovers 1 charge, or 2 charges if you have the "Ocean's Bounty" blessing.
- ● Mindbreak, Devolution, Vitality Drain, Hex, and Unholy Pact cost an additional 1 charge, or else deal 1 damage to you or the suit's Armor.
- ● When you roll for a class or prestige path ability, you may spend 2 charges to re-do that roll and use the new result(s) instead. All bonuses and penalties on that roll remain.
- ● Standard Action (X charges, minimum 1) - Grow larger (2 * height, 8 * weight) for X * 2 rounds. This gives you +2 Strength, +2 Toughness, –2 Agility, +50 to melee Strikes, and –50 to Defense. This effect stacks up to twice, but may cause Trap if used in a confined space. The suit's Flight effects are disabled during this time.
- ● Standard Action (X charges, minimum 1) - You gain +25 Defense and Flight for X * 2 rounds. The suit's attack and shield effects are disabled during this time.
- ● Standard Action (X charges, minimum 1) - Attack a group of creatures with a blast of pressure from your wing-like fins. Make a ranged Strength or Agility attack with a +X bonus, contested by the targets' Agility or Toughness (whichever is better). This attack deals X / 2 damage (wind or water, according to environment), rounded down. Creatures hit by this attack are Dazed [1] and lose Flight for 1 round (falling could deal additional damage).
- ● Standard Action - Shield yourself with the fins for 1 round. The next attack that hits you during this time is negated, and instead disables the suit's Flight, attack, and shield effects for the rest of the encounter.
- ● Free Action (1 charge) - Strengthen a creature's soul to give them +1 Willpower and Charisma for 2 rounds. This bonus stacks up to twice.
- ● Free Action (1 charge, Fiend only) - For the rest of the quest, the number of copied abilities you can have is increased by 1 (2 if you are a Troll). This bonus stacks up to 4 times (8 for Trolls), and you may retain copied abilities until the end of the quest before deciding which ones to keep.
- ● Free Action (1 charge, Reaver only) - Your next Mindbreak attack this turn has +15 Critical Strike range, or +1 if it is an Agility attack. This benefit stacks up to 4 times. If the attack hits, you can peek at the target's current thoughts and relevant memories. If that attack is a Critical Hit, the suit recovers 1 charge and the attack causes Manablock [1] instead of restoring your MP.
- ● Free Action (1 charge, Pirate only) - If the result of your next Filch Fortune attempt this turn is less than 10, it gains a +1 bonus. This benefit stacks up to 4 times.
- ● Free Action (2 charges) - Once per quest you can obscure yourself to become Ethereal (but not intangible) for a short time. Creatures unable to perceive you (whether enemy or ally) forget about you entirely. Each round of hiding causes a stacking Stress [1, repeating] that lasts for the duration of the Ethereal effect. You may stop hiding at any time; if you fall Unconscious while Ethereal, you will suffer permanent memory damage.
- ● Standard Action (1 charge) - Mark an enemy and choose a stat. You and your spirits gain a +1 bonus to that stat while performing an action that affects a Marked creature. You can Mark a creature up to once per stat, but all previous Marks are dispelled if you Mark a different enemy.
- ● Standard Action (1 charge) - Summon one of your spirits as a ghost. Ghosts can take their normal actions, and last for as long as you continue to concentrate. When you cease concentration, the ghost is immediately unsummoned.
- ● Free Action (1 charge) - Summon one of your spirits as a wisp. Wisps do not count against your active companion limit, but cannot take their normal actions. Wisps last indefinitely and without concentration, though you must maintain line of sight to them or else they are unsummoned. You may freely adjust the amount of light provided by these wisps.
- □ None - At its darkest, the wisp provides no light at all and is invisible.
- □ Faint - The wisp is visible, but it has no effect on the ambient light level.
- □ Dim - Increases light level by 1 step around itself and every creature in melee range.
- □ Bright - Increases light level by 1 step in its entire area, to a maximum level of bright light.
- ● Summoned spirits (whether ghosts or wisps) have 1 HP, 1 MP, and 50 Defense. They have physical and ethereal senses, and you are aware of everything they perceive through a telepathic link. Both may use Agility for rolls and contests, and ghosts may also use Strength and Toughness for defensive contests. They are both ethereal and intangible, though they cannot pass through obstacles unless you spend an additional 1 charge for each barrier they cross (note that breaking line of sight to a wisp will unsummon it). If you are a Pirate, your ghosts may pass freely through water and any part of a ship, and they gain any unnatural senses you have.
- ● Standard Action - Entice an opponent by making a wisp dance. The chosen wisp makes an Agility roll contested by the target's Intelligence. If the roll succeeds, the target is compelled to approach or investigate the wisp, and suffers a stacking -1 penalty against further enticement attempts. You cannot entice foes who are engaged in combat, but may distract them from duties.
- ■ Lustrous Ring
- [item, ring]
- This ring allows the wearer to create and manipulate constructs of pure light. It has 2 charges per quest, but regains 1 charge per round while in blinding light. Every time the wearer is dealt light damage (even if it is resisted), the ring regains 1 charge.
- Free Action (1 charge) - Summon an object crafted from solid golden light. Use one of the following commands, and choose one of the results to create.
- □ "roll 3, items"
- □ "roll 3, Martial Melee Weapon" or "roll 3, Simple Melee Weapon"
- □ "roll 3, Martial Ranged Weapon" or "roll 3, Simple Ranged Weapon"
- In addition to its normal function or effect, the summoned item is magical and deals light damage. In an area of less than bright light, the item raises the light level in its area by 1 step. The summoned item lasts until the end of the encounter, but can be kept with Essence.
- "With sun's bright light and golden zeal,
- Nightly terrors are forced to kneel.
- Stand fast and true when hope seems gone,
- For power swells with coming dawn."
- _____♠Scrolls♠_________________________________________________________________________________________________________________________
- All Scrolls cost 2MP.
- ■ Protecting Light: lwminc.org/wp-content/uploads/2010/10/iStock_000009873062XSmall.jpg
- ■ Runic Magic: https://s-media-cache-ak0.pinimg.com/736x/46/85/54/468554ff70c5e83d95524f7b4232890a.jpg
- ■ SpellBook (Grimoire of Dire Fates): The spellbook has 5 charges, each of which can be used, along with 2MP, to cast one of the following spells.
- - Shifting Fortune: http://imgur.com/ZNfyXPd
- - Fortuna Mechanica: http://imgur.com/HQjszCm
- - Arcane Sight: http://imgur.com/uFD86ks
- - Shadow Rend: http://imgur.com/scTn5m4
- - Divine Eclipse: http://imgur.com/kG8Gtnf
- _____♠Gems♠____________________________________________________________________________________________________________________________
- Common Gemstones
- ■ Diamond
- -Defense-
- You are immune to Shieldbreak and Cripple.
- Once per encounter, activate this gem to gain immunity to all incoming afflictions and debuffs for 1 round.
- -Versatility-
- You are immune to Mannablock.
- Once per encounter, activate this gem to gain Regeneration (0/2, 0/5) or Clarity (0/2, 0/5).
- -Offense-
- You are immune to Swordbreak and Trap.
- Once per encounter, activate this gem to make your attacks magical for 1 round and increase your next attack roll by +1 digit, or your next Strike roll by +60.
- ■ Melanite
- -Defense-
- You become difficult to detect in areas of poor illumination. You can activate this gemstone while in dim light or darkness to gain Evasion for 2 rounds. If you are in an area of dim light, then activation costs 1 MP, though in darkness it is free. Entering an area of normal or bright light immediately negates your Evasion.
- -Versatility-
- Once per encounter, you may activate this gemstone to create a large shadow that falls over a nearby area. This shadow creates darkness on the first round, dim light on the second and third, and fades away after the third round. During the first round, attacks made by or against creatures in the shadow must roll twice and use the worse roll. This does not stack with Evasion or Blindness.
- -Offense-
- Your weapon becomes dark and ominous. Creatures you strike with the weapon suffer Stress (0/2) and creatures with Presence lose 2 points of Presence per hit suffered by this weapon.
- ■ Morganite
- -Defense-
- Activate this gemstone during a turn in which you do not attack any opponents to remove all instances of Pain and Stress from yourself and a target you touch. The secondary target must not have attacked any creature on their last turn, or else you are the only one affected by the gem's activation.
- -Versatility-
- You can spend a turn in meditation to gain +1 digit to all luck rolls for 3 rounds. You can perform no other actions while meditating.
- -Offense-
- Activate the gemstone to have the weapon inflict Stress (0/1, 0/3) or Swordbreak (0/1) with every hit for 1 round, rather than dealing any wounds.
- Uncommon Gemstones
- Rare Gemstones
- ■ Bloodstone
- -Defense-
- Free Action (X HP, X MP) - You or a touched creature gain Invulnerability [2]. The first use of this ability costs nothing, but all uses after that cost 1/2 your maximum HP and MP, rounded down.
- -Versatility-
- Free Action (X HP, X MP) - You or a touched creature gain Empowered [1], Invulnerability [1], or Flawless [1]. The first use of this ability costs nothing, but all uses after that cost 1/2 your maximum HP and MP, rounded down.
- -Offense-
- Free Action (X HP, X MP) - Attacks with this weapon gain Flawless for 2 rounds. The first use of this ability costs nothing, but all uses after that cost 1/2 your maximum HP and MP, rounded down.
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