Vault
-
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 Jan. 22, 2026, 12:48 p.m.
-
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 Oct. 19, 2025, 8:54 p.m.
-
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 Feb. 3, 2026, 4:45 p.m.
-
When performing an action that deals Slashing damage, the character may spend 4 SP to deals Slashing damage to additional targets. If applied, the character selects 1 target that is within your action reach. The target suffers 1 Slashing damage die (same as the original action) halfed on a successfull free Reflex test. A target affected by the original action cannot be selected for this effect, and no target may be affected more than once by the same use of this Talent. The additional damage is resolved separately for each valid target.
by mirionos.
Last update Jan. 22, 2026, 12:48 p.m.
-
This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual and appears nearly identical to a manta ray. The wearer gain the ability to breathe underwater, and a swim speed of 2m/s. In addition, the cape is enchanted and provides 9 maximum HP to the wearer.
by ShiroiWani.
Last update Oct. 20, 2025, 11:09 a.m.
-
When performing an action that deals electric damage, the character may spend 4 SP to cause the electric damage to arc to additional targets. If applied, the character selects 1 conductive target that is within 1 meter of the original target. The target suffers 1 Electric damage die (same as the original action) halfed on successfull free Vigor test. A target affected by the original action cannot be selected for this effect, and no target may be affected more than once by the same use of this Talent. The additional damage is resolved separately for each valid target. What qualifies as a conductive target is determined by the GM based on the environment, materials, and circumstances of the action.
by mirionos.
Last update Jan. 22, 2026, 12:48 p.m.