Vault
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This armor that gives +1 Resilience (Physical) is enchanted with another +1 to Resilience (Magical) and is made out of thin layers of Chidomor dust pressed into fabric. By refining the mineral powder and tempering it through controlled resonance, the craftsman has preserved its protective calm while allowing thoughts and emotions to flow freely. The improved chidomor dust amor steadies the mind against enchantments and panic, yet leaves warmth, empathy, and clarity intact.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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This armor that gives +1 Arcana (Physical) is enchanted with another +1 to Arcana (Magical) and is made out of fine silk spun from threads soaked in liquid flux. The material now conducts energy without draining physical vitality or presence. Casting feels effortless — as though the cloth itself anticipates each gesture and adjusts the flow of magic accordingly.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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This armor that gives +1 Vigor (Physical) is enchanted with another +1 to Vigor (Magical) and is made out of Sinewsteel laced with treated leather. Through precise alloy layering and careful thermal shaping, the master smith has stabilized Sinewsteel's contraction to strengthen the body without restricting it. The armor adjusts dynamically to tension, tightening where force is applied and loosening where freedom is needed.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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This armor that gives +1 Reflex (Physical) is enchanted with another +1 to Reflex (Magical) and is made out of interlaced Virelleafs, treated to keep their natural reactivity. Each petal is treated with chidomor extract, calming its natural flutter while keeping its responsiveness. The fabric breathes and moves with the wearer, accelerating reaction time without the distracting hum or shifting scent of lesser versions.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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This small glass flask that when consumed grants +0.2 AP/s for the next 30s contains a shimmering orange liquid that seems to swirl and dance within its confines. The liquid has a spicy, invigorating aroma and a thick, syrupy consistency. When the flask is tilted, the liquid moves slowly, almost lazily, as if it is conserving its energy.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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Sur un test de Vigueur réussi contre une cible immobilisée, lancez 2d6 points d'entrave. Si le nombre de points d'entrave est supérieur ou égal aux PdV actuels de la cible, celle-ci est considérée comme entravée par le personnage. Le personnage doit avoir une main libre et, pour chaque arme qu'il tient, le test subit un malus de -3. *Une créature entravée est considérée comme immobilisée et entravée. Le personnage peut se déplacer, mais à la moitié de sa vitesse, et la créature entravée le suit alors.*
by mirionos.
Last update Sept. 5, 2026, 9:24 a.m.
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The character expels energy from their hands, propelling themselves through the air for 1 second. During this second, they may fly up to vDistance.string.\n\nIf used during a fall or while already moving, this propulsion can instead reduce their current speed by 2 times the movement speed.
by ShiroiWani.
Last update Sept. 26, 2026, 5:40 p.m.
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When performing a Reflex test to reduce by half the amount of damage received from an action, the user may spend 5 SP of this test to gain Resistance 1 (natural) against that specific action damage. Each subsequent Resistance point costs 1 SP more than the previous one (Resistance 2 = 11 SP, Resistance 3 = 18 SP, etc.). This Resistance applies only to the damage instance associated with the action triggering Reflex test and reduces the initial damage before reducing it by half according to the rules for Resistance. The Resistance granted by this Talent does not persist beyond the resolution of this attack.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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The character gains one minimum HP every time they ended an action in combat situation. Once per hour, one can spend 4AP to negate the effect with a successful Cunning test. Once per day, one can spend a hour to remove the affliction with a successful Cunning test.
by mirionos.
Last update Aug. 29, 2026, 3:54 p.m.
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Les PdV minimum du personnage augmentent de 20 % de ses PdV maximum. Une fois par heure, quelqu'un peut dépenser 4 PA pour annuler l'effet avec un test de Ruse réussi -5. Une fois par jour, quelqu'un peut passer une heure pour retirer l'affliction avec un test de Ruse réussi -5.
by mirionos.
Last update Sept. 10, 2026, 4:26 p.m.
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Le personnage doit dépenser 1 PA supplémentaire pour effectuer n'importe quelle Action. Une fois par heure, quelqu'un peut dépenser 4 PA pour annuler l'effet avec un test de Ruse réussi. Une fois par jour, quelqu'un peut passer une heure pour retirer l'affliction avec un test de Ruse réussi.
by mirionos.
Last update Sept. 10, 2026, 4:26 p.m.