Vault
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This one handed aquamarine-set Ice rod deals 1d8 Ice damage, gives a bonus of +2 to the test and ignores 2 level of resistance. This weapon features a finely cut aquamarine embedded at its head, where the rune engravings converge in a tight spiral. The gemstone acts as a reservoir and amplifier, refining the flux before it erupts on impact. When the weapon connects, the runes flash in unison with the gem’s inner glow, producing a focused elemental burst that dissipates as quickly as it forms. Even idle, the rod carries a faint hum—proof of the energy coiled within.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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This two handed aquamarine-set Ice staff deals 1d10 Ice damage, gives a bonus of +2 to the test and ignores 2 level of resistance. This weapon is built around a solid core reinforced with finely channeled runes, their patterns converging toward a mounted aquamarine set into the headpiece. The gemstone acts as a focus, amplifying the flow of energy through the engraved lines that spiral down the shaft. When attuned, the runes and gem pulse in harmony, their rhythm steady and responsive to the wielder's intent.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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This one handed aquamarine-set Ice wand deals 1d6 Ice damage, gives a bonus of +2 to the test and ignores 2 level of resistance. This weapon bears a carefully inset aquamarine at its base, framed by thin metal bands that connect directly to the rune network carved along its length. The gemstone concentrates and refines the energy drawn through the wand, making its discharge more stable and precise. Each rune is etched to guide flux efficiently toward the focus, and when active, subtle glows trace the path from grip to tip in measured intervals.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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This one handed aquamarine-set Ice whip deals 1d6 Ice damage, gives a bonus of +2 to the test and ignores 2 level of resistance. This weapon carries a polished aquamarine embedded into the hilt, its cut aligned with the flow of the runic inscriptions woven through the chain's interlocked rings. The gemstone strengthens the conduit between wielder and weapon, allowing the elemental force to surge more evenly along its length. When the whip moves, light from the gem ripples across the metal links, the runes flickering in response like breath drawn and released.
by mirionos.
Last update Feb. 1, 2026, 10:26 p.m.
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The character's race physiology grants them a bonus of +1 in Intelligence. Moreover, Atlanteans can breath under water and their movement speed isn't reduce by half in that case. Due to this race dedication to knowledge, the character also receive a bonus of +1 in Memory.
by mirionos.
Last update Oct. 9, 2025, 12:56 p.m.
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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 Aug. 25, 2025, 10:19 a.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 Feb. 1, 2026, 5:41 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 Aug. 25, 2025, 10:19 a.m.