Vault
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The character loses 1HP every 5 seconds. Once per hour, one can spend 4AP to negate the effect with a successful Cunning test -10. Once per day, one can spend a hour (during wich the character stop bleeding) to remove the affliction with a successful Cunning test -10.
by mirionos.
Last update April 20, 2026, 2:06 p.m.
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When performing an action that deals Blunt damage, the user may spend 5 Success Points (SP) to add one extra Blunt damage dice equal in face count to the action's original Blunt die. Each subsequent die costs 1 SP more than the previous one (two dice = 11 SP, three dice = 18 SP, etc.).
by mirionos.
Last update May 20, 2026, 1:33 p.m.
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You throw yourself into a sustained body charge, moving at full speed for 3 AP including the AP used to start this action.\n\nFor each AP of the charge, you move up to your movement speed in a direct path. Every creature crossed by this movement takes Blunt damage and is pushed sideways, out of your path.\nAfter the charge ends, you become tired for 1 second.
by ShiroiWani.
Last update May 31, 2026, 2:51 p.m.
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The character gains one minimum HP every time they intent to move 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 May 1, 2026, 10:11 a.m.
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When performing an action that deals fire damage, the character may spend 4 SP to apply a burning effect to the target. If applied, the target suffers 1 fire damage every 2 seconds for a total duration of 6 seconds. While affected by this burning effect, the target may spend 1 AP at any time during its turn to remove the effect. Reapplying this effect while it is already active resets the duration to 6 seconds; damage does not stack beyond the defined 1 fire damage every 2 seconds.
by mirionos.
Last update May 24, 2026, 2:39 p.m.
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You charge in a straight line toward your target. Until you reach melee range, each charge lets you move up to your movement speed. Once you are in melee range, you continue charging the action. For every 3 meters traveled during the charge, the action's test gains a +1 bonus.
by mirionos.
Last update May 28, 2026, 8:44 a.m.
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L'araignée ancre un fil de toile dans le sol, bondit en arrière pour l'étirer, ajuste la tension et l'angle, puis se relâche dans une violente charge en ligne droite qui inflige des dégâts contondants aux créatures sur son passage.\nElle effectue cette action sur 4 PA :\n\n| PA | Effet |\n| :---: | :--- |\n| 1 | L'araignée ancre un fil de toile dans le sol et bondit de 3 m en arrière. |\n| 2-3 | Pour chaque PA, elle peut soit reculer de 1 m pour augmenter l'étirement, soit se déplacer latéralement pour ajuster la ligne de vue. |\n| 4 | Elle relâche la tension de la toile et se propulse en ligne droite. |\n\nLa longueur finale de la ligne de dégâts est égale au double de la distance d'étirement de la toile.
by ShiroiWani.
Last update June 13, 2026, 2:27 p.m.
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This armor that gives +1 Resilience but -1 Psychology and Memory (all Physical) is made out of thin layers of Chidomor dust pressed into fabric. It softens incoming magic and dulls mental strain, helping the wearer resist fear, charm, or confusion. Over time, though, it also mutes emotions and memories, making it harder to empathize or recall details. Often used by sentinels who must stay calm under magical assault, even if it makes them a bit detached.
by mirionos.
Last update May 1, 2026, 10:49 a.m.
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This small, metal sphere is filled with a volatile mixture of chidomore and chemicals that produce a bluish fog when ignited. When the fuse is ignited, the chemicals explode, releasing a fog that fills the area and obscures the locking of those behind it. The character throws the grenade, which after 4 seconds causes a 2-meter-radius sphere of for to form for 12 seconds. Every meter of fog obstruing the lockink on a target causes a malus of -1 on all Arcana and Resilience tests to lock them.
by mirionos.
Last update May 20, 2026, 6:35 p.m.