Vault
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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.
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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.
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The character action point regeneration is decreased by 0.5AP/s. 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 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 a melee action against a creature that is simultaneously the target of a melee action from a specific allied character, the user gains a +1 bonus to all tests made as part of this action. For this Talent to be active, the user must have trained with the named allied character specifically for this talent for a minimum of 1 hour within the last week. If this training condition is not met, the Talent provides no benefit. Note: The training can be segmented accross the week but with segment of minimum 1 continous hour.
by mirionos.
Last update Feb. 1, 2026, 5:41 p.m.