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Thread: Raiders & Ruins

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    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
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    Default Raiders & Ruins

    RUINS & RAIDERS

    --- CHARACTERS ---

    Spoiler
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    Ruins & Raiders (or Raiders & Ruins) is an RPG set in the imaginary world of Jierunham.

    Character creation steps:

    - write down name, sirname and other simple information
    - choose being scores (eg. PA=2, PD=3, MA=3, MD=1)
    - choose humanoid (eg. human)
    - choose rank (eg. commoner)
    - choose training (eg. peasant) or create your own
    - choose heaven source and its ability (eg. "cavarly" and "way of battle")
    - choose stunt (eg. knock immunity)
    - choose tricks (eg. +4 to social, combat, see, hear, job and mislead)
    - choose starting equipment (you have 100 gp to buy whatever you need at height 1)
    - write down these and the rest info on a character sheet or somewhere else


    Being scores:
    Physical Attack or PA
    Physical Defense or PD
    Mental Attack or MA
    Mental Defense or MD

    Buying being scores at height 1:
    You start at height 1 with zero PA, PD, MA and MD but you have 9 points to spend into buying being score values.
    1 point lets you raise 1 being score by 1.
    Alternatively, you start with PA=2, PD=2, MA=2, MD=2 and 1 point to spend.
    Your RM (RM= the Referee Master, the one who runs the game for you) may put a top or a bottom to how much you can buy from each being score.

    being score 0 (modifier +0): Your performance related to this being score is slightly below average.
    being score 1 (modifier +1): Your performance related to this being score is average.
    being score 2 (modifier +2): Your performance related to this being score is above average.
    being score 3 (modifier +3): Your performance related to this being score is well above average.
    being score 4 (modifier +4): Your performance related to this being score is extraordinary.
    being score 5 (modifier +5): Your performance related to this being score is perfect.
    being score 6 (modifier +6): Your performance related to this being score is superhuman. Superhuman is also everything above 6.

    Characters have the following stats:
    hp at first height: 12
    hp at each additional height: 6
    powers: 1 power from rank and 2 powers from heaven sources (3 powers overall at height 1)
    tricks: you gain +4 to 6 tricks of your choice at 1st height
    first strike: 2 + height

    [weapon] = usage of wielded item or weapon (usually a weapon's attack), if you see this symbol it means you are reading an attack power of some sort.
    & = and (combination of two or more properties)

    hp = hit points OR health points OR health (if they reach zero you are unconsious and if they reach your severly wounded value in negative hp you are respawned back to your starting position, sorry for that but I don't like having my creatures and player characters killed)
    hp = maximum value = unharmed
    hp = 3/4 maximum value = harmed
    hp = 2/4 maximum value = wounded
    hp = 1/4 maxium value = severly wounded

    Going Up a Height
    You go up a height by earning XP. You earn XP by defeating enemies in combat encounters but your RM may reward you XP for other achievements as well.
    IMPORTANT: Each rank goes up a height till it reaches height 10 (heights 1-10 are called Adventuring Tier).
    After that point, if you wish to advance to height 11 (heights 11-20 are called Copper Tier) you choose a second rank and you start advancing to that rank but you keep all your stats and powers from your first rank. Usually, missions in that height have to do with the fate of the whole country and not just a town or a village.
    After that point, if you wish to advance to height 21 (heights 21-30 are called Silver Tier) you choose a third rank different than the other two and you start advancing to that rank but you keep all your stats and powers from your previous two ranks. Usually, missions in that height have to do with the fate of a whole continent.
    After that point, if you wish to advance to height 31 (heights 31-40 are called Golden Tier) you choose a fourth rank different than the other three and you start advancing to that rank but you keep all your stats and powers from your previous three ranks. Usually, missions in that height have to do with the fate of a whole plane of existence.
    Finally, if you wish to advance to height 41 (heights 41-50 are called Uber Tier) you choose a fifth rank different than the other four and you start advancing to that rank but you keep all your stats and powers from your previous four ranks. Usually, missions in that height have to do with the fate of the whole cosmos.

    ADVENTURING TIER HEIGHT ADVANCEMENT

    height & XP: 1 (0 XP) stunts: 1 being score increase: - rank powers: 1
    height & XP: 2 (1000 XP) stunts: 2 being score increase: - rank powers: 2
    height & XP: 3 (3000 XP) stunts: 3 being score increase: - rank powers: 3
    height & XP: 4 (6000 XP) stunts: 4 being score increase: 1st rank powers: 3
    height & XP: 5 (10000 XP) stunts: 5 being score increase: - rank powers: 4
    height & XP: 6 (15000 XP) stunts: 6 being score increase: - rank powers: 5
    height & XP: 7 (21000 XP) stunts: 7 being score increase: - rank powers: 6
    height & XP: 8 (28000 XP) stunts: 8 being score increase: 2nd rank powers: 6
    height & XP: 9 (36000 XP) stunts: 9 being score increase: - rank powers: 7
    height & XP: 10 (45000 XP) stunts: 10 being score increase: - rank powers: 8

    COPPER TIER LEVEL ADVANCEMENT

    height & XP: 11 (55000 XP) stunts: 11 being score increase: - rank powers: 9
    height & XP: 12 (66000 XP) stunts: 12 being score increase: - rank powers: 10
    height & XP: 13 (78000 XP) stunts: 13 being score increase: - rank powers: 11
    height & XP: 14 (91000 XP) stunts: 14 being score increase: 3rd rank powers: 11
    height & XP: 15 (105000 XP) stunts: 15 being score increase: - rank powers: 12
    height & XP: 16 (120000 XP) stunts: 16 being score increase: - rank powers: 13
    height & XP: 17 (136000 XP) stunts: 17 being score increase: - rank powers: 14
    height & XP: 18 (153000 XP) stunts: 18 being score increase: 4th rank powers: 14
    height & XP: 19 (171000 XP) stunts: 19 being score increase: - rank powers: 15
    height & XP: 20 (190000 XP) stunts: 20 being score increase: - rank powers: 16

    SILVER TIER LEVEL ADVANCEMENT

    height & XP: 21 (210000 XP) stunts: 21 being score increase: - rank powers: 17
    height & XP: 22 (231000 XP) stunts: 22 being score increase: - rank powers: 18
    height & XP: 23 (253000 XP) stunts: 23 being score increase: - rank powers: 19
    height & XP: 24 (276000 XP) stunts: 24 being score increase: 5th rank powers: 19
    height & XP: 25 (300000 XP) stunts: 25 being score increase: - rank powers: 20
    height & XP: 26 (325000 XP) stunts: 26 being score increase: - rank powers: 21
    height & XP: 27 (351000 XP) stunts: 27 being score increase: - rank powers: 22
    height & XP: 28 (378000 XP) stunts: 28 being score increase: 6th rank powers: 22
    height & XP: 29 (407000 XP) stunts: 29 being score increase: - rank powers: 23
    height & XP: 30 (536000 XP) stunts: 30 being score increase: - rank powers: 24

    GOLDEN TIER LEVEL ADVANCEMENT

    height & XP: 31 (566000 XP) stunts: 31 being score increase: - rank powers: 25
    height & XP: 32 (597000 XP) stunts: 32 being score increase: - rank powers: 26
    height & XP: 33 (629000 XP) stunts: 33 being score increase: - rank powers: 27
    height & XP: 34 (662000 XP) stunts: 34 being score increase: 7th rank powers: 27
    height & XP: 35 (696000 XP) stunts: 35 being score increase: - rank powers: 28
    height & XP: 36 (731000 XP) stunts: 36 being score increase: - rank powers: 29
    height & XP: 37 (767000 XP) stunts: 37 being score increase: - rank powers: 30
    height & XP: 38 (804000 XP) stunts: 38 being score increase: 8th rank powers: 30
    height & XP: 39 (842000 XP) stunts: 39 being score increase: - rank powers: 31
    height & XP: 40 (881000 XP) stunts: 40 being score increase: - rank powers: 32

    UBER TIER LEVEL ADVANCEMENT

    height & XP: 41 (921000 XP) stunts: 41 being score increase: - rank powers: 33
    height & XP: 42 (962000 XP) stunts: 42 being score increase: - rank powers: 34
    height & XP: 43 (1004000 XP) stunts: 43 being score increase: - rank powers: 35
    height & XP: 44 (1047000 XP) stunts: 44 being score increase: 9th rank powers: 35
    height & XP: 45 (1091000 XP) stunts: 45 being score increase: - rank powers: 36
    height & XP: 46 (1136000 XP) stunts: 46 being score increase: - rank powers: 37
    height & XP: 47 (1182000 XP) stunts: 47 being score increase: - rank powers: 38
    height & XP: 48 (1229000 XP) stunts: 48 being score increase: 10th rank powers: 38
    height & XP: 49 (1277000 XP) stunts: 49 being score increase: - rank powers: 39
    height & XP: 50 (1326000 XP) stunts: 50 being score increase: - rank powers: 40



    --- HUMANOIDS ---

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    Humanoids are usually medium or small size with a base walking speed of 6. They have properties but their overall modifier of their properties must always be zero for a humanoid to be legal.
    Moreover, they can only have passive properties that are permanent but they can have immunities instead of active properties.
    Immunities have a modifier equal to the property they block (for example, an "immune to sleep" immunity has a modifier of +5).
    Only human, gnome, elf, half-elf, dwarf and olympian are playable character humanoids, the rest are humanoids for the RM to create NPCs and hostile creatures.

    name: Human
    text: "Humans are the most common humanoid in the world."
    size: medium
    speed: 6
    properties: -
    overall modifier: +0

    name: Gnome
    text: "Gnomes are like short humans. Other than that, they have the same way of life and lifespans of humans in general. They age, breathe, drink, eat and sleep like humans."
    size: small
    speed: 5 (6-1)
    properties: burden 1 (speed is 5 instead of 6, -1 modifier), immune to fear (+1 modifier)
    overall modifier: +0

    name: Elf
    text: "Elves age really slowly, with a pace that equals one tenth of the humans. In other words, in 100 years an Elf is like a 10-years-old human child, in 200 years like a 20-years-old adult and in 1000 years like an 100-years-old elder. Elves breathe, eat and drink normally, like humans do. Elves do not sleep, though they enter a trance mode where they are aware of their surroundings during their long rest. They are highly intelligent but not very strong."
    size: medium
    speed: 6
    properties: exceptional vision (+1 modifier), immune to sleep (+5 modifier), -3 to PA & PD (-6 modifier)
    overall modifier: +0

    name: Half-Elf
    text: "Half-Elves age slowly, with a pace that equals one fifth of the humans. In other words, in 50 years a Half-Elf is like a 10-years-old human child, in 100 years like a 20-years-old adult and in 500 years like a 100-years-old elder. Half-Elves sleep, breathe, eat and drink like humans do."
    size: medium
    speed: 6
    properties: exceptional vision (+1 modifier), +4 dialogue (+1 modifier), -1 to PA & PD (-2 modifier)
    overall modifier: +0

    name: Dwarf
    text: "Dwarves age slowly, with a pace that equals one fifth of the humans. In other words, in 50 years a Dwarf is like a 10-years-old human child, in 100 years like a 20-years-old adult and in 500 years like a 100-years-old elder. Dwarves sleep, breathe, eat and drink like humans do."
    size: medium
    speed: 5 (6-1)
    properties: burden 1 (speed is 5 instead of 6, -1 modifier), resist 5 venom (+1 modifier), exceptional vision (+1 modifier), -1 to MA (-1 modifier)
    overall modifier: +0

    name: Olympian
    text: "Olympians are humanoids that age slowly, with a pace that equals one fifth of the humans. In other words, in 50 years an Olympian is like a 10-years-old human child, in 100 years like a 20-years-old adult and in 500 years like a 100-years-old elder. Olympians sleep, breathe, eat and drink like humans do. Olympians, or Light Humans as they sometimes are called, are usually the allies of the adventuring party and often the ones that give the quests but sometimes you can find grotesque ones who fight for the corruption. They can see with many different senses and they can create light out of thin air."
    size: medium
    speed: 6
    properties: -1 PA & PD & MD (-3 modifier), tremorsense 10 (+1 modifier) blindsense 5 (+1 modifier), illumination 5/10 (+1 modifier)
    overall modifier: +0

    NPC HUMANOIDS

    name: Troll
    text: "Trolls age like humans. Trolls sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are known for their regenerating abilities and can see well in the dark."
    size: small or medium or large
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), darkvision 15 (+2 modifier) regeneration (+2 modifier)
    overall modifier: +0

    name: Wolf/Werewolf (Rat/Wererat etc.)
    text: "Wolves or Werewolves, in this world, are humanoids that age like humans. They sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are weak to silver but can take their respective animal forms."
    size: medium or large or huge
    speed: 5 (6-1)
    properties: burden 1 (speed is 5 instead of 6, -1 modifier), -1 PA & PD & MA & MD (-4 modifier), exceptional vision (+1 modifier), weak 15 silver (-3 modifier), alteration (+7 modifier)
    overall modifier: +0

    name: Cobra/Snake
    text: "Cobras or Snakes, in this world, are humanoids that age like humans. They sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are weak to acid but can take their respective snake forms."
    size: small or medium or large
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), weak 15 acid (-3 modifier), alteration (+7 modifier)
    overall modifier: +0

    name: Widow/Spider (Stinger/Scorpion etc.)
    text: "Widows, in this world, are humanoid spiders that age like humans. They sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are weak to diseases but can take their respective insect forms that can burrow."
    size: small or medium or large or huge or enormous
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), weak 15 disease (-3 modifier), alteration (+7 modifier)
    overall modifier: +0

    name: Mer/Fish
    text: "Mers, in this world, are humanoid fish that age like humans. They sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are weak to shock but can take their respective fish forms that can swim."
    size: small or medium or large or huge or enormous
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), weak 15 shock (-3 modifier), alteration (+7 modifier)
    overall modifier: +0

    name: Hawk/Bird
    text: "Hawks, in this world, are humanoid birds that age like humans. They sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are weak to sound but can take their respective bird forms that can fly with wings."
    size: small or medium or large or huge or enormous
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), weak 15 sound (-3 modifier), alteration (+7 modifier)
    overall modifier: +0

    name: Construct/Golem/Elemental
    text: "Constructs don't age. Contructs don't sleep, breathe, eat and drink. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption."
    size: tiny or small or medium or large or huge or enormous
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), weak 10 to a damage type of your choice (-2 modifier), immune to amaze (+6 modifier)
    overall modifier: +0

    name: Phantom/Ghost
    text: "Phantoms don't age. Phantoms don't sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption."
    size: small or medium or large
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), weak 5 force (-1 modifier), immune to petrify (+5 modifier)
    overall modifier: +0

    name: Doppelganger
    text: "Doppelgangers age like humans. Doppelgangers sleep, breathe, eat and drink like humans do. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption. They are known for their disguises and can see well in low light."
    size: medium
    speed: 6
    properties: -1 PA & PD & MA & MD (-4 modifier), exceptional vision (+1 modifier), disguise (+3 modifier)
    overall modifier: +0

    name: Plant Creature
    text: "Plant creatures age really slowly, with a pace that equals one tenth of the humans. In other words, in 100 years a plant creature is like a 10-years-old human child, in 200 years like a 20-years-old adult and in 1000 years like an 100-years-old elder. Plant creatures breathe and drink normally, like humans do, but they don't need to eat or sleep. They are sometimes grotesque and fight for the corruption but there are many good-hearted ones out there too who are eager to help the party fight the corruption."
    size: tiny or small or medium or large or huge or enormous
    speed: 5 (6-1)
    properties: -1 PA & PD & MA & MD (-4 modifier), burden 1 (speed is 5 instead of 6, -1 modifier), weak 15 fire & ice (-6 modifier), immune to lesser & greater polymorph (+11 modifier)
    overall modifier: +0



    --- COSMOLOGY ---

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    -Deities-
    There is only one True God in the cosmos and that is the one and only Holy Trinity. The rest are false gods and, while most false gods are of deity tier (height 31-40) the Holy Trinity is not even a height 50 Boss because It is far above that. It is far above this game. It is far above the RM. It is far above everything. Even this game, made by your lowly RM, is heretical in comparison with the Holy Trinity and my teachings are heretical compared to Its teachings.
    So, be a follower of the Holy Trinity, you brave adventurer, and not of a lowly sinner RM like me, be a follower of the Holy Trinity and you will find salvation!
    Every creature, even false gods, at the start of each day, say a small prayer to the Holy Trinity asking It to forgive their sinful way of life. That small prayer usually is to repeat the phrase "Holy Trinity have mercy on me, the sinner!" 10 times per day. They don't know why they do it, they just feel the urge to do it. They say that, while no one really means the words of this prayer in the beginning, slowly but steadily this sort prayer change the inner self of every creature, making it to indeed atone for its sins!
    (just to make it sure, I am not making fun of any religion or belief system or making fun of the Holy Trinity Itself or anything similar, I am just role-playing)

    -The Allegory of the Bleeding Tree-
    They say the whole world with all the planes of existence is a colossal oak tree. However, one day, the Corruption that had everything bad, everything maddening, everything unethical came from the Grotesque realm and wounded the oak tree. From that day onwards, that tree bleeds continously and it is called the Bleeding Tree. However, there is hope. Every drop of the greyish blood of the tree, they say, is the soul of a Grey Crusader. The Grey Crusaders are usually humans, often olympians, rarely gnomes or dwarves or elves but always divine champions of what is good and right, carriers of the holy cross of truth, champions of justful order. These free souls are incarnated usually by birth in human or humanoid form, they hunt especially mad beings and grotesque creatures, they protect the weak and punish tyranny in every form. These souls are always free and cannot be captured or be enslaved by any means.
    These souls are you, my brave adventurers and your final task is to defeat the plots of the masterminds behind the corruption of our world, known as the Grim Grotesque Guards, and stop the Infinite Grotesque Army from entering our world in masses. At the same time, fight the corruption in yourselves and may the cross, the holy symbol of all that is good and right, guide you through your path of saving both Jierunham and your souls...

    -The Circle of Life-
    The creatures can reproduce, especially real plants (you know, like flowers and trees etc.) but they do not eat each other at all (no more carnivore creatures, we had enough of those :P) and all the creatures eat only real plants (like flowers and trees etc. but not plant creatures) and prey to God and hug their true adult mate. Even animals are considered married to their true adult mates, in a strange way. Creatures make love only in order to reproduce (regardless if the reproduction attempt is successful or not) and only with their true adult mate and they can have only one such mate in their entire lives. Sexual acts of every kind other than reproduction attempts between married true adult mates are strictly forbidden (Holy Trinity doesn't allow them!).
    Btw, the real plants regrow back their fruits and vegetables very fast and even during winter, so the creatures will never starve. Creatures do not die of old age but when they wish they can leave the whole cosmos by pressing any "Escape" button and answering loudly "Yes" to the "Are you sure you want to quit the world?" question they hear within their minds. Those "Escape" buttons are placed to the central town squares of every major city (Dwarvenna, Estia, etc.) and those answering "Yes" return to "Reality" which is the real world, according to scholars (the world is supposed to be a MMORPG but most creatures do not know it).
    Once per week, all the creatures eat a piece of bread and drink a little wine in order to honor the Son of the Holy Trinity, if possible. Once per year, Easter is celebrated again in order to honor the Son of the Holy Trinity but even then all the creatures do not eat any meat. Also, when creatures die, they respawn to their starting position after 8 hours which starting position is next to one of those "Escape" buttons, so they actually cannot die in this world (if the starting position is occupied then they respawn right next to it except if it is occupied too so they respawn somewhere 100 to 500 feet near their starting position and on solid ground). Respawning means that all health points are restored as well as all wounds are closed and any severed limbs have grown back and the body, the mind and the spirit of the creature function normally.
    Moreover, each creature can respawn its own self (and only its own self) at will just by thinking the phrase " Respawn Home Now " 12 times in a row within 3 minutes in order to respawn at their starting position if they are trapped or if they need to travel fast, for example. This world is a MMORPG after all...
    The creatures can feel very little mental pain and can feel very little physical pain (they can not feel extreme pain of any sort by any means) and they are always happy and there is no suffering and yes, everyone is a vegan or something. Now, if you want bloodthirsty campaigns and blood and death and stuff like that then find another Referee Master! :P
    (just to make it sure, I am not making fun of any religion or belief system or making fun of the Holy Trinity Itself or anything similar, I am just role-playing)

    -The Material World (Surface)-

    The surface world is populated mostly by humans and from light-colored humanoids to dark-colored humanoids.
    The surface has a yellow sun and a blue sky, white clouds, a white moon and plenty of night stars.
    The continent is called Jierunham, like it or not, from an ancient tongue where it means "the jewel of the land" and it is surrounded by a never-ending sea waiting to be explored. Some claim it is impossible to cross the sea, others say there are other continents out there, waiting to be discovered by brave adventurers, and a few scholars believe Jierunham is actually an astral realm and the sea in front of us is actually the Astral Sea (or Astral Plane as it is more commonly known).
    Jierunham is known for its tall snowed mountaintops (and their daily avalanche), its vast deserts (and their common quicksands), its murky swamps (full of snakes and quicksands), its forests (full of wolves), its icy lakes (the ice may break so be careful), its hazardous acid pits and its volcanic pools of lava. In other words, wandering in Jierunham's wilderness is an explorer's destiny and an adventurer's dream.
    However, that does not mean Jierunham is uncivilized. There are at least 8 important places standing on it.
    - Dwarvenna, the City of Dwarves, is the biggest and holds a population of 500 individuals (While 500 individuals seem low in real life, they are a lot in plenty of fantasy settings, including this one).
    - Estia, the Passage to the Underground, is a human metropolis of 450 people. The only official and legal passage to the Underground has been built there and the metropolis has gained great wealth, power and influence by the caravans passing by. This town appears both to Jierunham and to Suimez because it expands to both.
    - Elvenia, the Elven Metropolis, is a city of 400 souls that enjoy the relaxing way of the forest. If you are a person who is not in a hurry and hate being rushed to do things quickly, then Elvenia is the city of your dreams.
    - Launma, the Gnomish Hideout, is a very large town for 350 very short humanoids. Everything in town is small and gnome-sized and taller humanoids have a hard time not hitting their heads to the ceiling.
    - Olymlira, the Town of the Performers, has 300 Olympians ready to perform only for you! The greatest performers of all the world come from Olymlira.
    - The Colosseum, a town that is a home for 200 people, coming from all the humanoids. The best tailors, the best crafters and the best arena fights are here!
    - Eladrina, the White Tower, is an elf city of 350 people. If your heaven source is gaia, magical or star and you wish to study astrology and astronomy, then this is probably the place you dreamed for. Magic duels take place here and they are a great attraction and a good income that balances the costly researches of the White Tower. They say the White Tower and the Black Tower are rivals.
    - The Great Forest, is the central forest of the continent and where all the animals and beasts and plant creatures are respawned if they are killed.

    -The Underground World (Underground)-

    The Underground is populated mostly by strange beasts.
    The Underground is an enormous cavern that has a height of 100 squares most of time, a grey ceiling that is full of illuminating fungus that shine in any color or illuminating crystals that shine in any color and an orange moon that shines like a small burning bright sun.
    The Underground continent is called Suimez, like it or not, from an ancient tongue where it means "middle soul" and refers to the phantoms in general because their souls are neither to heaven nor to hell but somewhere to the middle. Moreover, it may refer to the fact the Underground is somewhere to the middle, between the surface of the world and the center of it.
    Suimez is known for its colossal stalagmites (and their daily avalanches of stones and cave dirt caused by cavequakes), its vast rocky deserts (it has quicksands where the stones become thin as sand), its murky swamps (full of quicksands), its icy lakes (magic is strong down here, so are magically frozen lakes), its hazardous acid pits and its volcanic pools of lava. In other words, Suimez has nothing to be jealous for. It has all the hazards Jierunham has and even more if you think how hostile civilization is here.
    Talking about civilization, there are 3 great metropolis expanding within it.
    - Estia, the Passage to the Surface, is a human metropolis of 450 people. The only official and legal passage to the Underground has been built there and the metropolis has gained great wealth, power and influence by the caravans passing by. This town appears both to Jierunham and to Suimez because it expands to both of them.
    - The Guild, a town of 100 people from all the humanoids that have banded together in order to help other people to survive the harsh way of life in the Underground.
    - Shadara, the Black Tower, is a human metropolis of 350 people. If your heaven source is dark, religious or far and you wish to study the dark aspects of religion, then this is probably the place you dreamed for, though the scenery is more like a nightmare. Broken torture devices of inquisitors and old campfires where witches were used to be burned alive are just a few of things you must be ready to endure if you wish to study here. They say the White Tower and the Black Tower are rivals.

    -Heaven (Positive Energy Plane)-

    Many tales picture the Positive Energy Plane as the heaven. And maybe rightfully so. Everything seems so alive in it and abilities that Regenerate or Heal work twice as good as they would had worked in the Material Plane. On the other hand, Bleeding and Draining outright fail.
    Heaven has three white suns and a light blue sky, white clouds and no night. Light is everywhere bright, even inside enclosed buildings or caverns where it ought to be total darkness.
    Heaven is mostly plains full of farms and agriculture to keep the population fed with a great variety of plant products. Of course, there is the occasional lake, river, spring or waterfall and the occasional hill, cliff, cave or mountain.
    There is one place of importance.
    - Olympus, the Continent of the Sun, a city that is actually in the size of a continent. It is so big in order to settle all the saved souls of those who died and passed in the afterlife, though not everyone in Olympus is already dead.

    -Hades (Negative Energy Plane)-

    Many tales picture the Negative Energy Plane as the hades. And maybe rightfully so. Everything seems so dead in it and abilities that Regenerate or Heal fail to work in here. On the other hand, Bleeding and Draining are twice as good as they would had been in the Material Plane.
    Hades has a black sky and an endless night. It is starless, sunless, moonless, without clouds and with strong winds. A dirt desert full of tortured souls and spectral spirits. Light is nonexistent and most of its inhabitants would be shocked in the presence of even a single torch.
    There are no places of importance here.

    -The Grotesque Realm (Grotesque Plane)-

    The Grotesque Realm is where madness originally came. Very little is known for it and no one has managed to go there. No one who lived to return to tell the tale at least. Some even doubt it is even possible to go there. Our knowledge for the plane is minimal, so is the info we are giving to you...
    There are no places of importance here.

    Last edited by ARTHAN; 2020-09-10 at 04:04 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  2. - Top - End - #2
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- ALLIES & ENEMIES & NPCS ---

    Spoiler
    Show


    When you use allies or enemies and NPCs at combat and you do not have a lot of free time to do work as RM, do not give them any rank other than Commoner, preferably give them medium size and a speed of 6 and let them just make a regular reach 1 melee as a heavy action (lift free) and a 5/10 ranged attack as a mediocre action (load fast) that affect a single target in combination with Commoner's height 1 power ([weapon] & footsoldier) that gives +1 footsoldier bonus to attack and damage rolls while standing on the ground.
    If the creature is mundane make its attacks affect the PD and if it is magical make its attacks affect the MD. Also, if you wish the attacks of the creature to affect multiple targets instead of just a single target then divide its damage by 4.
    If you have free time, you ought to give a rank and its respective powers per height to your NPCs in order to make combat more interesting and fair. Remember, balance is very important in order to make a combat fun and memorable.
    Moreover, you can give humanoid traits to your NPCs because a humanoid immunity or a known trick may do the difference between the success and the failure of a social encounter or a battle. A quick way to give humanoid traits (regardless if the creature is humanoid or not) is a resist 5/10/15 to a damage type followed by a weak 5/10/15 to another damage type (that will make a creature both more interesting combat-wise and more realistic too).
    If you give them items with a height above 0, treat those items as treasure to the party. They are already proficient with any item they use. Do not give NPCs any stunts (except if you really have to) because it just doesn't worth the effort.
    NPCs can always use a fast action to regain up to X lost hp (X = their height and they can not exceed their hp maximum).
    The 6 types of NPCs are the following:

    name: Trooper
    hp at first height: 4
    hp at each additional height: 2
    powers: 2
    being scores: 0 (+0 being modifier) to all (or 0 points to spend)
    attack: 3d6 + trooper's height + 2, to all (or 3d6 + trooper's height + wielded item's proficieny + wielded item's attack being modifier + other bonuses, for each attack)
    damage: 1d6 + 2 + trooper's height + 0, to all (or wielded item's damage + trooper's height + wielded item's height + wielded item's attack being modifier + other bonuses, for each attack)
    defenses: 10 + trooper's height, to all (or 10 + trooper's height + respective being modifier + other bonuses, for each defense)
    first strike: 0 + trooper's height
    tricks: trooper gains +4 to 2 tricks of your choice
    xp per height: 20

    name: Guard
    hp at first height: 6
    hp at each additional height: 3
    powers: 3
    being scores: 0 (+0 being modifier) to all (or 2 points to spend)
    attack: 3d6 + guard's height + 2, to all (or 3d6 + guard's height + wielded item's proficieny + wielded item's attack being modifier + other bonuses, for each attack)
    damage: 1d6 + 3 + guard's height + 0, to all (or wielded item's damage + guard's height + wielded item's height + wielded item's attack being modifier + other bonuses, for each attack)
    defenses: 10 + guard's height, to all (or 10 + guard's height + respective being modifier + other bonuses, for each defense)
    first strike: 0 + guard's height
    tricks: guard gains +4 to 3 tricks of your choice
    xp per height: 30

    name: Combatant
    hp at first height: 8
    hp at each additional height: 4
    powers: 4
    being scores: 1 (+1 being modifier) to all (or 4 points to spend)
    attack: 3d6 + combatant's height + 3, to all (or 3d6 + combatant's height + wielded item's proficieny + wielded item's attack being modifier + other bonuses, for each attack)
    damage: 1d6 + 4 + combatant's height + 1, to all (or wielded item's damage + combatant's height + wielded item's height + wielded item's attack being modifier + other bonuses, for each attack)
    defenses: 11 + combatant's height, to all (or 10 + combatant's height + respective being modifier + other bonuses, for each defense)
    first strike: 1 + combatant's height
    tricks: combatant gains +4 to 4 tricks of your choice
    xp per height: 40

    name: Destroyer
    hp at first height: 10
    hp at each additional height: 5
    powers: 5
    being scores: 1 (+1 being modifier) to all (or 6 points to spend)
    attack: 3d6 + destroyer's height + 3, to all (or 3d6 + destroyer's height + wielded item's proficieny + wielded item's attack being modifier + other bonuses, for each attack)
    damage: 1d6 + 5 + destroyer's height + 1, to all (or wielded item's damage + destroyer's height + wielded item's height + wielded item's attack being modifier + other bonuses, for each attack)
    defenses: 11 + destroyer's height, to all (or 10 + destroyer's height + respective being modifier + other bonuses, for each defense)
    first strike: 1 + destroyer's height
    tricks: destroyer gains +4 to 5 tricks of your choice
    xp per height: 50

    name: Commander
    hp at first height: 12
    hp at each additional height: 6
    powers: 6
    being scores: 2 (+2 being modifier) to all (or 8 points to spend)
    attack: 3d6 + commander's height + 4, to all (or 3d6 + commander's height + wielded item's proficieny + wielded item's attack being modifier + other bonuses, for each attack)
    damage: 1d6 + 6 + commander's height + 2, to all (or wielded item's damage + commander's height + wielded item's height + wielded item's attack being modifier + other bonuses, for each attack)
    defenses: 12 + commander's height, to all (or 10 + commander's height + respective being modifier + other bonuses, for each defense)
    first strike: 2 + commander's height
    tricks: commander gains +4 to 6 tricks of your choice
    xp per height: 60

    name: Boss
    hp at first height: 20
    hp at each additional height: 10
    powers: 10
    being scores: 2 (+2 being modifier) to all (or 10 points to spend)
    attack: 3d6 + boss' height + 4, to all (or 3d6 + boss' height + wielded item's proficieny + wielded item's attack being modifier + other bonuses, for each attack)
    damage: 1d6 + 10 + boss' height + 2, to all (or wielded item's damage + boss' height + wielded item's height + wielded item's attack being modifier + other bonuses, for each attack)
    defenses: 12 + boss' height, to all (or 10 + boss' height + respective being modifier + other bonuses, for each defense)
    first strike: 2 + boss' height
    tricks: boss gains +4 to 10 tricks of your choice
    xp per height: 100

    Examples:

    height 3 trooper has 8 hp, 2 powers (its height 1 and height 2 rank powers), attacks with a +5 (+6 with footsoldier), defends with a 13, deals 5 damage (6 with footsoldier) and its xp value is 60 xp
    height 6 trooper has 14 hp, 2 powers (its height 1 and height 2 rank powers), attacks with a +8 (+9 with footsoldier), defends with a 16, deals 8 damage (9 with footsoldier) and gives 120 xp to the party if defeated
    height 6 combatant has 28 hp, 4 powers (its height 1, height 2, height 3 and height 5 rank powers), attacks with a +9 (+10 with footsoldier), defends with a 17, deals 11 damage (12 with footsoldier) and gives 240 xp to the party
    height 9 combatant has 40 hp, 4 powers (its height 1, height 2, height 3 and height 5 rank powers), attacks with a +12 (+13 with footsoldier), defends with a 20, deals 14 damage (15 with footsoldier) and gives 360 xp to the party
    height 9 boss has 100 hp, 7 powers (because it can not have 10 rank powers in that height), attacks with a +13 (+14 with footsoldier), defends with a 21, deals 21 damage (22 with footsoldier) and gives away 900 xp




    --- NPC ADVENTURING TIER TABLES ---

    Spoiler
    Show


    TROOPER STAT TABLE (2 POWERS, 2 TRICKS)

    height & XP: 1 (first strike +1) 20 XP attack: 3d6+3 (+4 with footsoldier) defense & hp: 11 (4 hp) damage: 1d6+3 (+4 with footsoldier)
    height & XP: 2 (first strike +2) 40 XP attack: 3d6+4 (+5 with footsoldier) defense & hp: 12 (6 hp) damage: 1d6+4 (+5 with footsoldier)
    height & XP: 3 (first strike +3) 60 XP attack: 3d6+5 (+6 with footsoldier) defense & hp: 13 (8 hp) damage: 1d6+5 (+6 with footsoldier)
    height & XP: 4 (first strike +4) 80 XP attack: 3d6+6 (+7 with footsoldier) defense & hp: 14 (10 hp) damage: 1d6+6 (+7 with footsoldier)
    height & XP: 5 (first strike +5) 100 XP attack: 3d6+7 (+8 with footsoldier) defense & hp: 15 (12 hp) damage: 1d6+7 (+8 with footsoldier)
    height & XP: 6 (first strike +6) 120 XP attack: 3d6+8 (+9 with footsoldier) defense & hp: 16 (14 hp) damage: 1d6+8 (+9 with footsoldier)
    height & XP: 7 (first strike +7) 140 XP attack: 3d6+9 (+10 with footsoldier) defense & hp: 17 (16 hp) damage: 1d6+9 (+10 with footsoldier)
    height & XP: 8 (first strike +8) 160 XP attack: 3d6+10 (+11 with footsoldier) defense & hp: 18 (18 hp) damage: 1d6+10 (+11 with footsoldier)
    height & XP: 9 (first strike +9) 180 XP attack: 3d6+11 (+12 with footsoldier) defense & hp: 19 (20 hp) damage: 1d6+11 (+12 with footsoldier)
    height & XP: 10 (first strike +10) 200 XP attack: 3d6+12 (+13 with footsoldier) defense & hp: 20 (22 hp) damage: 1d6+12 (+13 with footsoldier)

    GUARD STAT TABLE (3 POWERS, 3 TRICKS)

    height & XP: 1 (first strike +1) 30 XP attack: 3d6+3 (+4 with footsoldier) defense & hp: 11 (6 hp) damage: 1d6+4 (+5 with footsoldier)
    height & XP: 2 (first strike +2) 60 XP attack: 3d6+4 (+5 with footsoldier) defense & hp: 12 (9 hp) damage: 1d6+5 (+6 with footsoldier)
    height & XP: 3 (first strike +3) 90 XP attack: 3d6+5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 1d6+6 (+7 with footsoldier)
    height & XP: 4 (first strike +4) 120 XP attack: 3d6+6 (+7 with footsoldier) defense & hp: 14 (15 hp) damage: 1d6+7 (+8 with footsoldier)
    height & XP: 5 (first strike +5) 150 XP attack: 3d6+7 (+8 with footsoldier) defense & hp: 15 (18 hp) damage: 1d6+8 (+9 with footsoldier)
    height & XP: 6 (first strike +6) 180 XP attack: 3d6+8 (+9 with footsoldier) defense & hp: 16 (21 hp) damage: 1d6+9 (+10 with footsoldier)
    height & XP: 7 (first strike +7) 210 XP attack: 3d6+9 (+10 with footsoldier) defense & hp: 17 (24 hp) damage: 1d6+10 (+11 with footsoldier)
    height & XP: 8 (first strike +8) 240 XP attack: 3d6+10 (+11 with footsoldier) defense & hp: 18 (27 hp) damage: 1d6+11 (+12 with footsoldier)
    height & XP: 9 (first strike +9) 270 XP attack: 3d6+11 (+12 with footsoldier) defense & hp: 19 (30 hp) damage: 1d6+12 (+13 with footsoldier)
    height & XP: 10 (first strike +10) 300 XP attack: 3d6+12 (+13 with footsoldier) defense & hp: 20 (33 hp) damage: 1d6+13 (+14 with footsoldier)

    COMBATANT STAT TABLE (4 POWERS, 4 TRICKS)

    height & XP: 1 (first strike +2) 40 XP attack: 3d6+4 (+5 with footsoldier) defense & hp: 12 (8 hp) damage: 1d6+6 (+7 with footsoldier)
    height & XP: 2 (first strike +3) 80 XP attack: 3d6+5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 1d6+7 (+8 with footsoldier)
    height & XP: 3 (first strike +4) 120 XP attack: 3d6+6 (+7 with footsoldier) defense & hp: 14 (16 hp) damage: 1d6+8 (+9 with footsoldier)
    height & XP: 4 (first strike +5) 160 XP attack: 3d6+7 (+8 with footsoldier) defense & hp: 15 (20 hp) damage: 1d6+9 (+10 with footsoldier)
    height & XP: 5 (first strike +6) 200 XP attack: 3d6+8 (+9 with footsoldier) defense & hp: 16 (24 hp) damage: 1d6+10 (+11 with footsoldier)
    height & XP: 6 (first strike +7) 240 XP attack: 3d6+9 (+10 with footsoldier) defense & hp: 17 (28 hp) damage: 1d6+11 (+12 with footsoldier)
    height & XP: 7 (first strike +8) 280 XP attack: 3d6+10 (+11 with footsoldier) defense & hp: 18 (32 hp) damage: 1d6+12 (+13 with footsoldier)
    height & XP: 8 (first strike +9) 320 XP attack: 3d6+11 (+12 with footsoldier) defense & hp: 19 (36 hp) damage: 1d6+13 (+14 with footsoldier)
    height & XP: 9 (first strike +10) 360 XP attack: 3d6+12 (+13 with footsoldier) defense & hp: 20 (40 hp) damage: 1d6+14 (+15 with footsoldier)
    height & XP: 10 (first strike +11) 400 XP attack: 3d6+13 (+14 with footsoldier) defense & hp: 21 (44 hp) damage: 1d6+15 (+16 with footsoldier)

    DESTROYER STAT TABLE (5 POWERS, 5 TRICKS)

    height & XP: 1 (first strike +2) 50 XP attack: 3d6+4 (+5 with footsoldier) defense & hp: 12 (10 hp) damage: 1d6+7 (+8 with footsoldier)
    height & XP: 2 (first strike +3) 100 XP attack: 3d6+5 (+6 with footsoldier) defense & hp: 13 (15 hp) damage: 1d6+8 (+9 with footsoldier)
    height & XP: 3 (first strike +4) 150 XP attack: 3d6+6 (+7 with footsoldier) defense & hp: 14 (20 hp) damage: 1d6+9 (+10 with footsoldier)
    height & XP: 4 (first strike +5) 200 XP attack: 3d6+7 (+8 with footsoldier) defense & hp: 15 (25 hp) damage: 1d6+10 (+11 with footsoldier)
    height & XP: 5 (first strike +6) 250 XP attack: 3d6+8 (+9 with footsoldier) defense & hp: 16 (30 hp) damage: 1d6+11 (+12 with footsoldier)
    height & XP: 6 (first strike +7) 300 XP attack: 3d6+9 (+10 with footsoldier) defense & hp: 17 (35 hp) damage: 1d6+12 (+13 with footsoldier)
    height & XP: 7 (first strike +8) 350 XP attack: 3d6+10 (+11 with footsoldier) defense & hp: 18 (40 hp) damage: 1d6+13 (+14 with footsoldier)
    height & XP: 8 (first strike +9) 400 XP attack: 3d6+11 (+12 with footsoldier) defense & hp: 19 (45 hp) damage: 1d6+14 (+15 with footsoldier)
    height & XP: 9 (first strike +10) 450 XP attack: 3d6+12 (+13 with footsoldier) defense & hp: 20 (50 hp) damage: 1d6+15 (+16 with footsoldier)
    height & XP: 10 (first strike +11) 500 XP attack: 3d6+13 (+14 with footsoldier) defense & hp: 21 (55 hp) damage: 1d6+16 (+17 with footsoldier)

    COMMANDER STAT TABLE (6 POWERS, 6 TRICKS)

    height & XP: 1 (first strike +3) 60 XP attack: 3d6+5 (+6 with footsoldier) defense & hp: 13 (12 hp) damage: 1d6+9 (+10 with footsoldier)
    height & XP: 2 (first strike +4) 120 XP attack: 3d6+6 (+7 with footsoldier) defense & hp: 14 (18 hp) damage: 1d6+10 (+11 with footsoldier)
    height & XP: 3 (first strike +5) 180 XP attack: 3d6+7 (+8 with footsoldier) defense & hp: 15 (24 hp) damage: 1d6+11 (+12 with footsoldier)
    height & XP: 4 (first strike +6) 240 XP attack: 3d6+8 (+9 with footsoldier) defense & hp: 16 (30 hp) damage: 1d6+12 (+13 with footsoldier)
    height & XP: 5 (first strike +7) 300 XP attack: 3d6+9 (+10 with footsoldier) defense & hp: 17 (36 hp) damage: 1d6+13 (+14 with footsoldier)
    height & XP: 6 (first strike +8) 360 XP attack: 3d6+10 (+11 with footsoldier) defense & hp: 18 (42 hp) damage: 1d6+14 (+15 with footsoldier)
    height & XP: 7 (first strike +9) 420 XP attack: 3d6+11 (+12 with footsoldier) defense & hp: 19 (48 hp) damage: 1d6+15 (+16 with footsoldier)
    height & XP: 8 (first strike +10) 480 XP attack: 3d6+12 (+13 with footsoldier) defense & hp: 20 (54 hp) damage: 1d6+16 (+17 with footsoldier)
    height & XP: 9 (first strike +11) 540 XP attack: 3d6+13 (+14 with footsoldier) defense & hp: 21 (60 hp) damage: 1d6+17 (+18 with footsoldier)
    height & XP: 10 (first strike +12) 600 XP attack: 3d6+14 (+15 with footsoldier) defense & hp: 22 (66 hp) damage: 1d6+18 (+19 with footsoldier)

    BOSS STAT TABLE (10 POWERS, 10 TRICKS)

    height & XP: 1 (first strike +3) 100 XP attack: 3d6+5 (+6 with footsoldier) defense & hp: 13 (20 hp) damage: 1d6+13 (+14 with footsoldier)
    height & XP: 2 (first strike +4) 200 XP attack: 3d6+6 (+7 with footsoldier) defense & hp: 14 (30 hp) damage: 1d6+14 (+15 with footsoldier)
    height & XP: 3 (first strike +5) 300 XP attack: 3d6+7 (+8 with footsoldier) defense & hp: 15 (40 hp) damage: 1d6+15 (+16 with footsoldier)
    height & XP: 4 (first strike +6) 400 XP attack: 3d6+8 (+9 with footsoldier) defense & hp: 16 (50 hp) damage: 1d6+16 (+17 with footsoldier)
    height & XP: 5 (first strike +7) 500 XP attack: 3d6+9 (+10 with footsoldier) defense & hp: 17 (60 hp) damage: 1d6+17 (+18 with footsoldier)
    height & XP: 6 (first strike +8) 600 XP attack: 3d6+10 (+11 with footsoldier) defense & hp: 18 (70 hp) damage: 1d6+18 (+19 with footsoldier)
    height & XP: 7 (first strike +9) 700 XP attack: 3d6+11 (+12 with footsoldier) defense & hp: 19 (80 hp) damage: 1d6+19 (+20 with footsoldier)
    height & XP: 8 (first strike +10) 800 XP attack: 3d6+12 (+13 with footsoldier) defense & hp: 20 (90 hp) damage: 1d6+20 (+21 with footsoldier)
    height & XP: 9 (first strike +11) 900 XP attack: 3d6+13 (+14 with footsoldier) defense & hp: 21 (100 hp) damage: 1d6+21 (+22 with footsoldier)
    height & XP: 10 (first strike +12) 1000 XP attack: 3d6+14 (+15 with footsoldier) defense & hp: 22 (110 hp) damage: 1d6+22 (+23 with footsoldier)



    --- NPC COPPER TIER TABLES ---

    Spoiler
    Show


    TROOPER STAT TABLE (2 POWERS, 2 TRICKS)

    height & XP: 11 (first strike +11) 220 XP attack: 3d6+13 (+14 with footsoldier) defense & hp: 21 (24 hp) damage: 1d6+13 (+14 with footsoldier)
    height & XP: 12 (first strike +12) 240 XP attack: 3d6+14 (+15 with footsoldier) defense & hp: 22 (26 hp) damage: 1d6+14 (+15 with footsoldier)
    height & XP: 13 (first strike +13) 260 XP attack: 3d6+15 (+16 with footsoldier) defense & hp: 23 (28 hp) damage: 1d6+15 (+16 with footsoldier)
    height & XP: 14 (first strike +14) 280 XP attack: 3d6+16 (+17 with footsoldier) defense & hp: 24 (30 hp) damage: 1d6+16 (+17 with footsoldier)
    height & XP: 15 (first strike +15) 300 XP attack: 3d6+17 (+18 with footsoldier) defense & hp: 25 (32 hp) damage: 1d6+17 (+18 with footsoldier)
    height & XP: 16 (first strike +16) 320 XP attack: 3d6+18 (+19 with footsoldier) defense & hp: 26 (34 hp) damage: 1d6+18 (+19 with footsoldier)
    height & XP: 17 (first strike +17) 340 XP attack: 3d6+19 (+20 with footsoldier) defense & hp: 27 (36 hp) damage: 1d6+19 (+20 with footsoldier)
    height & XP: 18 (first strike +18) 360 XP attack: 3d6+20 (+21 with footsoldier) defense & hp: 28 (38 hp) damage: 1d6+20 (+21 with footsoldier)
    height & XP: 19 (first strike +19) 380 XP attack: 3d6+21 (+22 with footsoldier) defense & hp: 29 (40 hp) damage: 1d6+21 (+22 with footsoldier)
    height & XP: 20 (first strike +20) 400 XP attack: 3d6+22 (+23 with footsoldier) defense & hp: 30 (42 hp) damage: 1d6+22 (+23 with footsoldier)

    GUARD STAT TABLE (3 POWERS, 3 TRICKS)

    height & XP: 11 (first strike +11) 330 XP attack: 3d6+13 (+14 with footsoldier) defense & hp: 21 (36 hp) damage: 1d6+14 (+15 with footsoldier)
    height & XP: 12 (first strike +12) 360 XP attack: 3d6+14 (+15 with footsoldier) defense & hp: 22 (39 hp) damage: 1d6+15 (+16 with footsoldier)
    height & XP: 13 (first strike +13) 390 XP attack: 3d6+15 (+16 with footsoldier) defense & hp: 23 (42 hp) damage: 1d6+16 (+17 with footsoldier)
    height & XP: 14 (first strike +14) 420 XP attack: 3d6+16 (+17 with footsoldier) defense & hp: 24 (45 hp) damage: 1d6+17 (+18 with footsoldier)
    height & XP: 15 (first strike +15) 450 XP attack: 3d6+17 (+18 with footsoldier) defense & hp: 25 (48 hp) damage: 1d6+18 (+19 with footsoldier)
    height & XP: 16 (first strike +16) 480 XP attack: 3d6+18 (+19 with footsoldier) defense & hp: 26 (51 hp) damage: 1d6+19 (+20 with footsoldier)
    height & XP: 17 (first strike +17) 510 XP attack: 3d6+19 (+20 with footsoldier) defense & hp: 27 (54 hp) damage: 1d6+20 (+21 with footsoldier)
    height & XP: 18 (first strike +18) 540 XP attack: 3d6+20 (+21 with footsoldier) defense & hp: 28 (57 hp) damage: 1d6+21 (+22 with footsoldier)
    height & XP: 19 (first strike +19) 570 XP attack: 3d6+21 (+22 with footsoldier) defense & hp: 29 (60 hp) damage: 1d6+22 (+23 with footsoldier)
    height & XP: 20 (first strike +20) 600 XP attack: 3d6+22 (+23 with footsoldier) defense & hp: 30 (63 hp) damage: 1d6+23 (+24 with footsoldier)

    COMBATANT STAT TABLE (4 POWERS, 4 TRICKS)

    height & XP: 11 (first strike +12) 440 XP attack: 3d6+14 (+15 with footsoldier) defense & hp: 22 (48 hp) damage: 1d6+16 (+17 with footsoldier)
    height & XP: 12 (first strike +13) 480 XP attack: 3d6+15 (+16 with footsoldier) defense & hp: 23 (52 hp) damage: 1d6+17 (+18 with footsoldier)
    height & XP: 13 (first strike +14) 520 XP attack: 3d6+16 (+17 with footsoldier) defense & hp: 24 (56 hp) damage: 1d6+18 (+19 with footsoldier)
    height & XP: 14 (first strike +15) 560 XP attack: 3d6+17 (+18 with footsoldier) defense & hp: 25 (60 hp) damage: 1d6+19 (+20 with footsoldier)
    height & XP: 15 (first strike +16) 600 XP attack: 3d6+18 (+19 with footsoldier) defense & hp: 26 (64 hp) damage: 1d6+20 (+21 with footsoldier)
    height & XP: 16 (first strike +17) 640 XP attack: 3d6+19 (+20 with footsoldier) defense & hp: 27 (68 hp) damage: 1d6+21 (+22 with footsoldier)
    height & XP: 17 (first strike +18) 680 XP attack: 3d6+20 (+21 with footsoldier) defense & hp: 28 (72 hp) damage: 1d6+22 (+23 with footsoldier)
    height & XP: 18 (first strike +19) 720 XP attack: 3d6+21 (+22 with footsoldier) defense & hp: 29 (76 hp) damage: 1d6+23 (+24 with footsoldier)
    height & XP: 19 (first strike +20) 760 XP attack: 3d6+22 (+23 with footsoldier) defense & hp: 30 (80 hp) damage: 1d6+24 (+25 with footsoldier)
    height & XP: 20 (first strike +21) 800 XP attack: 3d6+23 (+24 with footsoldier) defense & hp: 31 (84 hp) damage: 1d6+25 (+26 with footsoldier)

    DESTROYER STAT TABLE (5 POWERS, 5 TRICKS)

    height & XP: 11 (first strike +12) 550 XP attack: 3d6+14 (+15 with footsoldier) defense & hp: 22 (60 hp) damage: 1d6+17 (+18 with footsoldier)
    height & XP: 12 (first strike +13) 600 XP attack: 3d6+15 (+16 with footsoldier) defense & hp: 23 (65 hp) damage: 1d6+18 (+19 with footsoldier)
    height & XP: 13 (first strike +14) 650 XP attack: 3d6+16 (+17 with footsoldier) defense & hp: 24 (70 hp) damage: 1d6+19 (+20 with footsoldier)
    height & XP: 14 (first strike +15) 700 XP attack: 3d6+17 (+18 with footsoldier) defense & hp: 25 (75 hp) damage: 1d6+20 (+21 with footsoldier)
    height & XP: 15 (first strike +16) 750 XP attack: 3d6+18 (+19 with footsoldier) defense & hp: 26 (80 hp) damage: 1d6+21 (+22 with footsoldier)
    height & XP: 16 (first strike +17) 800 XP attack: 3d6+19 (+20 with footsoldier) defense & hp: 27 (85 hp) damage: 1d6+22 (+23 with footsoldier)
    height & XP: 17 (first strike +18) 850 XP attack: 3d6+20 (+21 with footsoldier) defense & hp: 28 (90 hp) damage: 1d6+23 (+24 with footsoldier)
    height & XP: 18 (first strike +19) 900 XP attack: 3d6+21 (+22 with footsoldier) defense & hp: 29 (95 hp) damage: 1d6+24 (+25 with footsoldier)
    height & XP: 19 (first strike +20) 950 XP attack: 3d6+22 (+23 with footsoldier) defense & hp: 30 (100 hp) damage: 1d6+25 (+26 with footsoldier)
    height & XP: 20 (first strike +21) 1000 XP attack: 3d6+23 (+24 with footsoldier) defense & hp: 31 (105 hp) damage: 1d6+26 (+27 with footsoldier)

    COMMANDER STAT TABLE (6 POWERS, 6 TRICKS)

    height & XP: 11 (first strike +13) 660 XP attack: 3d6+15 (+16 with footsoldier) defense & hp: 23 (72 hp) damage: 1d6+19 (+20 with footsoldier)
    height & XP: 12 (first strike +14) 720 XP attack: 3d6+16 (+17 with footsoldier) defense & hp: 24 (78 hp) damage: 1d6+20 (+21 with footsoldier)
    height & XP: 13 (first strike +15) 780 XP attack: 3d6+17 (+18 with footsoldier) defense & hp: 25 (84 hp) damage: 1d6+21 (+22 with footsoldier)
    height & XP: 14 (first strike +16) 840 XP attack: 3d6+18 (+19 with footsoldier) defense & hp: 26 (90 hp) damage: 1d6+22 (+23 with footsoldier)
    height & XP: 15 (first strike +17) 900 XP attack: 3d6+19 (+20 with footsoldier) defense & hp: 27 (96 hp) damage: 1d6+23 (+24 with footsoldier)
    height & XP: 16 (first strike +18) 960 XP attack: 3d6+20 (+21 with footsoldier) defense & hp: 28 (102 hp) damage: 1d6+24 (+25 with footsoldier)
    height & XP: 17 (first strike +19) 1020 XP attack: 3d6+21 (+22 with footsoldier) defense & hp: 29 (108 hp) damage: 1d6+25 (+26 with footsoldier)
    height & XP: 18 (first strike +20) 1080 XP attack: 3d6+22 (+23 with footsoldier) defense & hp: 30 (114 hp) damage: 1d6+26 (+27 with footsoldier)
    height & XP: 19 (first strike +21) 1140 XP attack: 3d6+23 (+24 with footsoldier) defense & hp: 31 (120 hp) damage: 1d6+27 (+28 with footsoldier)
    height & XP: 20 (first strike +22) 1200 XP attack: 3d6+24 (+25 with footsoldier) defense & hp: 32 (126 hp) damage: 1d6+28 (+29 with footsoldier)

    BOSS STAT TABLE (10 POWERS, 10 TRICKS)

    height & XP: 11 (first strike +13) 1100 XP attack: 3d6+15 (+16 with footsoldier) defense & hp: 23 (120 hp) damage: 1d6+23 (+24 with footsoldier)
    height & XP: 12 (first strike +14) 1200 XP attack: 3d6+16 (+17 with footsoldier) defense & hp: 24 (130 hp) damage: 1d6+24 (+25 with footsoldier)
    height & XP: 13 (first strike +15) 1300 XP attack: 3d6+17 (+18 with footsoldier) defense & hp: 25 (140 hp) damage: 1d6+25 (+26 with footsoldier)
    height & XP: 14 (first strike +16) 1400 XP attack: 3d6+18 (+19 with footsoldier) defense & hp: 26 (150 hp) damage: 1d6+26 (+27 with footsoldier)
    height & XP: 15 (first strike +17) 1500 XP attack: 3d6+19 (+20 with footsoldier) defense & hp: 27 (160 hp) damage: 1d6+27 (+28 with footsoldier)
    height & XP: 16 (first strike +18) 1600 XP attack: 3d6+20 (+21 with footsoldier) defense & hp: 28 (170 hp) damage: 1d6+28 (+29 with footsoldier)
    height & XP: 17 (first strike +19) 1700 XP attack: 3d6+21 (+22 with footsoldier) defense & hp: 29 (180 hp) damage: 1d6+29 (+30 with footsoldier)
    height & XP: 18 (first strike +20) 1800 XP attack: 3d6+22 (+23 with footsoldier) defense & hp: 30 (190 hp) damage: 1d6+30 (+31 with footsoldier)
    height & XP: 19 (first strike +21) 1900 XP attack: 3d6+23 (+24 with footsoldier) defense & hp: 31 (200 hp) damage: 1d6+31 (+32 with footsoldier)
    height & XP: 20 (first strike +22) 2000 XP attack: 3d6+24 (+25 with footsoldier) defense & hp: 32 (210 hp) damage: 1d6+32 (+33 with footsoldier)

    Last edited by ARTHAN; 2020-09-10 at 04:07 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  3. - Top - End - #3
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- NPC SILVER TIER TABLES ---

    Spoiler
    Show


    TROOPER STAT TABLE (2 POWERS, 2 TRICKS)

    height & XP: 21 (first strike +21) 420 XP attack: 3d6+23 (+24 with footsoldier) defense & hp: 31 (44 hp) damage: 1d6+23 (+24 with footsoldier)
    height & XP: 22 (first strike +22) 440 XP attack: 3d6+24 (+25 with footsoldier) defense & hp: 32 (46 hp) damage: 1d6+24 (+25 with footsoldier)
    height & XP: 23 (first strike +23) 460 XP attack: 3d6+25 (+26 with footsoldier) defense & hp: 33 (48 hp) damage: 1d6+25 (+26 with footsoldier)
    height & XP: 24 (first strike +24) 480 XP attack: 3d6+26 (+27 with footsoldier) defense & hp: 34 (50 hp) damage: 1d6+26 (+27 with footsoldier)
    height & XP: 25 (first strike +25) 500 XP attack: 3d6+27 (+28 with footsoldier) defense & hp: 35 (52 hp) damage: 1d6+27 (+28 with footsoldier)
    height & XP: 26 (first strike +26) 520 XP attack: 3d6+28 (+29 with footsoldier) defense & hp: 36 (54 hp) damage: 1d6+28 (+29 with footsoldier)
    height & XP: 27 (first strike +27) 540 XP attack: 3d6+29 (+30 with footsoldier) defense & hp: 37 (56 hp) damage: 1d6+29 (+30 with footsoldier)
    height & XP: 28 (first strike +28) 560 XP attack: 3d6+30 (+31 with footsoldier) defense & hp: 38 (58 hp) damage: 1d6+30 (+31 with footsoldier)
    height & XP: 29 (first strike +29) 580 XP attack: 3d6+31 (+32 with footsoldier) defense & hp: 39 (60 hp) damage: 1d6+31 (+32 with footsoldier)
    height & XP: 30 (first strike +30) 600 XP attack: 3d6+32 (+33 with footsoldier) defense & hp: 40 (62 hp) damage: 1d6+32 (+33 with footsoldier)

    GUARD STAT TABLE (3 POWERS, 3 TRICKS)

    height & XP: 21 (first strike +21) 630 XP attack: 3d6+23 (+24 with footsoldier) defense & hp: 31 (66 hp) damage: 1d6+24 (+25 with footsoldier)
    height & XP: 22 (first strike +22) 660 XP attack: 3d6+24 (+25 with footsoldier) defense & hp: 32 (69 hp) damage: 1d6+25 (+26 with footsoldier)
    height & XP: 23 (first strike +23) 690 XP attack: 3d6+25 (+26 with footsoldier) defense & hp: 33 (72 hp) damage: 1d6+26 (+27 with footsoldier)
    height & XP: 24 (first strike +24) 720 XP attack: 3d6+26 (+27 with footsoldier) defense & hp: 34 (75 hp) damage: 1d6+27 (+28 with footsoldier)
    height & XP: 25 (first strike +25) 750 XP attack: 3d6+27 (+28 with footsoldier) defense & hp: 35 (78 hp) damage: 1d6+28 (+29 with footsoldier)
    height & XP: 26 (first strike +26) 780 XP attack: 3d6+28 (+29 with footsoldier) defense & hp: 36 (81 hp) damage: 1d6+29 (+30 with footsoldier)
    height & XP: 27 (first strike +27) 810 XP attack: 3d6+29 (+30 with footsoldier) defense & hp: 37 (84 hp) damage: 1d6+30 (+31 with footsoldier)
    height & XP: 28 (first strike +28) 840 XP attack: 3d6+30 (+31 with footsoldier) defense & hp: 38 (87 hp) damage: 1d6+31 (+32 with footsoldier)
    height & XP: 29 (first strike +29) 870 XP attack: 3d6+31 (+32 with footsoldier) defense & hp: 39 (90 hp) damage: 1d6+32 (+33 with footsoldier)
    height & XP: 30 (first strike +30) 900 XP attack: 3d6+32 (+33 with footsoldier) defense & hp: 40 (93 hp) damage: 1d6+33 (+34 with footsoldier)

    COMBATANT STAT TABLE (4 POWERS, 4 TRICKS)

    height & XP: 21 (first strike +22) 840 XP attack: 3d6+24 (+25 with footsoldier) defense & hp: 32 (88 hp) damage: 1d6+26 (27 with footsoldier)
    height & XP: 22 (first strike +23) 880 XP attack: 3d6+25 (+26 with footsoldier) defense & hp: 33 (92 hp) damage: 1d6+27 (+28 with footsoldier)
    height & XP: 23 (first strike +24) 920 XP attack: 3d6+26 (+27 with footsoldier) defense & hp: 34 (96 hp) damage: 1d6+28 (+29 with footsoldier)
    height & XP: 24 (first strike +25) 960 XP attack: 3d6+27 (+28 with footsoldier) defense & hp: 35 (100 hp) damage: 1d6+29 (+30 with footsoldier)
    height & XP: 25 (first strike +26) 1000 XP attack: 3d6+28 (+29 with footsoldier) defense & hp: 36 (104 hp) damage: 1d6+30 (+31 with footsoldier)
    height & XP: 26 (first strike +27) 1040 XP attack: 3d6+29 (+30 with footsoldier) defense & hp: 37 (108 hp) damage: 1d6+31 (+32 with footsoldier)
    height & XP: 27 (first strike +28) 1080 XP attack: 3d6+30 (+31 with footsoldier) defense & hp: 38 (112 hp) damage: 1d6+32 (+33 with footsoldier)
    height & XP: 28 (first strike +29) 1120 XP attack: 3d6+31 (+32 with footsoldier) defense & hp: 39 (116 hp) damage: 1d6+33 (+34 with footsoldier)
    height & XP: 29 (first strike +30) 1160 XP attack: 3d6+32 (+33 with footsoldier) defense & hp: 40 (120 hp) damage: 1d6+34 (+35 with footsoldier)
    height & XP: 30 (first strike +31) 1200 XP attack: 3d6+33 (+34 with footsoldier) defense & hp: 41 (124 hp) damage: 1d6+35 (+36 with footsoldier)

    DESTROYER STAT TABLE (5 POWERS, 5 TRICKS)

    height & XP: 21 (first strike +22) 1050 XP attack: 3d6+24 (+25 with footsoldier) defense & hp: 32 (110 hp) damage: 1d6+27 (+28 with footsoldier)
    height & XP: 22 (first strike +23) 1100 XP attack: 3d6+25 (+26 with footsoldier) defense & hp: 33 (115 hp) damage: 1d6+28 (+29 with footsoldier)
    height & XP: 23 (first strike +24) 1150 XP attack: 3d6+26 (+27 with footsoldier) defense & hp: 34 (120 hp) damage: 1d6+29 (+30 with footsoldier)
    height & XP: 24 (first strike +25) 1200 XP attack: 3d6+27 (+28 with footsoldier) defense & hp: 35 (125 hp) damage: 1d6+30 (+31 with footsoldier)
    height & XP: 25 (first strike +26) 1250 XP attack: 3d6+28 (+29 with footsoldier) defense & hp: 36 (130 hp) damage: 1d6+31 (+32 with footsoldier)
    height & XP: 26 (first strike +27) 1300 XP attack: 3d6+29 (+30 with footsoldier) defense & hp: 37 (135 hp) damage: 1d6+32 (+33 with footsoldier)
    height & XP: 27 (first strike +28) 1350 XP attack: 3d6+30 (+31 with footsoldier) defense & hp: 38 (140 hp) damage: 1d6+33 (+34 with footsoldier)
    height & XP: 28 (first strike +29) 1400 XP attack: 3d6+31 (+32 with footsoldier) defense & hp: 39 (145 hp) damage: 1d6+34 (+35 with footsoldier)
    height & XP: 29 (first strike +30) 1450 XP attack: 3d6+32 (+33 with footsoldier) defense & hp: 40 (150 hp) damage: 1d6+35 (+36 with footsoldier)
    height & XP: 30 (first strike +31) 1500 XP attack: 3d6+33 (+34 with footsoldier) defense & hp: 41 (155 hp) damage: 1d6+36 (+37 with footsoldier)

    COMMANDER STAT TABLE (6 POWERS, 6 TRICKS)

    height & XP: 21 (first strike +23) 1260 XP attack: 3d6+25 (+26 with footsoldier) defense & hp: 33 (132 hp) damage: 1d6+29 (+30 with footsoldier)
    height & XP: 22 (first strike +24) 1320 XP attack: 3d6+26 (+27 with footsoldier) defense & hp: 34 (138 hp) damage: 1d6+30 (+31 with footsoldier)
    height & XP: 23 (first strike +25) 1380 XP attack: 3d6+27 (+28 with footsoldier) defense & hp: 35 (144 hp) damage: 1d6+31 (+32 with footsoldier)
    height & XP: 24 (first strike +26) 1440 XP attack: 3d6+28 (+29 with footsoldier) defense & hp: 36 (150 hp) damage: 1d6+32 (+33 with footsoldier)
    height & XP: 25 (first strike +27) 1500 XP attack: 3d6+29 (+30 with footsoldier) defense & hp: 37 (156 hp) damage: 1d6+33 (+34 with footsoldier)
    height & XP: 26 (first strike +28) 1560 XP attack: 3d6+30 (+31 with footsoldier) defense & hp: 38 (162 hp) damage: 1d6+34 (+35 with footsoldier)
    height & XP: 27 (first strike +29) 1620 XP attack: 3d6+31 (+32 with footsoldier) defense & hp: 39 (168 hp) damage: 1d6+35 (+36 with footsoldier)
    height & XP: 28 (first strike +30) 1680 XP attack: 3d6+32 (+33 with footsoldier) defense & hp: 40 (174 hp) damage: 1d6+36 (+37 with footsoldier)
    height & XP: 29 (first strike +31) 1740 XP attack: 3d6+33 (+34 with footsoldier) defense & hp: 41 (180 hp) damage: 1d6+37 (+38 with footsoldier)
    height & XP: 30 (first strike +32) 1800 XP attack: 3d6+34 (+35 with footsoldier) defense & hp: 42 (186 hp) damage: 1d6+38 (+39 with footsoldier)

    BOSS STAT TABLE (10 POWERS, 10 TRICKS)

    height & XP: 21 (first strike +23) 2100 XP attack: 3d6+25 (+26 with footsoldier) defense & hp: 33 (220 hp) damage: 1d6+33 (+34 with footsoldier)
    height & XP: 22 (first strike +24) 2200 XP attack: 3d6+26 (+27 with footsoldier) defense & hp: 34 (230 hp) damage: 1d6+34 (+35 with footsoldier)
    height & XP: 23 (first strike +25) 2300 XP attack: 3d6+27 (+28 with footsoldier) defense & hp: 35 (240 hp) damage: 1d6+35 (+36 with footsoldier)
    height & XP: 24 (first strike +26) 2400 XP attack: 3d6+28 (+29 with footsoldier) defense & hp: 36 (250 hp) damage: 1d6+36 (+37 with footsoldier)
    height & XP: 25 (first strike +27) 2500 XP attack: 3d6+29 (+30 with footsoldier) defense & hp: 37 (260 hp) damage: 1d6+37 (+38 with footsoldier)
    height & XP: 26 (first strike +28) 2600 XP attack: 3d6+30 (+31 with footsoldier) defense & hp: 38 (270 hp) damage: 1d6+38 (+39 with footsoldier)
    height & XP: 27 (first strike +29) 2700 XP attack: 3d6+31 (+32 with footsoldier) defense & hp: 39 (280 hp) damage: 1d6+39 (+40 with footsoldier)
    height & XP: 28 (first strike +30) 2800 XP attack: 3d6+32 (+33 with footsoldier) defense & hp: 40 (290 hp) damage: 1d6+40 (+41 with footsoldier)
    height & XP: 29 (first strike +31) 2900 XP attack: 3d6+33 (+34 with footsoldier) defense & hp: 41 (300 hp) damage: 1d6+41 (+42 with footsoldier)
    height & XP: 30 (first strike +32) 3000 XP attack: 3d6+34 (+35 with footsoldier) defense & hp: 42 (310 hp) damage: 1d6+42 (+43 with footsoldier)



    --- NPC GOLDEN TIER TABLES ---

    Spoiler
    Show


    TROOPER STAT TABLE (2 POWERS, 2 TRICKS)

    height & XP: 31 (first strike +31) 620 XP attack: 3d6+33 (+34 with footsoldier) defense & hp: 41 (64 hp) damage: 1d6+33 (+34 with footsoldier)
    height & XP: 32 (first strike +32) 640 XP attack: 3d6+34 (+35 with footsoldier) defense & hp: 42 (66 hp) damage: 1d6+34 (+35 with footsoldier)
    height & XP: 33 (first strike +33) 660 XP attack: 3d6+35 (+36 with footsoldier) defense & hp: 43 (68 hp) damage: 1d6+35 (+36 with footsoldier)
    height & XP: 34 (first strike +34) 680 XP attack: 3d6+36 (+37 with footsoldier) defense & hp: 44 (70 hp) damage: 1d6+36 (+37 with footsoldier)
    height & XP: 35 (first strike +35) 700 XP attack: 3d6+37 (+38 with footsoldier) defense & hp: 45 (72 hp) damage: 1d6+37 (+38 with footsoldier)
    height & XP: 36 (first strike +36) 720 XP attack: 3d6+38 (+39 with footsoldier) defense & hp: 46 (74 hp) damage: 1d6+38 (+39 with footsoldier)
    height & XP: 37 (first strike +37) 740 XP attack: 3d6+39 (+40 with footsoldier) defense & hp: 47 (76 hp) damage: 1d6+39 (+40 with footsoldier)
    height & XP: 38 (first strike +38) 760 XP attack: 3d6+40 (+41 with footsoldier) defense & hp: 48 (78 hp) damage: 1d6+40 (+41 with footsoldier)
    height & XP: 39 (first strike +39) 780 XP attack: 3d6+41 (+42 with footsoldier) defense & hp: 49 (80 hp) damage: 1d6+41 (+42 with footsoldier)
    height & XP: 40 (first strike +40) 800 XP attack: 3d6+42 (+43 with footsoldier) defense & hp: 50 (82 hp) damage: 1d6+42 (+43 with footsoldier)

    GUARD STAT TABLE (3 POWERS, 3 TRICKS)

    height & XP: 31 (first strike +31) 930 XP attack: 3d6+33 (+34 with footsoldier) defense & hp: 41 (96 hp) damage: 1d6+34 (+35 with footsoldier)
    height & XP: 32 (first strike +32) 960 XP attack: 3d6+34 (+35 with footsoldier) defense & hp: 42 (99 hp) damage: 1d6+35 (+36 with footsoldier)
    height & XP: 33 (first strike +33) 990 XP attack: 3d6+35 (+36 with footsoldier) defense & hp: 43 (102 hp) damage: 1d6+36 (+37 with footsoldier)
    height & XP: 34 (first strike +34) 1020 XP attack: 3d6+36 (+37 with footsoldier) defense & hp: 44 (105 hp) damage: 1d6+37 (+38 with footsoldier)
    height & XP: 35 (first strike +35) 1050 XP attack: 3d6+37 (+38 with footsoldier) defense & hp: 45 (108 hp) damage: 1d6+38 (+39 with footsoldier)
    height & XP: 36 (first strike +36) 1080 XP attack: 3d6+38 (+39 with footsoldier) defense & hp: 46 (111 hp) damage: 1d6+39 (+40 with footsoldier)
    height & XP: 37 (first strike +37) 1110 XP attack: 3d6+39 (+40 with footsoldier) defense & hp: 47 (114 hp) damage: 1d6+40 (+41 with footsoldier)
    height & XP: 38 (first strike +38) 1140 XP attack: 3d6+40 (+41 with footsoldier) defense & hp: 48 (117 hp) damage: 1d6+41 (+42 with footsoldier)
    height & XP: 39 (first strike +39) 1170 XP attack: 3d6+41 (+42 with footsoldier) defense & hp: 49 (120 hp) damage: 1d6+42 (+43 with footsoldier)
    height & XP: 40 (first strike +40) 1200 XP attack: 3d6+42 (+43 with footsoldier) defense & hp: 50 (123 hp) damage: 1d6+43 (+44 with footsoldier)

    COMBATANT STAT TABLE (4 POWERS, 4 TRICKS)

    height & XP: 31 (first strike +32) 1240 XP attack: 3d6+34 (+35 with footsoldier) defense & hp: 42 (128 hp) damage: 1d6+36 (+37 with footsoldier)
    height & XP: 32 (first strike +33) 1280 XP attack: 3d6+35 (+36 with footsoldier) defense & hp: 43 (132 hp) damage: 1d6+37 (+38 with footsoldier)
    height & XP: 33 (first strike +34) 1320 XP attack: 3d6+36 (+37 with footsoldier) defense & hp: 44 (136 hp) damage: 1d6+38 (+39 with footsoldier)
    height & XP: 34 (first strike +35) 1360 XP attack: 3d6+37 (+38 with footsoldier) defense & hp: 45 (140 hp) damage: 1d6+39 (+40 with footsoldier)
    height & XP: 35 (first strike +36) 1400 XP attack: 3d6+38 (+39 with footsoldier) defense & hp: 46 (144 hp) damage: 1d6+40 (+41 with footsoldier)
    height & XP: 36 (first strike +37) 1440 XP attack: 3d6+39 (+40 with footsoldier) defense & hp: 47 (148 hp) damage: 1d6+41 (+42 with footsoldier)
    height & XP: 37 (first strike +38) 1480 XP attack: 3d6+40 (+41 with footsoldier) defense & hp: 48 (152 hp) damage: 1d6+42 (+43 with footsoldier)
    height & XP: 38 (first strike +39) 1520 XP attack: 3d6+41 (+42 with footsoldier) defense & hp: 49 (156 hp) damage: 1d6+43 (+44 with footsoldier)
    height & XP: 39 (first strike +40) 1560 XP attack: 3d6+42 (+43 with footsoldier) defense & hp: 50 (160 hp) damage: 1d6+44 (+45 with footsoldier)
    height & XP: 40 (first strike +41) 1600 XP attack: 3d6+43 (+44 with footsoldier) defense & hp: 51 (164 hp) damage: 1d6+45 (+46 with footsoldier)

    DESTROYER STAT TABLE (5 POWERS, 5 TRICKS)

    height & XP: 31 (first strike +32) 1550 XP attack: 3d6+34 (+35 with footsoldier) defense & hp: 42 (160 hp) damage: 1d6+37 (+38 with footsoldier)
    height & XP: 32 (first strike +33) 1600 XP attack: 3d6+35 (+36 with footsoldier) defense & hp: 43 (165 hp) damage: 1d6+38 (+39 with footsoldier)
    height & XP: 33 (first strike +34) 1650 XP attack: 3d6+36 (+37 with footsoldier) defense & hp: 44 (170 hp) damage: 1d6+39 (+40 with footsoldier)
    height & XP: 34 (first strike +35) 1700 XP attack: 3d6+37 (+38 with footsoldier) defense & hp: 45 (175 hp) damage: 1d6+40 (+41 with footsoldier)
    height & XP: 35 (first strike +36) 1750 XP attack: 3d6+38 (+39 with footsoldier) defense & hp: 46 (180 hp) damage: 1d6+41 (+42 with footsoldier)
    height & XP: 36 (first strike +37) 1800 XP attack: 3d6+39 (+40 with footsoldier) defense & hp: 47 (185 hp) damage: 1d6+42 (+43 with footsoldier)
    height & XP: 37 (first strike +38) 1850 XP attack: 3d6+40 (+41 with footsoldier) defense & hp: 48 (190 hp) damage: 1d6+43 (+44 with footsoldier)
    height & XP: 38 (first strike +39) 1900 XP attack: 3d6+41 (+42 with footsoldier) defense & hp: 49 (195 hp) damage: 1d6+44 (+45 with footsoldier)
    height & XP: 39 (first strike +40) 1950 XP attack: 3d6+42 (+43 with footsoldier) defense & hp: 50 (200 hp) damage: 1d6+45 (+46 with footsoldier)
    height & XP: 40 (first strike +41) 2000 XP attack: 3d6+43 (+44 with footsoldier) defense & hp: 51 (205 hp) damage: 1d6+46 (+47 with footsoldier)

    COMMANDER STAT TABLE (6 POWERS, 6 TRICKS)

    height & XP: 31 (first strike +33) 1860 XP attack: 3d6+35 (+36 with footsoldier) defense & hp: 43 (192 hp) damage: 1d6+39 (+40 with footsoldier)
    height & XP: 32 (first strike +34) 1920 XP attack: 3d6+36 (+37 with footsoldier) defense & hp: 44 (198 hp) damage: 1d6+40 (+41 with footsoldier)
    height & XP: 33 (first strike +35) 1980 XP attack: 3d6+37 (+38 with footsoldier) defense & hp: 45 (204 hp) damage: 1d6+41 (+42 with footsoldier)
    height & XP: 34 (first strike +36) 2040 XP attack: 3d6+38 (+39 with footsoldier) defense & hp: 46 (210 hp) damage: 1d6+42 (+43 with footsoldier)
    height & XP: 35 (first strike +37) 2100 XP attack: 3d6+39 (+40 with footsoldier) defense & hp: 47 (216 hp) damage: 1d6+43 (+44 with footsoldier)
    height & XP: 36 (first strike +38) 2160 XP attack: 3d6+40 (+41 with footsoldier) defense & hp: 48 (222 hp) damage: 1d6+44 (+45 with footsoldier)
    height & XP: 37 (first strike +39) 2220 XP attack: 3d6+41 (+42 with footsoldier) defense & hp: 49 (228 hp) damage: 1d6+45 (+46 with footsoldier)
    height & XP: 38 (first strike +40) 2280 XP attack: 3d6+42 (+43 with footsoldier) defense & hp: 50 (234 hp) damage: 1d6+46 (+47 with footsoldier)
    height & XP: 39 (first strike +41) 2340 XP attack: 3d6+43 (+44 with footsoldier) defense & hp: 51 (240 hp) damage: 1d6+47 (+48 with footsoldier)
    height & XP: 40 (first strike +42) 2400 XP attack: 3d6+44 (+45 with footsoldier) defense & hp: 52 (246 hp) damage: 1d6+48 (+49 with footsoldier)

    BOSS STAT TABLE (10 POWERS, 10 TRICKS)

    height & XP: 31 (first strike +33) 3100 XP attack: 3d6+35 (+36 with footsoldier) defense & hp: 43 (320 hp) damage: 1d6+43 (+44 with footsoldier)
    height & XP: 32 (first strike +34) 3200 XP attack: 3d6+36 (+37 with footsoldier) defense & hp: 44 (330 hp) damage: 1d6+44 (+45 with footsoldier)
    height & XP: 33 (first strike +35) 3300 XP attack: 3d6+37 (+38 with footsoldier) defense & hp: 45 (340 hp) damage: 1d6+45 (+46 with footsoldier)
    height & XP: 34 (first strike +36) 3400 XP attack: 3d6+38 (+39 with footsoldier) defense & hp: 46 (350 hp) damage: 1d6+46 (+47 with footsoldier)
    height & XP: 35 (first strike +37) 3500 XP attack: 3d6+39 (+40 with footsoldier) defense & hp: 47 (360 hp) damage: 1d6+47 (+48 with footsoldier)
    height & XP: 36 (first strike +38) 3600 XP attack: 3d6+40 (+41 with footsoldier) defense & hp: 48 (370 hp) damage: 1d6+48 (+49 with footsoldier)
    height & XP: 37 (first strike +39) 3700 XP attack: 3d6+41 (+42 with footsoldier) defense & hp: 49 (380 hp) damage: 1d6+49 (+50 with footsoldier)
    height & XP: 38 (first strike +40) 3800 XP attack: 3d6+42 (+43 with footsoldier) defense & hp: 50 (390 hp) damage: 1d6+50 (+51 with footsoldier)
    height & XP: 39 (first strike +41) 3900 XP attack: 3d6+43 (+44 with footsoldier) defense & hp: 51 (400 hp) damage: 1d6+51 (+52 with footsoldier)
    height & XP: 40 (first strike +42) 4000 XP attack: 3d6+44 (+45 with footsoldier) defense & hp: 52 (410 hp) damage: 1d6+52 (+53 with footsoldier)



    --- NPC UBER TIER TABLES ---

    Spoiler
    Show


    TROOPER STAT TABLE (2 POWERS, 2 TRICKS)

    height & XP: 41 (first strike +41) 820 XP attack: 3d6+43 (+44 with footsoldier) defense & hp: 51 (84 hp) damage: 1d6+43 (+44 with footsoldier)
    height & XP: 42 (first strike +42) 840 XP attack: 3d6+44 (+45 with footsoldier) defense & hp: 52 (86 hp) damage: 1d6+44 (+45 with footsoldier)
    height & XP: 43 (first strike +43) 860 XP attack: 3d6+45 (+46 with footsoldier) defense & hp: 53 (88 hp) damage: 1d6+45 (+46 with footsoldier)
    height & XP: 44 (first strike +44) 880 XP attack: 3d6+46 (+47 with footsoldier) defense & hp: 54 (90 hp) damage: 1d6+46 (+47 with footsoldier)
    height & XP: 45 (first strike +45) 900 XP attack: 3d6+47 (+48 with footsoldier) defense & hp: 55 (92 hp) damage: 1d6+47 (+48 with footsoldier)
    height & XP: 46 (first strike +46) 920 XP attack: 3d6+48 (+49 with footsoldier) defense & hp: 56 (94 hp) damage: 1d6+48 (+49 with footsoldier)
    height & XP: 47 (first strike +47) 940 XP attack: 3d6+49 (+50 with footsoldier) defense & hp: 57 (96 hp) damage: 1d6+49 (+50 with footsoldier)
    height & XP: 48 (first strike +48) 960 XP attack: 3d6+50 (+51 with footsoldier) defense & hp: 58 (98 hp) damage: 1d6+50 (+51 with footsoldier)
    height & XP: 49 (first strike +49) 980 XP attack: 3d6+51 (+52 with footsoldier) defense & hp: 59 (100 hp) damage: 1d6+51 (+52 with footsoldier)
    height & XP: 50 (first strike +50) 1000 XP attack: 3d6+52 (+53 with footsoldier) defense & hp: 60 (102 hp) damage: 1d6+52 (+53 with footsoldier)

    GUARD STAT TABLE (3 POWERS, 3 TRICKS)

    height & XP: 41 (first strike +41) 1230 XP attack: 3d6+43 (+44 with footsoldier) defense & hp: 51 (126 hp) damage: 1d6+44 (+45 with footsoldier)
    height & XP: 42 (first strike +42) 1260 XP attack: 3d6+44 (+45 with footsoldier) defense & hp: 52 (129 hp) damage: 1d6+45 (+46 with footsoldier)
    height & XP: 43 (first strike +43) 1290 XP attack: 3d6+45 (+46 with footsoldier) defense & hp: 53 (132 hp) damage: 1d6+46 (+47 with footsoldier)
    height & XP: 44 (first strike +44) 1320 XP attack: 3d6+46 (+47 with footsoldier) defense & hp: 54 (135 hp) damage: 1d6+47 (+48 with footsoldier)
    height & XP: 45 (first strike +45) 1350 XP attack: 3d6+47 (+48 with footsoldier) defense & hp: 55 (138 hp) damage: 1d6+48 (+49 with footsoldier)
    height & XP: 46 (first strike +46) 1380 XP attack: 3d6+48 (+49 with footsoldier) defense & hp: 56 (141 hp) damage: 1d6+49 (+50 with footsoldier)
    height & XP: 47 (first strike +47) 1410 XP attack: 3d6+49 (+50 with footsoldier) defense & hp: 57 (144 hp) damage: 1d6+50 (+51 with footsoldier)
    height & XP: 48 (first strike +48) 1440 XP attack: 3d6+50 (+51 with footsoldier) defense & hp: 58 (147 hp) damage: 1d6+51 (+52 with footsoldier)
    height & XP: 49 (first strike +49) 1470 XP attack: 3d6+51 (+52 with footsoldier) defense & hp: 59 (150 hp) damage: 1d6+52 (+53 with footsoldier)
    height & XP: 50 (first strike +50) 1500 XP attack: 3d6+52 (+53 with footsoldier) defense & hp: 60 (153 hp) damage: 1d6+53 (+54 with footsoldier)

    COMBATANT STAT TABLE (4 POWERS, 4 TRICKS)

    height & XP: 41 (first strike +42) 1640 XP attack: 3d6+44 (+45 with footsoldier) defense & hp: 52 (168 hp) damage: 1d6+46 (+47 with footsoldier)
    height & XP: 42 (first strike +43) 1680 XP attack: 3d6+45 (+46 with footsoldier) defense & hp: 53 (172 hp) damage: 1d6+47 (+48 with footsoldier)
    height & XP: 43 (first strike +44) 1720 XP attack: 3d6+46 (+47 with footsoldier) defense & hp: 54 (176 hp) damage: 1d6+48 (+49 with footsoldier)
    height & XP: 44 (first strike +45) 1760 XP attack: 3d6+47 (+48 with footsoldier) defense & hp: 55 (180 hp) damage: 1d6+49 (+50 with footsoldier)
    height & XP: 45 (first strike +46) 1800 XP attack: 3d6+48 (+49 with footsoldier) defense & hp: 56 (184 hp) damage: 1d6+50 (+51 with footsoldier)
    height & XP: 46 (first strike +47) 1840 XP attack: 3d6+49 (+50 with footsoldier) defense & hp: 57 (188 hp) damage: 1d6+51 (+52 with footsoldier)
    height & XP: 47 (first strike +48) 1880 XP attack: 3d6+50 (+51 with footsoldier) defense & hp: 58 (192 hp) damage: 1d6+52 (+53 with footsoldier)
    height & XP: 48 (first strike +49) 1520 XP attack: 3d6+51 (+52 with footsoldier) defense & hp: 59 (196 hp) damage: 1d6+53 (+54 with footsoldier)
    height & XP: 49 (first strike +40) 1560 XP attack: 3d6+52 (+53 with footsoldier) defense & hp: 60 (200 hp) damage: 1d6+54 (+55 with footsoldier)
    height & XP: 50 (first strike +51) 1600 XP attack: 3d6+53 (+54 with footsoldier) defense & hp: 61 (204 hp) damage: 1d6+55 (+56 with footsoldier)

    DESTROYER STAT TABLE (5 POWERS, 5 TRICKS)

    height & XP: 41 (first strike +42) 2050 XP attack: 3d6+44 (+45 with footsoldier) defense & hp: 52 (210 hp) damage: 1d6+47 (+48 with footsoldier)
    height & XP: 42 (first strike +43) 2100 XP attack: 3d6+45 (+46 with footsoldier) defense & hp: 53 (215 hp) damage: 1d6+48 (+49 with footsoldier)
    height & XP: 43 (first strike +44) 2150 XP attack: 3d6+46 (+47 with footsoldier) defense & hp: 54 (220 hp) damage: 1d6+49 (+50 with footsoldier)
    height & XP: 44 (first strike +45) 2200 XP attack: 3d6+47 (+48 with footsoldier) defense & hp: 55 (225 hp) damage: 1d6+50 (+51 with footsoldier)
    height & XP: 45 (first strike +46) 2250 XP attack: 3d6+48 (+49 with footsoldier) defense & hp: 56 (230 hp) damage: 1d6+51 (+52 with footsoldier)
    height & XP: 46 (first strike +47) 2300 XP attack: 3d6+49 (+50 with footsoldier) defense & hp: 57 (235 hp) damage: 1d6+52 (+53 with footsoldier)
    height & XP: 47 (first strike +48) 2350 XP attack: 3d6+50 (+51 with footsoldier) defense & hp: 58 (240 hp) damage: 1d6+53 (+54 with footsoldier)
    height & XP: 48 (first strike +49) 2400 XP attack: 3d6+51 (+52 with footsoldier) defense & hp: 59 (245 hp) damage: 1d6+54 (+55 with footsoldier)
    height & XP: 49 (first strike +50) 2450 XP attack: 3d6+52 (+53 with footsoldier) defense & hp: 60 (250 hp) damage: 1d6+55 (+56 with footsoldier)
    height & XP: 50 (first strike +51) 2500 XP attack: 3d6+53 (+54 with footsoldier) defense & hp: 61 (255 hp) damage: 1d6+56 (+57 with footsoldier)

    COMMANDER STAT TABLE (6 POWERS, 6 TRICKS)

    height & XP: 41 (first strike +43) 2460 XP attack: 3d6+45 (+46 with footsoldier) defense & hp: 53 (252 hp) damage: 1d6+49 (+50 with footsoldier)
    height & XP: 42 (first strike +44) 2520 XP attack: 3d6+46 (+47 with footsoldier) defense & hp: 54 (258 hp) damage: 1d6+50 (+51 with footsoldier)
    height & XP: 43 (first strike +45) 2580 XP attack: 3d6+47 (+48 with footsoldier) defense & hp: 55 (264 hp) damage: 1d6+51 (+52 with footsoldier)
    height & XP: 44 (first strike +46) 2640 XP attack: 3d6+48 (+49 with footsoldier) defense & hp: 56 (270 hp) damage: 1d6+52 (+53 with footsoldier)
    height & XP: 45 (first strike +47) 2700 XP attack: 3d6+49 (+50 with footsoldier) defense & hp: 57 (276 hp) damage: 1d6+53 (+54 with footsoldier)
    height & XP: 46 (first strike +48) 2760 XP attack: 3d6+50 (+51 with footsoldier) defense & hp: 58 (282 hp) damage: 1d6+54 (+55 with footsoldier)
    height & XP: 47 (first strike +49) 2820 XP attack: 3d6+51 (+52 with footsoldier) defense & hp: 59 (288 hp) damage: 1d6+55 (+56 with footsoldier)
    height & XP: 48 (first strike +50) 2880 XP attack: 3d6+52 (+53 with footsoldier) defense & hp: 60 (294 hp) damage: 1d6+56 (+57 with footsoldier)
    height & XP: 49 (first strike +51) 2940 XP attack: 3d6+53 (+54 with footsoldier) defense & hp: 61 (300 hp) damage: 1d6+57 (+58 with footsoldier)
    height & XP: 50 (first strike +52) 3000 XP attack: 3d6+54 (+55 with footsoldier) defense & hp: 62 (306 hp) damage: 1d6+58 (+59 with footsoldier)

    BOSS STAT TABLE (10 POWERS, 10 TRICKS)

    height & XP: 41 (first strike +43) 4100 XP attack: 3d6+45 (+46 with footsoldier) defense & hp: 53 (420 hp) damage: 1d6+53 (+54 with footsoldier)
    height & XP: 42 (first strike +44) 3200 XP attack: 3d6+46 (+47 with footsoldier) defense & hp: 54 (430 hp) damage: 1d6+54 (+55 with footsoldier)
    height & XP: 43 (first strike +45) 3300 XP attack: 3d6+47 (+48 with footsoldier) defense & hp: 55 (440 hp) damage: 1d6+55 (+56 with footsoldier)
    height & XP: 44 (first strike +46) 3400 XP attack: 3d6+48 (+49 with footsoldier) defense & hp: 56 (450 hp) damage: 1d6+56 (+57 with footsoldier)
    height & XP: 45 (first strike +47) 3500 XP attack: 3d6+49 (+50 with footsoldier) defense & hp: 57 (460 hp) damage: 1d6+57 (+58 with footsoldier)
    height & XP: 46 (first strike +48) 3600 XP attack: 3d6+50 (+51 with footsoldier) defense & hp: 58 (470 hp) damage: 1d6+58 (+59 with footsoldier)
    height & XP: 47 (first strike +49) 3700 XP attack: 3d6+51 (+52 with footsoldier) defense & hp: 59 (480 hp) damage: 1d6+59 (+60 with footsoldier)
    height & XP: 48 (first strike +50) 3800 XP attack: 3d6+52 (+53 with footsoldier) defense & hp: 60 (490 hp) damage: 1d6+60 (+61 with footsoldier)
    height & XP: 49 (first strike +51) 3900 XP attack: 3d6+53 (+54 with footsoldier) defense & hp: 61 (500 hp) damage: 1d6+61 (+62 with footsoldier)
    height & XP: 50 (first strike +52) 4000 XP attack: 3d6+54 (+55 with footsoldier) defense & hp: 62 (510 hp) damage: 1d6+62 (+63 with footsoldier)

    Last edited by ARTHAN; 2020-09-10 at 04:09 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  4. - Top - End - #4
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- TRICKS ---

    Spoiler
    Show


    When you use a trick, you roll a trick check. Trick checks are always being rolled against a difficulty rank (DR) that is set by a rule or directly by the RM.
    Using a trick is (usually) a free action but remember, you can use only one free action per turn.

    trick check: 3d6 + character's height + other modifiers

    -The tricks are the following:

    combat (knowledge about war and combat)
    social (knowledge about peace and society)
    grotesque (knowledge about madness and the Grotesque Realm and their inhabitants)
    ki (knowledge about positive energy plane and negative energy plane and their inhabitants)
    mind (knowledge about law and constructs)
    dark (knowledge about the underground and its inhabitants)
    elemental (knowledge about chaos and elementals)
    star (knowledge about astrology and astronomy)
    gaia (knowledge about the nature and its inhabitants)
    religious (knowledge about religion)
    magical (knowledge about magic)
    see (the ability to see things with your eyes)
    hear (the ability to hear things with your ears)
    feel (the ability to feel things with your hands or your feet)
    taste (the ability to taste things with your tongue)
    smell (the ability to use your nose to smell things)
    art (the ability to dance or sing or act or whatever)
    job (the ability to do your job well)
    create (the ability to create objects with your own hands)
    mislead (the ability to tell lies or to mislead someone)
    terrorize (the ability to cause terror or to bully others)
    dialogue (the ability to negotiate with others)

    Cases where combat is useful (your RM may find more cases):

    - If your character is living in a military camp of some sort your RM may require checks of this trick here and there.
    - Performing a remarkable stunt in combat that your character has not normaly as a power (DR = 20 + power's height).
    - To realise how to use a relatively huge siege engine or a relatively small stationary weapon.


    Cases where social is useful (your RM may find more cases):

    - If your character is living in a town of some sort your RM may require checks of this trick here and there.
    - Performing a remarkable speech in front of a crowd when your character is not used to do that kind of thing daily.
    - To realise how to behave to the mighty emperor or to the filthy peasant (this is a cruel world we live in).


    Cases where grotesque is useful (your RM may find more cases):

    - If your character is living in a place tainted by the Grotesque Realm your RM may require checks of this trick here and there.
    - Using Shivers as a power in combat without your character having Grotesque as a heaven source (DR = 21).
    - To realise the difference between sanity and madness.


    Cases where ki is useful (your RM may find more cases):

    - If your character is living in a monastery of some sort your RM may require checks of this trick here and there.
    - Channeling your ki energy through your body and to an object in order to strengthen it or to break it.
    - Falling down willingly in the heat of battle without taking any damage (DR = 10).


    Cases where mind is useful (your RM may find more cases):

    - If your character is living in a very lawful area your RM may require checks of this trick here and there.
    - Adding the Break property to a power of yours (DR = 10 + power's height).
    - To realise the basic principles of law.


    Cases where dark is useful (your RM may find more cases):

    - If your character is living in the underground wilderness your RM may require checks of this trick here and there.
    - See like you have exceptional vision while you have not (DR = 21).
    - Hide in the shadows (DR = 5 + opponent's See check).


    Cases where elemental is useful (your RM may find more cases):

    - If your character is living in a very chaotic area your RM may require checks of this trick here and there.
    - Gain resistance to a certain element's respective damage type (fire = fire, water = ice, air = shock, earth = sound, DR = 20 + amount of resistance).
    - To realise the basic principles of chaos.


    Cases where star is useful (your RM may find more cases):

    - If your character is living in an outdoors area your RM may require checks of this trick here and there.
    - To know the exact time of the day or the week or the year according to the positioning of the stars.
    - To show others your abilities to astrology and astronomy.


    Cases where gaia is useful (your RM may find more cases):

    - If your character is living in the surface's wilderness your RM may require checks of this trick here and there.
    - Use this trick to communicate with an animal instead of dialogue.
    - To track someone by any traces they have left behind in a forest.


    Cases where religious is useful (your RM may find more cases):

    - If your character is living in a temple of some sort your RM may require checks of this trick here and there.
    - Use this trick to perform a holy ritual instead of job (DR = 15 + ritual's height, it takes 1 minute + 1 minute per ritual's height, it costs one tenth of the original item's price, ritual must belong to the religious heaven source).
    - To know everything a person can about religion.


    Cases where magical is useful (your RM may find more cases):

    - If your character is living in a library of some sort your RM may require checks of this trick here and there.
    - Use this trick to create a magical item instead of Create (DR = 15 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price, item must belong to the magical heaven source).
    - To know everything a person can know about magic.


    Cases where see is useful (your RM may find more cases):

    - To look around with your eyes.
    - To search an area (DR = 15 for not well-hidden objects OR DR = 20 for well-hidden objects OR DR = 25 for really well-hidden objects).
    - To identify someone through a disguise (DR = target's MD defense or target's Mislead check result, whatever the target chooses from the two).


    Cases where hear is useful (your RM may find more cases):

    - To see with blindsense.
    - To appraise the value of a song (DR = 10 for a simple and common song OR DR = 15 for a martial and national anthem OR DR = 20 for exotic and foreign music).
    - To hear any sounds around you, especially of any creatures moving silently around you (DR = mislead check of each creature that tries to move silently around you).


    Cases where feel is useful (your RM may find more cases):

    - To see with tremorsense.
    - To appraise the value of an item by its weight (DR = 10 for common item OR DR = 15 for rare item OR DR = 20 for unique item).
    - To test the floor of the ruins, to see if it is safe to proceed (DR = 15 to 25).


    Cases where taste is useful (your RM may find more cases):

    - To test the power and type of a poison you are about to use (DR = 15 + poison's height).
    - To appraise the value of a wine (DR = 15 + years of wine).
    - To figure the type of an alchemical potion by its taste (DR = 15 + potion's height).


    Cases where smell is useful (your RM may find more cases):

    - To check if a ruined room's air is full of rotten smell, meaning it is full of dead bodies, so there is a hazard of some sort.
    - To figure the type of an alchemical potion or poison by its perfume (DR = 15 + potion's height OR DR = 15 + poison's height).
    - To track someone's exact location with scent (DR = 20 + number of squares the target is away from you).


    Cases where job is useful (your RM may find more cases):

    - To sail when you are a sailor.
    - To hunt when you are a hunter.
    - To perform rituals when you are a ritualist (DR = 20 + ritual's height, it takes 1 minute + 1 minute per ritual's height, it costs one tenth of the original item's price).


    Cases where create is useful (your RM may find more cases):

    - To create weapons when you are a weaponsmith (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
    - To create armor when you are an armorsmith (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).
    - To create bows when you are a bowmaker (DR = 20 + item's height, it takes 15 days to be created, it costs one tenth of the original item's price).


    Cases where art is useful (your RM may find more cases):

    - To dance when you are a dancer.
    - To paint when you are a painter.
    - To sing when you are a singer.


    Cases where mislead is useful (your RM may find more cases):

    - To lie.
    - To lie more.
    - To lie better.


    Cases where terrorize is useful (your RM may find more cases):

    - To have a somewhat intimidating appearence that keeps people at a distance.
    - To force your way through the bodyguards without a combat encounter.
    - To blackmail someone (ok, someone may disagree that this falls to the dialogue category).


    Cases where dialogue is useful (your RM may find more cases):

    - To make elves and dwarves friends again.
    - To save really bad negotiations from a complete failure.
    - To persuade the king to send the help he promised.




    --- STUNTS ---

    Spoiler
    Show


    You gain a new stunt at each height. You can choose a certain stunt only once, so you can not take, for example, two or more times the Greater Axe Focus stunt. There are 5 types of stunts. Proficiency stunts that make you proficient with a certain weapon group or armor, immunity stunts that grant you an immunity somewhere, focus stunts that increase your attack and damage with a certain weapon or device, defensive stunts that increase your defense against certain attacks and power stunts that grant you new powers to use (usually at combat).

    PROFICIENCY STUNTS

    name: common melee proficiency
    requires: -
    benefit: you are proficient with common melee weapons

    name: common ranged proficiency
    requires: -
    benefit: you are proficient with common ranged weapons

    name: common device proficiency
    requires: -
    benefit: you are proficient with common devices

    name: common torso proficiency
    requires: -
    benefit: you are proficient with common torso armor

    name: common arms proficiency
    requires: -
    benefit: you are proficient with common arm items

    name: common hands proficiency
    requires: -
    benefit: you are proficient with common hand items

    name: common legs proficiency
    requires: -
    benefit: you are proficient with common leg items

    name: common feet proficiency
    requires: -
    benefit: you are proficient with common feet items

    name: common back proficiency
    requires: -
    benefit: you are proficient with common back items

    name: common neck proficiency
    requires: -
    benefit: you are proficient with common neck items

    name: common head proficiency
    requires: -
    benefit: you are proficient with common head items

    name: common waist proficiency
    requires: -
    benefit: you are proficient with common waist items



    name: rare melee proficiency
    requires: common melee proficiency
    benefit: you are proficient with rare melee weapons

    name: rare ranged proficiency
    requires: common ranged proficiency
    benefit: you are proficient with rare ranged weapons

    name: rare device proficiency
    requires: common device proficiency
    benefit: you are proficient with rare devices

    name: rare torso proficiency
    requires: common torso proficiency
    benefit: you are proficient with rare torso armor

    name: rare arms proficiency
    requires: common arms proficiency
    benefit: you are proficient with rare arm items

    name: rare hands proficiency
    requires: common hands proficiency
    benefit: you are proficient with rare hand items

    name: rare legs proficiency
    requires: common legs proficiency
    benefit: you are proficient with rare leg items

    name: rare feet proficiency
    requires: common feet proficiency
    benefit: you are proficient with rare feet items

    name: rare back proficiency
    requires: common back proficiency
    benefit: you are proficient with rare back items

    name: rare neck proficiency
    requires: common neck proficiency
    benefit: you are proficient with rare neck items

    name: rare head proficiency
    requires: common head proficiency
    benefit: you are proficient with rare head items

    name: rare waist proficiency
    requires: common waist proficiency
    benefit: you are proficient with rare waist items



    name: unique melee proficiency
    requires: rare melee proficiency
    benefit: you are proficient with unique melee weapons

    name: unique ranged proficiency
    requires: rare ranged proficiency
    benefit: you are proficient with unique ranged weapons

    name: unique device proficiency
    requires: rare device proficiency
    benefit: you are proficient with unique devices

    name: unique torso proficiency
    requires: rare torso proficiency
    benefit: you are proficient with unique torso armor

    name: unique arms proficiency
    requires: rare arms proficiency
    benefit: you are proficient with unique arm items

    name: unique hands proficiency
    requires: rare hands proficiency
    benefit: you are proficient with unique hand items

    name: unique legs proficiency
    requires: rare legs proficiency
    benefit: you are proficient with unique leg items

    name: unique feet proficiency
    requires: rare feet proficiency
    benefit: you are proficient with unique feet items

    name: unique back proficiency
    requires: rare back proficiency
    benefit: you are proficient with unique back items

    name: unique neck proficiency
    requires: rare neck proficiency
    benefit: you are proficient with unique neck items

    name: unique head proficiency
    requires: rare head proficiency
    benefit: you are proficient with unique head items

    name: unique waist proficiency
    requires: rare waist proficiency
    benefit: you are proficient with unique waist items

    FOCUS STUNTS

    name: lesser axe focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with axes.

    name: lesser flail focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with flails.

    name: lesser hammer focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with hammers.

    name: lesser pick focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with picks.

    name: lesser blade focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with blades.

    name: lesser mace focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with maces.

    name: lesser unarmed focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with unarmed attacks.

    name: lesser spear focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with spears.

    name: lesser staff focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with staves.

    name: lesser bow focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with bows.

    name: lesser crossbow focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with crossbows.

    name: lesser sling focus
    requires: PA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with slings.

    name: lesser firearm focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with firearms.

    name: lesser thrower focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with throwers.

    name: lesser bomb focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with bombs.

    name: lesser wand focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with wands.

    name: lesser rod focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with rods.

    name: lesser orb focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with orbs.

    name: lesser book focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with books.

    name: lesser symbol focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with symbols.

    name: lesser totem focus
    requires: MA 2
    benefit: you gain +1 focus bonus to attack and damage rolls with totems.



    name: axe focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with axes.

    name: flail focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with flails.

    name: hammer focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with hammers.

    name: pick focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with picks.

    name: blade focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with blades.

    name: mace focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with maces.

    name: unarmed focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with unarmed attacks.

    name: spear focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with spears.

    name: staff focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with staves.

    name: bow focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with bows.

    name: crossbow focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with crossbows.

    name: sling focus
    requires: PA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with slings.

    name: firearm focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with firearms.

    name: thrower focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with throwers.

    name: bomb focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with bombs.

    name: wand focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with wands.

    name: rod focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with rods.

    name: orb focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with orbs.

    name: book focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with books.

    name: symbol focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with symbols.

    name: totem focus
    requires: MA 4
    benefit: you gain +2 focus bonus to attack and damage rolls with totems.



    name: greater axe focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with axes.

    name: greater flail focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with flails.

    name: greater hammer focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with hammers.

    name: greater pick focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with picks.

    name: greater blade focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with blades.

    name: greater mace focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with maces.

    name: greater unarmed focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with unarmed attacks.

    name: greater spear focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with spears.

    name: greater staff focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with staves.

    name: greater bow focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with bows.

    name: greater crossbow focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with crossbows.

    name: greater sling focus
    requires: PA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with slings.

    name: greater firearm focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with firearms.

    name: greater thrower focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with throwers.

    name: greater bomb focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with bombs.

    name: greater wand focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with wands.

    name: greater rod focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with rods.

    name: greater orb focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with orbs.

    name: greater book focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with books.

    name: greater symbol focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with symbols.

    name: greater totem focus
    requires: MA 6
    benefit: you gain +3 focus bonus to attack and damage rolls with totems.

    DEFENSIVE STUNTS

    name: lesser axe defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against axes.

    name: lesser flail defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against flails.

    name: lesser hammer defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against hammers.

    name: lesser pick defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against picks.

    name: lesser blade defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against blades.

    name: lesser mace defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against maces.

    name: lesser unarmed defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against unarmed attacks.

    name: lesser spear defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against spears.

    name: lesser staff defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against staves.

    name: lesser bow defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against bows.

    name: lesser crossbow defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against crossbows.

    name: lesser sling defense
    requires: PD 2
    benefit: you gain +1 defense bonus to PD and MD against slings.

    name: lesser firearm defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against firearms.

    name: lesser thrower defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against throwers.

    name: lesser bomb defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against bombs.

    name: lesser wand defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against wands.

    name: lesser rod defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against rods.

    name: lesser orb defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against orbs.

    name: lesser book defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against books.

    name: lesser symbol defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against symbols.

    name: lesser totem defense
    requires: MD 2
    benefit: you gain +1 defense bonus to PD and MD against totems.



    name: axe defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against axes.

    name: flail defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against flails.

    name: hammer defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against hammers.

    name: pick defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against picks.

    name: blade defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against blades.

    name: mace defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against maces.

    name: unarmed defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against unarmed attacks.

    name: spear defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against spears.

    name: staff defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against staves.

    name: bow defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against bows.

    name: crossbow defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against crossbows.

    name: sling defense
    requires: PD 4
    benefit: you gain +2 defense bonus to PD and MD against slings.

    name: firearm defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against firearms.

    name: thrower defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against throwers.

    name: bomb defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against bombs.

    name: wand defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against wands.

    name: rod defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against rods.

    name: orb defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against orbs.

    name: book defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against books.

    name: symbol defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against symbols.

    name: totem defense
    requires: MD 4
    benefit: you gain +2 defense bonus to PD and MD against totems.



    name: greater axe defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against axes.

    name: greater flail defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against flails.

    name: greater hammer defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against hammers.

    name: greater pick defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against picks.

    name: greater blade defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against blades.

    name: greater mace defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against maces.

    name: greater unarmed defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against unarmed attacks.

    name: greater spear defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against spears.

    name: greater staff defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against staves.

    name: greater bow defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against bows.

    name: greater crossbow defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against crossbows.

    name: greater sling defense
    requires: PD 6
    benefit: you gain +3 defense bonus to PD and MD against slings.

    name: greater firearm defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against firearms.

    name: greater thrower defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against throwers.

    name: greater bomb defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against bombs.

    name: greater wand defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against wands.

    name: greater rod defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against rods.

    name: greater orb defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against orbs.

    name: greater book defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against books.

    name: greater symbol defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against symbols.

    name: greater totem defense
    requires: MD 6
    benefit: you gain +3 defense bonus to PD and MD against totems.

    IMMUNITY STUNTS

    name: oppose immunity
    requires: MD 1
    benefit: you are immune to oppose

    name: knock immunity
    requires: PD 1
    benefit: you are immune to knock

    name: fear immunity
    requires: MD 1
    benefit: you are immune to fear

    name: slow immunity
    requires: PD 1
    benefit: you are immune to slow

    name: feint immunity
    requires: PD 1
    benefit: you are immune to feint

    name: backstab immunity
    requires: PD 1
    benefit: you are immune to backstab

    name: curse immunity
    requires: MD 1
    benefit: you are immune to curse

    name: manhunt immunity
    requires: MD 1
    benefit: you are immune to manhunt

    name: fetch immunity
    requires: PD 1
    benefit: you are immune to fetch

    name: drop immunity
    requires: PD 2
    benefit: you are immune to drop

    name: paralyze immunity
    requires: PD 1, MD 1
    benefit: you are immune to paralyze

    name: draining immunity
    requires: MD 2
    benefit: you are immune to draining

    name: mute immunity
    requires: PD 1, MD 1
    benefit: you are immune to mute

    name: grab immunity
    requires: PD 2
    benefit: you are immune to grab

    name: bleeding immunity
    requires: PD 2
    benefit: you are immune to bleeding

    name: dizziness immunity
    requires: PD 2, MD 1
    benefit: you are immune to dizziness

    name: deafen immunity
    requires: PD 1, MD 2
    benefit: you are immune to deafen

    name: demoralize immunity
    requires: MD 3
    benefit: you are immune to demoralize

    name: polymorph immunity
    requires: PD 3, MD 1
    benefit: you are immune to polymorph

    name: stun immunity
    requires: PD 4
    benefit: you are immune to stun

    name: command immunity
    requires: MD 4
    benefit: you are immune to command

    name: blindness immunity
    requires: PD 2, MD 2
    benefit: you are immune to blindness

    name: sleep immunity
    requires: PD 2, MD 3
    benefit: you are immune to sleep

    name: petrification immunity
    requires: PD 3, MD 2
    benefit: you are immune to petrify

    name: pacific immunity
    requires: MD 5
    benefit: you are immune to pacify

    name: amaze immunity
    requires: MD 6
    benefit: you are immune to amaze

    name: domination immunity
    requires: MD 6
    benefit: you are immune to dominate

    name: gravity reversal immunity
    requires: PD 5, MD 1
    benefit: you are immune to gravity reversal

    name: stupidity immunity
    requires: PD 2, MD 5
    benefit: you are immune to stupidity

    name: lesser phantom immunity
    requires: PD 3, MD 4
    benefit: you are immune to lesser phantoms, their attacks won't harm you and you can not even see or interact with them and vice versa.

    name: lesser idol immunity
    requires: PD 4, MD 3
    benefit: you are immune to lesser idol illusions, their attacks won't harm you and you can not see or even interact with them and vice versa.

    name: greater polymorph immunity
    requires: PD 6, MD 1
    benefit: you are immune to greater polymorph

    name: confusion immunity
    requires: PD 2, MD 6
    benefit: you are immune to confusion

    name: greater phantom immunity
    requires: PD 3, MD 5
    benefit: you are immune to greater phantoms, their attacks won't harm you and you can not even see or interact with them and vice versa.

    name: greater idol immunity
    requires: PD 5, MD 3
    benefit: you are immune to greater idol illusions, their attacks won't harm you and you can not even see or interact with them and vice versa.

    name: instant killing immunity
    requires: PD 5, MD 5
    benefit: you are immune to instant kill

    name: transformation immunity
    requires: PD 5, MD 5
    benefit: you are immune to transformation

    POWER STUNTS

    name: powerful lesser resistance
    requires: PD 1, MD 1
    benefit: [weapon] & resist 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 5 to the chosen damage type.

    name: powerful resistance
    requires: PD 3, MD 3
    benefit: [weapon] & resist 10 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 10 to the chosen damage type.

    name: powerful greater resistance
    requires: PD 5, MD 5
    benefit: [weapon] & resist 15 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    special: select a damage type (weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain) when you select this stunt. You gain resist 15 to the chosen damage type.

    name: powerful oppose
    requires: MA 1
    benefit: [weapon] & oppose (recharge: 1 turn duration: 1 turn)

    name: powerful knock
    requires: PA 1
    benefit: [weapon] & knock (recharge: 1 turn duration: 1 turn)

    name: powerful fear
    requires: MA 1
    benefit: [weapon] & fear (recharge: 1 turn duration: 1 turn)

    name: powerful slow
    requires: PA 1
    benefit: [weapon] & slow (recharge: 1 turn duration: 1 turn)

    name: powerful feint
    requires: MA 1
    benefit: [weapon] & feint (recharge: 1 turn duration: 1 turn)

    name: powerful backstab
    requires: PA 1
    benefit: [weapon] & backstab (recharge: 1 turn duration: 1 turn)

    name: powerful curse
    requires: MA 1
    benefit: [weapon] & curse (recharge: 1 turn duration: 1 turn)

    name: powerful manhunt
    requires: MA 1
    benefit: [weapon] & manhunt (recharge: 1 turn duration: 1 turn)

    name: powerful fetch
    requires: PA 1
    benefit: [weapon] & fetch (recharge: 1 turn duration: 1 turn)

    name: powerful drop
    requires: PA 2
    benefit: [weapon] & drop (recharge: 1 turn duration: 1 turn)

    name: powerful paralyze
    requires: PA 1, MA 1
    benefit: [weapon] & paralyze (recharge: 1 turn duration: 1 turn)

    name: powerful draining
    requires: MA 2
    benefit: [weapon] & draining (recharge: 1 turn duration: 1 turn)

    name: powerful mute
    requires: PA 1, MA 1
    benefit: [weapon] & mute (recharge: 1 turn duration: 1 turn)

    name: powerful grab
    requires: PA 2
    benefit: [weapon] & grab (recharge: 1 turn duration: 1 turn)

    name: powerful bleeding
    requires: PA 2
    benefit: [weapon] & bleeding (recharge: 1 turn duration: 1 turn)

    name: powerful dizzyness
    requires: PA 3
    benefit: [weapon] & dizzy (recharge: 1 turn duration: 1 turn)

    name: powerful deafen
    requires: PA 1, MA 2
    benefit: [weapon] & deafen (recharge: 1 turn duration: 1 turn)

    name: powerful demoralize
    requires: MA 3
    benefit: [weapon] & demoralize (recharge: 1 turn duration: 1 turn)

    name: powerful polymorph
    requires: MA 4
    benefit: [weapon] & polymorph (recharge: 1 turn duration: 1 turn)

    name: powerful stun
    requires: PA 4
    benefit: [weapon] & stun (recharge: 1 turn duration: 1 turn)

    name: powerful command
    requires: MA 4
    benefit: [weapon] & command (recharge: 1 turn duration: 1 turn)

    name: powerful blindness
    requires: PA 2, MA 2
    benefit: [weapon] & blind (recharge: 1 turn duration: 1 turn)

    name: powerful sleep
    requires: PA 2, MA 3
    benefit: [weapon] & sleep (recharge: 1 turn duration: 1 turn)

    name: powerful petrification
    requires: MA 5
    benefit: [weapon] & petrify (recharge: 1 turn duration: 1 turn)

    name: powerful pacify
    requires: MA 5
    benefit: [weapon] & pacify (recharge: 1 turn duration: 1 turn)

    name: powerful amaze
    requires: MA 6
    benefit: [weapon] & amaze (recharge: 1 turn duration: 1 turn)

    name: powerful domination
    requires: MA 6
    benefit: [weapon] & dominate (recharge: 1 turn duration: 1 turn)

    name: powerful gravity reversal
    requires: MA 6
    benefit: [weapon] & gravity reversal (recharge: 1 turn duration: 1 turn)

    name: powerful stupidity
    requires: PA 1, MA 6
    benefit: [weapon] & stupidity (recharge: 1 turn duration: 1 turn)

    name: powerful lesser phantom
    requires: PA 2, MA 5
    benefit: [weapon] & lesser phantom (recharge: 1 turn duration: 1 turn)

    name: powerful lesser idol
    requires: PA 3, MA 4
    benefit: [weapon] & lesser idol (recharge: 1 turn duration: 1 turn)

    name: powerful greater polymorph
    requires: PA 1, MA 6
    benefit: [weapon] & greater polymorph (recharge: 1 turn duration: 1 turn)

    name: powerful confusion
    requires: PA 2, MA 6
    benefit: [weapon] & confusion (recharge: 1 turn duration: 1 turn)

    name: powerful greater phantom
    requires: PA 2, MA 6
    benefit: [weapon] & greater phantom (recharge: 1 turn duration: 1 turn)

    name: powerful greater idol
    requires: PA 2, MA 6
    benefit: [weapon] & greater idol (recharge: 1 turn duration: 1 turn)

    name: powerful instant kill
    requires: PA 5, MA 5
    benefit: [weapon] & instant kill (recharge: 1 turn duration: 1 turn)

    name: powerful transformation
    requires: PA 5, MA 5
    benefit: [weapon] & transformation (recharge: 1 turn duration: 1 turn)

    Last edited by ARTHAN; 2020-09-10 at 04:11 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  5. - Top - End - #5
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- PROPERTIES AND THEIR EXPLANATIONS AND MODIFIERS ---

    Spoiler
    Show


    Attack (the attack a weapon does)
    (-3 modifier) Attack Heavy PA/MA vs PD/MD (You have to use a heavy action to attack with this weapon by using the respective offense versus the target's respective defense)
    (-2 modifier) Attack Mediocre PA/MA vs PD/MD (You have to use a mediocre action to attack with this weapon by using the respective offense versus the target's respective defense)
    (-1 modifier) Attack Fast PA/MA vs PD/MD (You have to use a fast action to attack with this weapon by using the respective offense versus the target's respective defense)
    (+0 modifier) Attack Free PA/MA vs PD/MD (If the attack is a free action and a loading/lifting time of a free action it does NOT mean it has an infinite amount of attacks but just a free action attack, remember that you can have only one free action per turn)

    Damage (the damage dice a weapon has and the damage type a weapon does)
    (-4 modifier) 0 damage and any other damage the weapon does to the target at the same attack is cancelled
    (-3 modifier) 1 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (-2 modifier) 2 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (-1 modifier) 3 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+0 modifier) 4 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+1 modifier) 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+2 modifier) 6 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+3 modifier) 7 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (+4 modifier) 8 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (X modifier) X+4 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain

    Rarity (how rare the item is and the kind of proficiency it requires)
    (-2 modifier) unique (very rare or one of a kind)
    (-1 modifier) rare (really uncommon)
    (+0 modifier) common (simple and mundane)
    (+1 modifier) costless (you always own costless items and you always have proficiency with them)

    Hands (how many hands the item needs to function)
    (+2 modifier) no-handed (you need no free hands in order to use this item)
    (+1 modifier) off-handed (you can use this item even with your off-hand)
    (+0 modifier) one-handed (you need your primary hand in order to use this item)
    (-1 modifier) two-handed (you need both hands in order to use this item)
    (-2 modifier) stationary (you need both hands in order to use this item and a heavy action to pack/unpack it in order to use it, however you do not need to pack/unpack it each turn, you pack/unpack it once and you are fine)

    Proficiency (bonus you get to attack and damage rolls when you are proficient with the weapon you use)
    (-1 modifier) +1 Proficiency
    (+0 modifier) +2 Proficiency
    (+1 modifier) +3 Proficiency

    Range (ranged and thrown weapons have range and the number before the slash is the short range and number after the slash is the long range, where you take -3 to your attack rolls, but you can not attack at all with a ranged or a thrown weapon if you are adjacent with an enemy, engaged in melee combat)
    (+1 modifier) range 5/10 (25 feet / 50 feet)
    (+2 modifier) range 10/20 (50 feet / 100 feet)
    (+3 modifier) range 20/40 (100 feet / 200 feet)
    (+4 modifier) range 40/80 (200 feet / 400 feet)

    Reach (how far a melee attack can reach)
    (+0 modifier) reach 0 (same square)
    (+1 modifier) reach 1 (adjacent square or 5 feet away)
    (+2 modifier) reach 2 (2 squares away or 10 feet away)
    (+3 modifier) reach 3 (3 squares away or 15 feet away)
    (+4 modifier) reach 4 (4 squares away or 20 feet away)

    Splash (attacks that creare an area of effect where the origin square is somewhere adjactent and outside of the area of effect)
    (+1 modifier) splash 2x2
    (+3 modifier) splash 3x3
    (+5 modifier) splash 4x4

    Whirl (attacks that creare an area of effect where the origin square is right to the center of the area of effect and the origin square is considered out of the area of effect)
    (+3 modifier) whirl 3x3
    (+6 modifier) whirl 5x5
    (+9 modifier) whirl 7x7

    Load/lift (in order to attack with a weapon the weapon must be loaded/lifted first)
    (-3 modifier) load/lift heavy
    (-2 modifier) load/lift mediocre
    (-1 modifier) load/lift fast
    (+0 modifier) load/lift free

    Criticals (powerful strikes that deal extra damage and activate special effects)
    (+0 modifier) no-critical (this weapon can not cause any critical hits)
    (+1 modifier) 3-critical (3 natural 6s on 3d6 is critical)
    (+2 modifier) high-critical (3 natural 6s on 3d6 is critical and extra 3d6 damage on a critical hit)
    (+3 modifier) 2-critical (2 natural 6s on 3d6 is critical in addition to 3 natural 6s on 3d6)
    (+5 modifier) 1-critical (1 natural 6 on 3d6 is critical in addition to 2 natural 6s on 3d6 and in addition to 3 natural 6s on 3d6)
    (+6 modifier) reliable (1s count in natural critical in addition to 6s and 2 or 3 natural 6s on 3d6 are critical)

    Magazines (the amount of ammunition a weapon can carry without needing a load/lift action)
    (+1 modifier) magazine 2 (you can attack twice before reloading. Reloading = load/lift.)
    (+2 modifier) magazine 3 (you can attack 3 times before reloading. Reloading = load/lift.)
    (+3 modifier) magazine 4 (you can attack 4 times before reloading. Reloading = load/lift.)
    (+4 modifier) magazine 5 (you can attack 5 times before reloading. Reloading = load/lift.)
    (+X modifier) magazine X+1 (you can attack X+1 times before reloading. Reloading = load/lift.)

    Size (the creature size that the weapon represents)
    (+0 modifier)[/I] tiny (natural reach 0, 1/4 square)
    (+0 modifier)[/I] small (natural reach 1, 1 square)
    (+0 modifier)[/I] medium (natural reach 1, 1 square)
    (+0 modifier)[/I] large (natural reach 2, 2x2 squares)
    (+0 modifier)[/I] huge (natural reach 3, 3x3 squares)
    (+0 modifier)[/I] enormous (natural reach 4, 4x4 squares)



    Various other properties (these properties are considered either active or passive, actives are like attacks and affect the target while passives affect the user. They don't stack with themselves except if they say that they are stackable, for example two hastes gives you only one extra heavy action. Stackable means that all the numbers stack, for example a "healing x3" means "gain 30 hp plus 3 hp per height". Some powers counter and remove some others, for example speedy and fear both cancel each other.)

    (+1 modifier) oppose
    (active, you oppose the target by dealing 4 extra damage if one or more of your heaven sources are opposed with one or more of the target's heaven sources. Opposed heaven sources are Gaia with Dark, Mind with Grotesque, Magical with Religious and Star with Elemental. Combat, Social and Ki have no opposites.)
    (+7 modifier) lesser phantom
    (active, you create a medium-sized phantom adjacent to your 5-foot square. Phantoms are ghostly creatures that have the stats of a height 3 Trooper without a rank or any powers other than an unarmed melee attack that deals negative damage and fight by your side till destroyed. Phantoms permanently have resistance 15 to weapon, venom, disease and negative but weakness 15 to silver, positive, brain and force. Phantoms can not interact with physical objects and can not pass through walls or other obstacles for unknown reasons. Phantoms can't talk but understand the commands of their master perfectly.)
    (+7 modifier) lesser idol
    (active, you create an idol of yourself at your 5-foot square. Idols are illusory copies of yourselves that stay at the square they were created but they otherwise talk and behave like they were you and can execute attacks like they were you. In other words, you can treat their square as the origin square of your abilities. The image has your defenses, however a single successful hit destroys it.)
    (+8 modifier) greater phantom
    (active, this property behaves like lesser phantom but your phantom is a height 6 Trooper instead of height 3.)
    (+8 modifier) greater idol
    (active, this property behaves like lesser idol but your idol can also move around up to your speed if you spend a mediocre action to make it do so.)
    (+6 modifier) gravity reversal
    (active, if you score a critical hit you reverse the gravity of the target, usually causing the target to fall upwards with disastrous results.)
    (+4 modifier) command
    (active, if you score a critical hit the target executes simple verbal commands of yours even if it puts the target in a harms way. However, the target knows you are not an ally and may purposely execute your commands slowly or akwardly or falsely.)
    (+1 modifier) knock
    (active, you knock the target down. Down targets take -5 to both defenses from adjactent melee attacks and -4 to their melee attacks, but +3 cover bonus to both defenses against ranged attacks and Advantageous Position to their ranged attacks.)
    (+2 modifier) drop
    (active, a weapon or an item the target wields drops to the ground and to the target's space. The target may pick it up as a mediocre action during his turn. However, you can try to pick it up before him by using fetch or by pushing him and then picking the item instead or by using your imagination and any other legal way possible.)
    (+0 modifier) break
    (active, you attack an item the target wields or carries. Keep in mind that items have as many hit points as their price in gold pieces except for height 0 items who have ten times that amount.)
    (+1 modifier) repairing
    (passive, stackable, if you are a construct you heal up to 10 hp plus 1 hp per height. You can not exceed your hp maximum. If you are not a construct this has no effect.)
    (+1 modifier) repair other
    (active, stackable, you repair target construct or object by healing up to 10 hp plus 1 hp per construct's or object's height. You can not exceed target's hp maximum. If the target is not a construct or an object this property has no effect.)
    (+5 modifier) sleep
    (active, if you score a critical hit the target falls asleep. Asleep targets fall down and take no actions and they take -5 penalty to all their defenses but a single attack against them or a heavy action from an adjactent ally who shakes them violently wakes them up.)
    (+5 modifier) petrify
    (active, if you score a critical hit the target is petrified. Petrified targets become a statue with damage reduction equal to their height but they can not take any actions.)
    (+4 modifier) lesser polymorph
    (active, if you score a critical hit the target becomes polymorphed. Polymorphed targets have the shape of a sheep or a cow or another harmless animal of their size category. They keep all their stats, their equipment merges with them but they can not attack or use abilities.)
    (+7 modifier) greater polymorph
    (active, this property behaves like polymorph but you change the target at any size you wish and not just their size category.)
    (+6 modifier) amaze
    (active, if you score a critical hit the target becomes amazed. Amazed targets always believe you are an ally even if you are not but they think the consequences of all of their actions. That means that amazed targets will not do whatever anybody tells them to do, either enemy or ally, but they will not commit suicide or put themselves to real danger. Amaze does not remove combat skills or social ability and amazed characters will defend themselves if attacked. Muting enemies can be very useful with an amazed character around.)
    (+4 modifier) stun
    (active, if you score a critical hit the target becomes stunned. Stunned targets lose their heavy and mediocre and fast actions.)
    (+3 modifier) dizziness
    (active, if you hit the target it becomes dizzy. Dizzy targets lose their heavy action. Dizziness counters and removes haste.)
    (+2 modifier) paralyze
    (active, if you hit the target it becomes paralyzed. Paralyzed targets lose their mediocre action. Paralyze counters and removes rapid.)
    (+1 modifier) fear
    (active, if you hit the target it becomes afraid. Afraid targets lose their fast action. Fear counters and removes speedy.)
    (+4 modifier) blind
    (active, if you score a critical hit the target becomes blinded. Blinded targets can not see, though blindsense and tremorsense are not affected, and fail every see check.)
    (+3 modifier) deafen
    (active, if you hit the target it becomes deafened. Deafened targets can not hear and fail every hear check.)
    (+2 modifier) mute
    (active, if you hit the target it becomes muted. Muted targets can not talk or create any vocal sounds.)
    (+2 modifier) cloaked
    (passive, you are cloaked so you are almost invisible so you have +2 bonus to both defenses but if you attack while being cloaked you permanently stop being cloaked and lose all the benefits of being cloaked.)
    (+5 modifier) invisibility
    (passive, you are invisible so you have +5 bonus to both defenses and you can not be seen but if you move while being invisible you permanently stop being invisible and become cloaked instead. If you attack while being invisible you permanently stop being invisible and lose all the benefits of being invisible.)
    (+2 modifier) healing
    (passive, stackable, if you are not a construct or a phantom you can regain 10 hp plus 1 hp per your height. You can not exceed your hp maximum.)
    (+2 modifier) heal other
    (active, stackable, if the target is not a construct or a phantom the target can regain 10 hp plus 1 hp per target's height. You can not exceed target's hp maximum. If target is a phantom then the target loses 1 hp per your height.)
    (+2 modifier) draining
    (active, stackable, if you are a phantom you can regain 10 hp plus 1 hp per your height. You can not exceed your hp maximum. If you are not a phantom then the target loses 1 hp per your height.)
    (+1 modifier) dash
    (passive, as a heavy action you can move up to your speed and make a melee attack at the end of your movement)
    (+1 modifier) pushing
    (passive, after you successfuly attack a target you may move the target one 5-foot square away from you, preferably towards the edge of a pit)
    (+1 modifier) crash
    (passive, as a heavy action you can move up to your speed and make a melee attack against each target that is one or more size category smaller than you)
    (+1 modifier) sneaky
    (passive, you can move one 5-foot square as a fast action without provoking counterattacks)
    (+2 modifier) dance
    (passive, you can move half your speed as a mediocre action without provoking counterattacks)
    (+1 modifier) run
    (passive, you can move two times your speed as a mediocre action.)
    (+1 modifier) kick
    (passive, as a mediocre action you can move up to your speed and can move through enemy spaces if they are the same size category or smaller than you and knock them down during your movement)
    (+1 modifier) withdraw
    (passive, as a mediocre action you can move up to your speed without provoking counterattacks while leaving the first 5-foot square)
    (+2 modifier) grab
    (active, if you hit the target it becomes grabbed. While grabbed, the target can not perform any movement other than spending a mediocre action to free itself from the grab and you can, as a mediocre action, place the target anywhere within your natural reach. If you move, you move the grabbed target with you. If the target tries to free itself it must beat your PD with its PA check in order to do so as a mediocre action.)
    (+5 modifier) climb
    (passive, you gain a climb speed equal to your walking speed.)
    (+5 modifier) swim
    (passive, you gain a swim speed equal to your walking speed.)
    (+5 modifier) burrow
    (passive, you gain a burrow speed equal to half your walking speed.)
    (+10 modifier) fly
    (passive, you gain a fly speed equal to half your walking speed.)
    (+1 modifier) stoneflesh
    (passive, you become a statue with damage reduction equal to your height. As long as you remain in this form, you cannot take any actions other than spending a heavy action to come back to normal)
    (+1 modifier) slow
    (active, if you hit the target it becomes slowed. Slowed targets can move only with half their speed.)
    (+4 modifier) haste
    (passive, you gain an extra heavy action each turn. Haste counters and removes dizziness.)
    (+3 modifier) rapid
    (passive, you gain an extra mediocre action each turn. Rapid counters and removes paralyze.)
    (+2 modifier) speedy
    (passive, you gain an extra fast action each turn. Speedy counters and removes fear.)
    (+1 modifier) feint
    (active, as a fast action you can make a mislead check against target's MD. If you win, you gain Advantageous Position against the target.)
    (+1 modifier) backstab
    (active, you deal 1d6 extra damage if you have Advantageous Position against the target.)
    (+1 modifier) raid
    (passive, you deal 6 extra damage this turn if you moved up to your speed this turn.)
    (+1 modifier) curse
    (active, you curse the target. That target takes -2 penalty to every attack that does not include you as a target. A new curse removes the previous one.)
    (+1 modifier) manhunt
    (active, you hunt the target. That target takes 2 extra damage from your attacks.)
    (+3 modifier) parry
    (passive, as long as you are parrying, your PA and MA are reduced by 5 and your PD and MD are increased by 5. You can choose to either parry or not to parry this turn at the start of your turn.)
    (+3 modifier) demoralize
    (active, as a mediocre action you can make a terrorize check against target's MD defence. If you win, you stun the target.)
    (+5 modifier) pacify
    (active, as a heavy action you can make a diplomachy check against target's MD defence. If you win and the target is severly wounded, the target drops any weapon and stops fighting.)
    (+10 modifier) animating
    (active, a weapon or device that becomes animated gets the no-handed property)
    (+4 modifier) acidwalk
    (passive, you can walk on acid and take no damage from acidic fumes and vapors)
    (+4 modifier) lavawalk
    (passive, you can walk on lava and take no damage from volcanic fumes and vapors)
    (+1 modifier) forestwalk
    (passive, you do not treat forest like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+2 modifier) quicksandwalk
    (passive, you can walk on quicksand and you do not treat quicksand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+2 modifier) avalancewalk
    (passive, you can walk on avalance and you do not treat avalance like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) snowwalk
    (passive, you do not treat snow like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) sandwalk
    (passive, you do not treat sand like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) icewalk
    (passive, you do not treat ice like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+3 modifier) waterwalk
    (passive, you can walk on water)
    (+2 modifier) swampwalk
    (passive, you do not treat swamp and sewers like difficult terrain. Normaly, difficult terrain counts like 2 squares for movement and the following movement modes automatically fail on difficult terrain: sneaky, run, dance, kick, dash, crash, raid, withdraw)
    (+1 modifier) holding
    (passive, stackable, holding items can store 1000 lb of objects into a pocket dimension of them and they still weight like normal)
    (+7 modifier) wings
    (passive, you need a free space of squares around you equal to your natural reach in order to use your wings. You can fly up to your speed but if you attack while flying you fall.)
    (+2 modifier) bleeding
    (active, bleeding counters and removes regeneration. If target is unharmed it loses 1 hp per turn. If target is harmed it loses 2 hp per turn. If target is wounded it loses 3 hp per turn. If target is severly wounded it loses 4 hp per turn.)
    (+10 modifier) instant kill
    (active, if target is unharmed it drops to its harmed hp value. If target is harmed it drops to its wounded hp value. If target is wounded it drops to its severly wounded hp value. If target is severly wounded it drops to 0 hp.)
    (+1 modifier) mounted
    (passive, you gain +1 mount bonus to attack if you ride a mount.)
    (+1 modifier) footsoldier
    (passive, you gain +1 footsoldier bonus to attack if you stand on the ground.)
    (-1 modifier) walled
    (passive, you must be adjactent to a wall in order to be able to perform this attack or ability)
    (-2 modifier) ceiling
    (passive, you must be adjactent to a ceiling in order to be able to perform this attack or ability)
    (+1 modifier) walker 1
    (passive, your base speed increases by 1)
    (+2 modifier) walker 2
    (passive, your base speed increases by 2)
    (+3 modifier) walker 3
    (passive, your base speed increases by 3)
    (-1 modifier) burden 1
    (passive, stackable, you base speed decreases by 1)
    (-2 modifier) burden 2
    (passive, stackable, you base speed decreases by 2)
    (-3 modifier) burden 3
    (passive, stackable, you base speed decreases by 3)
    (+3 modifier) hide
    (passive, if you have any kind of cover against a target, you may perform as a free action a mislead check plus the cover's bonus against the target's See check. If you win, you are invisible to the target.)
    (+1 modifier) fetch
    (active, you select a target within your natural reach and remove a small stored item, like a potion or a pouch, from the target or pick up a dropped item from the same square.)
    (-5 modifier) consumable
    (passive, the item or power goes away after used once. Potions and ammunitions are good examples of consumables.)
    (-9 modifier) ritual
    (passive, the item or power is a ritual and that means it needs time and components to be casted outside of combat.)
    (-10 modifier) self-sacrifice
    (passive, if you are unharmed you drop to your harmed hp value. If you are harmed you drop to your wounded hp value. If you are wounded you drop to your severly wounded hp value. If you are severly wounded you drop to 0 hp.)
    (+8 modifier) confusion
    (active, if you score a critical hit the target is confused. Roll 1d6 to see how a confused target will react each turn. 1 means the target does nothing, 2 means the target attacks an ally, 3 means the target attacks someone neutral, 4 means the target attacks an enemy, 5-6 reroll.)
    (+6 modifier) dominate
    (active, if you score a critical hit the target is dominated. Dominated target's actions are mentally controlled by you but target can only get a heavy action each turn.)
    (+7 modifier) stupidity
    (active, if you score a critical hit the target is stupid. Stupid targets are like amazed targets but without thinking the consequences of any of their actions. That means that stupid targets will do whatever anybody tells them to do, either enemy or ally. That said, stupidity does not remove combat skills or social ability and stupid characters will still defend themselves if attacked. Muting enemies can be very useful with a stupid character around. Note: stupid here is just a keyword and not an insult by any means.)
    (+1 modifier) counterattack
    (passive, target gets a counterattack token regardless you hit or miss. Next time the target attacks you or moves adjacent to you or does any other trigger you have set, you can attack the target after the target's action as a counter action (you still have to have your weapon lifted or loaded to perform a counterattack). Then, the target discards the counterattack token. Any target can have no more than 1 counterattack tokens at any given time.)
    (+1 modifier) pacifism
    (active, you and the target get a pacifism token regardless you hit or miss. For the duration of pacifism, you and the target can not attack each other. After the duration expires, discard all pacifism tokens.)
    (+2 modifier) regeneration
    (passive, regeneration counters and removes bleeding. If target is unharmed it gains 1 hp per turn. If target is harmed it gains 2 hp per turn. If target is wounded it gains 3 hp per turn. If target is severly wounded it gains 4 hp per turn.)
    (+2 modifier) damage reduction
    (passive, stackable, you gain resist 1 to every damage type)
    (+10 modifier) transformation
    (active, if you hit the target with a critical hit, the target completely transforms to a creature of your choice that must be a size category smaller or larger than the target. The new form belongs to the new humanoid, but the memories and the equipment as well as the various stats and the ranks remain the same.)
    (+7 modifier) alteration
    (passive, you change your appearence to appear like an animal. Your equipment merges with your new form and you gain the movement types of your new form. You keep your stats but you can only deliver your natural unarmed attacks, which are always PA vs PD but with no weapon proficiency bonus in attack and no weapon height bonus in damage.)
    (+3 modifier) disguise
    (passive, you change your appearence to appear like another creature of your kind.)
    (+1 modifier) exceptional defense
    (passive, you gain +1 exceptional bonus to both your defenses)
    (+1 modifier) cover
    (passive, you gain +1 cover bonus to all your defenses to the targets you have cover against.)
    (+3 modifier) greater cover
    (passive, you gain +3 cover bonus to all your defenses to the targets you have greater cover against.)
    (+9 modifier) total cover
    (passive, you can not be attacked directly by the targets you have total cover against.)
    (+1 modifier) exceptional vision
    (passive, you treat illumination as one category larger than normal. For example, illumination 5/10 is illumination 10/20 for you.)
    (+1 modifier) blindsense 5
    (passive, you can spot the exact location of everything within 5 squares, even behind walls.)
    (+1 modifier) tremorsense 10
    (passive, you can spot the exact location of everything adjactent to a solid object you are adjactent with within 10 squares.)
    (+2 modifier) darkvision 15
    (passive, you can see through the darkness within 15 squares.)
    (+0 modifier) down
    (passive, down targets have fallen to the ground and take -5 to all defenses from adjactent melee attacks and -4 to their melee attacks, but +3 cover bonus to all defenses against ranged attacks and Advantageous Position to their ranged attacks.)
    (+1 modifier) illumination 5/10
    (passive, it creates bright light within 5 sqares and weaker light within 10 squares. Illumination counters and removes darkness.)
    (+2 modifier) illumination 10/20
    (passive, it creates bright light within 10 sqares and weaker light within 20 squares. Illumination counters and removes darkness.)
    (+3 modifier) illumination 20/40
    (passive, it creates bright light within 20 sqares and weaker light within 40 squares. Illumination counters and removes darkness.)
    (+1 modifier) darkness 5/10
    (passive, it creates deep darkness within 5 sqares and weaker darkness within 10 squares. Darkness counters and removes illumination.)
    (+2 modifier) darkness 10/20
    (passive, it creates deep darkness within 10 sqares and weaker darkness within 20 squares. Darkness counters and removes illumination.)
    (+3 modifier) darkness 20/40
    (passive, it creates deep darkness within 20 sqares and weaker darkness within 40 squares. Darkness counters and removes illumination.)
    (+1 modifier) resist 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (passive, stackable, you ignore the first 5 points of damage of the respective damage type)
    (-1 modifier) weak 5 weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (passive, stackable, you take an extra 5 points of damage of the respective damage type)
    (+1 modifier) +4 combat
    (passive, stackable, you gain +4 to combat trick checks)
    (+1 modifier) +4 social
    (passive, stackable, you gain +4 to social trick checks)
    (+1 modifier) +4 grotesque
    (passive, stackable, you gain +4 to grotesque trick checks)
    (+1 modifier) +4 ki
    (passive, stackable, you gain +4 to ki trick checks)
    (+1 modifier) +4 mind
    (passive, stackable, you gain +4 to mind trick checks)
    (+1 modifier) +4 dark
    (passive, stackable, you gain +4 to dark trick checks)
    (+1 modifier) +4 elemental
    (passive, stackable, you gain +4 to elemental trick checks)
    (+1 modifier) +4 star
    (passive, stackable, you gain +4 to star trick checks)
    (+1 modifier) +4 gaia
    (passive, stackable, you gain +4 to gaia trick checks)
    (+1 modifier) +4 religious
    (passive, stackable, you gain +4 to religious trick checks)
    (+1 modifier) +4 magical
    (passive, stackable, you gain +4 to magical trick checks)
    (+1 modifier) +4 see
    (passive, stackable, you gain +4 to see trick checks)
    (+1 modifier) +4 hear
    (passive, stackable, you gain +4 to hear trick checks)
    (+1 modifier) +4 feel
    (passive, stackable, you gain +4 to feel trick checks)
    (+1 modifier) +4 taste
    (passive, stackable, you gain +4 to taste trick checks)
    (+1 modifier) +4 smell
    (passive, stackable, you gain +4 to smell trick checks)
    (+1 modifier) +4 art
    (passive, stackable, you gain +4 to art trick checks)
    (+1 modifier) +4 job
    (passive, stackable, you gain +4 to job trick checks)
    (+1 modifier) +4 create
    (passive, stackable, you gain +4 to create trick checks)
    (+1 modifier) +4 mislead
    (passive, stackable, you gain +4 to mislead trick checks)
    (+1 modifier) +4 terrorize
    (passive, stackable, you gain +4 to terrorize trick checks)
    (+1 modifier) +4 dialogue
    (passive, stackable, you gain +4 to dialogue trick checks)
    (+1 modifier) weapon/venom/ice/disease/acid/silver/sound/fire/shock/negative/force/positive/brain
    (active, adds the respective damage type to the attack. Very useful because you can strike more weaknesses and cancel more resistances that way.)
    (-1 modifier) -4 see
    (passive, stackable, you gain -4 to see trick checks)
    (-1 modifier) -4 hear
    (passive, stackable, you gain -4 to hear trick checks)
    (-1 modifier) -4 feel
    (passive, stackable, you gain -4 to feel trick checks)
    (-1 modifier) -4 taste
    (passive, stackable, you gain -4 to taste trick checks)
    (-1 modifier) -4 smell
    (passive, stackable, you gain -4 to smell trick checks)
    (-1 modifier) -4 mislead
    (passive, stackable, you gain -4 to mislead trick checks)
    (-1 modifier) -4 terrorize
    (passive, stackable, you gain -4 to terrorize trick checks)
    (-1 modifier) -4 dialogue
    (passive, stackable, you gain -4 to dialogue trick checks)



    --- COMBAT ---

    Spoiler
    Show


    Actions:
    In combat you have 4 actions. A heavy action, a mediocre action, a fast action and a free action. You can do them at any order you wish.
    Also, you can sacrifice a heavy action to do a mediocre action and a fast action to its place, you can sacrifice a mediocre action to make two fast actions to its place and you can sacrifice any kind of action to do a free action to its place.
    Moreover, you can sacrifice both a mediocre action and a fast action together to make a heavy action and finally you can sacrifice two fast actions together to make a mediocre action.
    Heavy actions are usually attack actions though many attacks and abilities appear like mediocre or even fast actions. If an action requires about 3 seconds (out of 6 seconds of a turn) in order to be done it is probably a heavy action.
    Mediocre actions are usually movement actions though some movements may appear like heavy or even fast actions. If an action requires about 2 seconds (out of 6 seconds of a turn) in order to be done it is probably a mediocre action.
    Fast actions are usually tiny tasks here an there though tiny tasks also appear during heavy and mediocre actions. If an action requires about 1 second (out of 6 seconds of a turn) in order to be done it is probably a fast action.
    Free action is another kind of action you can take only once per turn in order to do something really minor like speaking a few words in-character or dropping an item.
    Alternatively, with the approval of your RM, you can play with 6 action points each turn. Heavy actions cost 3 action points, mediocre actions 2, fast actions 1 and the free action costs no action points. So, you can perform 2 Heavy actions or 3 Mediocre actions or 6 Fast actions or any combination of these. However, keep in mind that your enemies can play the same way.

    Example Actions in Combat:
    Heavy actions are lifting a chest, opening a lock and attacking with most weapons.
    Mediocre actions are drawing a sword or an item from your backpack, walking and drinking a potion.
    Fast actions are opening/closing a door, drawing a sword or an item from your belt and talk a few sentences.
    Free actions are talking a few words to an ally, dropping an item and lifting or loading most weapons.


    first strike:
    First of all, both you and each other combat participant (either an ally or a neutral or an enemy) roll first strike. The highest first strike goes first, then the second and so on. In case of a tie, roll again in order to break the tie.
    first strike = 3d6 + height + other modifiers

    In order to attack:
    0th: Your weapon must be lifted/loaded and you must wield it.
    1st: You have to be able to see the target (if you know the target is there but you can not see it you can instead attack the area he/she stands on, just consider the target invisible and follow the respective rules).
    2nd: You must be able to reach the target (a ranged weapon's range is measured in 5-foot squares as well as the reach of a melee weapon)
    3rd: Roll 3d6.
    4th: If your attack is equal or larger than the respective defense you deal damage, otherwise you deal no damage or deal half damage (RM's choice).

    attack = 3d6 + character height + wielded item's proficiency + wielded item's attack being modifier + other bonuses
    damage = 1d6 + wielded item's damage + character height + wielded item's height + wielded item's attack being modifier + other bonuses

    In order to defend:
    If you are being attacked, the attack targets one of your two defenses. If the attack roll is equal or greater than the value of your respective defense the attack passes and it deals damage to you and you suffer any other ill effects the attack usually has.
    The defenses are fixed numbers.

    PD = physical defense at combat (not to be confused with the respective being score) = 10 + character height + PD modifier + other bonuses
    MD = mental defense at combat (not to be confused with the respective being score) = 10 + character height + MD modifier + other bonuses

    Counter Actions:
    Actions (like the Counterattack property) that are taken when is not your turn are called counter actions and do not count neither as free nor as fast nor as mediocre nor as heavy actions (in other words they do not count towards your limit of actions for a turn).

    Light Attack:
    You may choose to do a light attack. Light attacks are like normal attacks that deal half damage on a hit or deal one quarter damage or no damage (RM's choice) on a miss.
    However, light attacks do not harm the target by any means (there is no way to kill the target with a light attack) and if the target drops to zero hp or below, the target just do not take any damage from any light attacks as long as the target's hps are zero or below zero.

    Fake Attack:
    If you do not wish to attack but you wish to activate a property that is part of the attack you can just perform a fake attack as a free action.
    Fake attacks are like attacking thin air, in other words the target does not really exists, and are always automatic hits but not critical hits.
    Unlike other free actions, you can do as many fake attacks as you wish during a turn. The one-free-action-per-turn limit does not count here.
    The RM may consider that some powers (like the healing property) need a real target in order to function.

    Fake Defense:
    If you do not wish to block an attack but wish to take the hit (e.g. due to a "heal other" effect) you can, as an counter action, reduce all your defenses for this attack only to zero. That way, it will automaticaly hit you and you will harvest both its positive benefits and its negative drawbacks.

    Resting after combat:
    There are 2 kinds of rests. Short rest lasts 1 minute and allows you to regain 10 hp (you can not exceed your hp maximum). Long rest lasts 4 to 8 hours (usually 6 hours but it is RM's choice) and regains all lost hp. Both rests are cancelled and no benefit is gained from them if interrupted.

    Resistance, weakness and multiple damage types:
    If an attack deals more than one damage type and you are weak just to one of the damage types you still take the extra damage due to weakness. Also, you need to have resistance to every single damage type in order for the resistance to apply against the attack.

    Advantageous Position
    If you flank the enemy with one or more allies or you are on a higher place than them (or some other situation that your RM decides you have the upper hand) you have Advantageous Position and gain +2 to your attack rolls against the targets you have Advantageous Position against.

    Sharing Immunities
    You can, by touching a willing ally, grant that ally all your immunities you have for 1 turn (very useful for restoring dominated characters for example) but you also lose all your immunities for that turn and get them back the next turn.
    If properties (and conditions) like petrify (and "petrified") are removed that way the character who was turned to stone remains normal and in flesh-form even when he loses the immunity the very next turn.

    Falling damage and other factors
    You take 3 force damage (or weapon damage, it is RM's choice) for every 5 feet you fall beyond 15 feet.
    You can survive 1 minute without oxygen, after that you suffocate.
    You can survive 1 week without water, after that you die of thirst.
    You can survive 1 month without food, after that you die of hunger.

    Critical Hits
    Each time you roll a critical hit (your weapon or implement says when you do so) you always hit your target despite the amount of the target's defense and you also deal double damage.
    Moreover, if your critical comes from 3 natural 6s, your attack is also treated like having the instant kill property and not even instant kill immunity can prevent its effects from functioning.

    Treasure and XP
    The total XP and treasure gained from an encounter or a ruin in general is supposed to be evenly shared to the party members. However, that is not written on stone. If you have an underequipped party member let him have the best magic weapon you just found. If you have a party member that is a height or two below the rest of the party let her have most of the XP your party gained. Sharing XP that way is unrealistic but easy to remember and understand. Also, it really helps low height characters to reach the height of high height characters. Same goes for the treasure.
    As a general rule, a height 1 player character must have 100 gp worth of equipment, a height 2 player character 200 gp worth of equipment and so on...

    Different bonuses stack
    Different bonuses stack, so a +1 cover bonus stack with a +1 exceptional bonus but a +3 cover bonus does not stack with a +1 cover bonus (and it does NOT become a +4 cover bonus). Penalties always stack.

    Round Down
    In Ruins & Raiders, you always round down, so 4.1 is 4, 4.5 is 4 and 4.9 is 4. The only exception is the damage where it always has to be at least 1 point even after calculating resistances, so 0 damage is 1, 0.5 damage is 1 and 0.9 damage is 1.

    Last edited by ARTHAN; 2020-09-10 at 04:13 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  6. - Top - End - #6
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- WEAPONS MELEE & RANGED ---

    Spoiler
    Show


    Weapons that are both melee and ranged (they have both a reach and a range) are considered thrown weapons except if they use ammunition. In that case they are ranged weapons with a melee attack in addition to their ranged attack.
    Shields are arm-slot items that can be used with 3 different ways. The 1st way are to be carried in the back (then they occupy the back slot and they give any respective bonuses and penalties). The second way, which is the most normal, are like arms-slot items (then they occupy the arms slot and they give any respective bonuses and penalties). Finally, they can occupy the off-hand slot (then they give any respective bonuses and penalties plus +1 cover bonus to both defenses).
    To use an item, you must have proficiency with it otherwise you get a -2 penalty to all your 3d6 rolls (except weapons where you get -2 penatly and no proficiency bonus in just your attack rolls) and this is cumulative (for example, wearing a rare torso armor and unique sandals while you have just common torso proficiency and common feet proficiency will result in -4 penalty to all your 3d6 rolls).
    Moreover, every item is available to 3 heaven sources and you must share at least 1 heaven source with an item in order to use it at full effectiveness. Otherwise, the character will get a -2 penalty to all your 3d6 rolls and this is cumulative or the item won't function at all (RM's choice).


    Melee weapon types: Axe, Flail, Hammer, Blade, Mace, Pick, Spear, Staff, Unarmed
    Ranged weapon types: Bow, Sling, Crossbow, Firearm, Thrower, Bomb, Ammunition
    Device types: Book, Symbol, Wand, Rod, Orb, Totem, Potion
    Slot item types: Head, Neck, Torso, Back, Arms, Hands, Waist, Legs, Feet

    COMMON MELEE WEAPONS

    name: Unarmed Attack (Unarmed)
    text: "You always own this weapon..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: costless (+1 modifier)
    proficiency: +1 (-1 modifier)
    hand: no-hand (+2 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 0 gp, 0 lb (you always own this weapon)

    name: Katar - Punching Dagger (Blade)
    text: "A mundane dagger that is pushed forward by the strength of your punch."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 2 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Gauntlet Spikes (Unarmed)
    text: "Spikes attached to a gauntlet."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: no-hand (+2 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 2 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Mace - Light Morningstar (Mace)
    text: "A light mace, good as a secondary-hand weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Heavy Mace - Heavy Morningstar (Mace)
    text: "A heavy mace, good as a primary-hand weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 8 lb

    name: Sickle (Blade)
    text: "A light blade, favored by the druids."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: knock (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Scythe (Blade)
    text: "A heavy blade, favored by the commoners."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: knock (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 7 lb

    name: Club (Mace)
    text: "One of the earliest and simplest weapons around."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 3 lb

    name: Torch (Mace)
    text: "Extremely useful as a light source and, if needed, as a secondary weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 1 weapon (-3 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: no-critical (+0 modifier)
    properties: fire (+1 modifier), illumination 10/20 (+2 modifier)
    overall modifier, cost & weight: +0, 1 gp, 3 lb

    name: Shortspear - Javelin (Spear)
    text: "An one-handed spear."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier), range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 3 lb

    name: Quarterstaff (Staff)
    text: "A staff that is well-balanced by both ends."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Spear - Trident (Spear)
    text: "A two-handed spear."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier), range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 6 lb

    name: Longspear (Spear)
    text: "A two-handed spear with a reach of 10 feet."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 2 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 6 lb

    name: Throwing Dagger (Blade)
    text: "A small dagger light enough to be thrown effectively if needed, though it is also great at hand-to-hand combat."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 2 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier), ranged 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Parrying Dagger (Blade)
    text: "A more defensive offense, like all parrying weapons, this blade is strong enough to withstand and block blows while delivering its own."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 2 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Pact Dagger (Blade)
    text: "Warlocks keep this dagger as a trademark of their pact though other characters may find it spirit-wounding abilities useful."
    heaven source: Star or Grotesque or Magical
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 2 weapon (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: negative (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Trickster's Stiletto (Blade)
    text: "Tricksters, mages and political figures favor this slightly enchanted weapon that gets its power from thoughts."
    heaven source: Magical or Dark or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 2 disease (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: backstab (+1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    name: Ceremonial Knife (Blade)
    text: "Ancient ritualistic circles used these silvered knives and their ability to hurt the flesh by targeting the soul."
    heaven source: Religious or Gaia or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 2 silver (-2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: bleeding (+2 modifier)
    overall modifier, cost & weight: +0, 1 gp, 2 lb

    RARE MELEE WEAPONS

    name: Dwarven Battleaxe (Axe)
    text: "They say it is more difficult to miss an attack with the silvered dwarven battleaxe, it is time to see if the tales are true..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: silver (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Light Pick (Pick)
    text: "A light pick, good as a secondary-hand weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Heavy Pick (Pick)
    text: "A heavy pick, good as a primary-hand weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 6 lb

    name: Throwing Handaxe (Axe)
    text: "Light enough to be thrown, heavy enough to be used in hand-to-hand situations."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier), ranged 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Flail (Flail)
    text: "The most common version of flail."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: knock (+1 modifier), drop (+2 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Short Sword (Blade)
    text: "Probably the second most well-known rare weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Longsword (Blade)
    text: "Probably the most well-known rare weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Scimitar (Blade)
    text: "An excellent craftsmanship and a masterwork weapon, scimitar is well-known for its critical hits."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Rapier (Blade)
    text: "An excellent craftsmanship and a masterwork weapon, rapier is well-known for its critical hits."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Razor-edge Axe (Axe)
    text: "An excellent craftsmanship and a masterwork weapon, this razor-edge weapon is well-known for its critical hits."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Warhammer (Hammer)
    text: "Very good at crafting weapons and smashing bones."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Berzerker's Battleaxe (Axe)
    text: "Rage empowers these faintly magical axes that wish to hunt down worthy opponents."
    heaven source: Elemental or Gaia or Dark
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: fast (-1 modifier)
    critical: high-critical (+2 modifier)
    properties: manhunt (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Falchion (Blade)
    text: "A two-handed scimitar."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Mind-freezing Battleaxe (Axe)
    text: "The axe's head is made of ice that cannot melt and its hilt moves by reading the mind of its wielder and executing orders accordingly."
    heaven source: Mind or Grotesque or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 ice (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: brain (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Glaive - Ranseur - Guisarme - Halberd (Spear)
    text: "A longspear with a blade of some sort attached to its head."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: reach 2 (+2 modifier)
    lift/load: fast (-1 modifier)
    critical: 3-critical (+1 modifier)
    properties: knock (+1 modifier), drop (+2 modifier)
    overall modifier, cost & weight: +0, 5 gp, 12 lb

    name: Warden's Battleaxe (Axe)
    text: "Old stories tell of Wardens, tireless protectors of Mother Nature, wielding battleaxes like these."
    heaven source: Religious or Gaia or Star
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: regeneration (+2 modifier)
    overall modifier, cost & weight: +0, 5 gp, 4 lb

    name: Light Lance (Spear)
    text: "Light lances were meant to be used from a horseback."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: mounted (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 8 lb

    name: Heavy Lance (Spear)
    text: "Heavy lances were meant to be used from a horseback."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +1 (-1 modifier)
    hand: one-handed (+0 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: mounted (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 10 lb

    UNIQUE MELEE WEAPONS

    name: Heavy Warstaff (Staff)
    text: "A heavy wooden staff with bits of metal attached to its head."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 7 lb

    name: Light Longstaff (Staff)
    text: "A light and long wooden staff able to attack up to 10 feet away."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: reach 2 (+2 modifier)
    lift/load: fast (-1 modifier)
    critical: 3-critical (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 5 lb

    name: Musician's Staff (Staff)
    text: "An enchanted staff. They say the artistic skills of its previous owners are stored in it."
    heaven source: Dark or Social or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: disguise (+3 modifier), +4 art (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Growing Staff (Staff)
    text: "A relatively small staff that can grow to reach enemies up to 15 feet away and shrink back to its normal length at-will."
    heaven source: Magical or Elemental or Star
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 3 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: parry (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Illuminating Staff (Staff)
    text: "This staff has a gem attachet to its head that glows with white light when you say the verbal command."
    heaven source: Star or Religious or Mind
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: demoralize (+3 modifier), illumination 20/40 (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Black Staff (Staff)
    text: "This staff has a gem attachet to its head that becomes black and full of darkness when you say the verbal command."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: hide (+3 modifier), darkness 20/40 (+3 modifier)
    overall modifier, cost & weight: +0, 10 gp, 6 lb

    name: Greatclub (Mace) - Greataxe (Axe) - Greatsword (Blade)
    text: "A heavy great weapon favored by those who wish to strike often and strike hard."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: reach 1 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 10 gp, 8 lb

    COMMON RANGED WEAPONS

    name: Rock Throwing (Unarmed)
    text: "The most basic ranged weapon. You always own this weapon, if you can pick up a couple of stones where you are fighting."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: costless (+1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: ranged 5/10 (+1 modifier)
    lift/load: fast (-1 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 0 gp, 0 lb (you always own this weapon)

    name: Sling (Sling)
    text: "A sling that requires a free action to be loaded."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 3 weapon (-1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Light Crossbow (Crossbow)
    text: "A light crossbow that requires a fast action to be loaded."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: fast (-1 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 4 lb

    name: Heavy Crossbow (Crossbow)
    text: "A heavy crossbow that requires a mediocre action to be loaded."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: mediocre (-2 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 8 lb

    name: Crossbow Turret (Crossbow)
    text: "A crossbow turret that, as a stationary weapon, requires a heavy action to be unpacked and ready to be used or packed and ready to be moved."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: stationary (-2 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: mediocre (-2 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 12 lb

    RARE RANGED WEAPONS

    name: Shortbow (Bow)
    text: "A short bow that can be used even by small humanoids."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Longbow (Bow)
    text: "A tall bow that can not be used by small humanoids and requires a fast action to be loaded."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: fast (-1 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Composite Shortbow (Bow)
    text: "A composite short bow that can be used even by small humanoids."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 2 lb

    name: Composite Longbow (Bow)
    text: "A composite tall bow that can not be used by small humanoids and requires a fast action to be loaded."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: fast (-1 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    UNIQUE RANGED WEAPONS

    name: Pistol (Firearm)
    text: "A renaissance pistol."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: fast (-1 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 10 gp, 2 lb

    name: Hand Cannon (Thrower)
    text: "A renaissance hand cannon. Not very useful, except if you are hasted."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: heavy (-3 modifier)
    critical: high-critical (+2 modifier)
    properties: splash 2x2 (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 12 lb

    name: Rifle (Firearm)
    text: "A renaissance rifle."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: mediocre (-2 modifier)
    critical: high-critical (+2 modifier)
    properties: -
    overall modifier, cost & weight: +0, 10 gp, 4 lb

    Last edited by ARTHAN; 2020-09-10 at 04:14 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  7. - Top - End - #7
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    ---DEVICES---

    Spoiler
    Show


    COMMON DEVICES

    name: Holy Symbol of Lightning (Symbol)
    text: "A wooden holy symbol of lightning."
    heaven source: Star or Religious or Gaia
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 3 shock (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of the Sun (Symbol)
    text: "A wooden holy symbol of the sun."
    heaven source: Star or Religious or Gaia
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 3 positive (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of the Sound (Symbol)
    text: "A wooden holy symbol of the sound."
    heaven source: Star or Religious or Gaia
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 3 sound (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of the Ice (Symbol)
    text: "A wooden holy symbol of the ice."
    heaven source: Star or Religious or Gaia
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 3 ice (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Holy Symbol of the Fire (Symbol)
    text: "A wooden holy symbol of the fire."
    heaven source: Star or Religious or Gaia
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 3 fire (-1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -height 1-

    name: Wand of Magic (Wand)
    text: "The most basic type of wand."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 force (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Wand of Frost (Wand)
    text: "This does two things well. It freezes and it slows."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 ice (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: slow (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Wand of Acid Arrow (Wand)
    text: "The acid arrows fired from this wand are corrossive and cause bleeding."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 acid (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: bleeding (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Wand of Fireball(Wand)
    text: "This wand releases balls of flame upon your opponents."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 fire (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: splash 3x3 (+3 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Wand of Polymorph (Wand)
    text: "If you love animals you are probably going to love this wand."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 brain (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: lesser polymorph (+4 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Lesser Prismatic Wand (Wand)
    text: "This contains five elements in addition to force. Fire, ice, acid, sound and shock."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 force (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: fire & ice & acid & sound & shock (+5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Wand of Amaze (Wand)
    text: "Spellcasters who do not have ethical issues about mind-manipulating favor this wand."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 brain (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: amaze (+6 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Wand of Stupidity (Wand)
    text: "Messing with the mind of your rivals can be entertaining to some and disgusting to some others."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 brain (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: stupid (+7 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Wand of Forceful Grasp (Wand)
    text: "A hand made of pure force grabs your opponent!"
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 10 force (+6 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: grab (+2 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Greater Prismatic Wand (Wand)
    text: "This contains ten damage types. Fire, ice, acid, sound and shock, as well as positive, negative, disease, venom and brain."
    heaven source: Gaia or Magical or Mind
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 fire (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: ice & acid & sound & shock & positive & negative & disease & venom & brain (+9 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    RARE DEVICES

    name: Defensive Tome of Corossive Strength (Book)
    text: "A dusty tome that defends you via magic."
    heaven source: Social or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 4 acid (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: exceptional defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Physical Burnings (Book)
    text: "A dusty tome that defends you via magic."
    heaven source: Social or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 4 fire (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: exceptional defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Mental Endurance (Book)
    text: "A dusty tome that defends you via magic."
    heaven source: Social or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 4 brain (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: exceptional defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Entombed Spirit (Book)
    text: "A dusty tome that defends you via magic."
    heaven source: Social or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 4 negative (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: exceptional defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    name: Defensive Tome of Tainted Disease (Book)
    text: "A dusty tome that defends you via magic."
    heaven source: Social or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy MA vs MD (-3 modifier)
    damage: 4 disease (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: exceptional defense (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 3 lb

    -height 1-

    name: Rod of Force (Rod)
    text: "A basic magical rod."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Poisonous Rod (Rod)
    text: "They say illusory snake fangs appear on the rod when you attack with it."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 venom (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: splash 2x2 (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Rod of Negativity (Rod)
    text: "The negative energy drains some of the target's vitality."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 negative (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: draining (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Rod of Acidic Whirlwind (Rod)
    text: "A small lime green whirlwind surrounds either you or the target, burning everything inside it with acid, excluding its center."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 acid (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: whirl 3x3 (+3 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Rod of Stunning (Rod)
    text: "Stun, stun, STUN!"
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: stun (+4 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Sound Rod of Petrification(Rod)
    text: "Fear is not the only thing that can petrify you."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 sound (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: petrify (+5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Rod of Burning Tornado (Rod)
    text: "An orange and red tornado burns everything on its path."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 fire (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: whirl 5x5 (+6 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Rod of Gravity Reversal (Rod)
    text: "It reverses the gravity for the target with possibly devastating results!"
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: gravity reversal (+6 modifier), brain (+1 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Force Rod of Greater Idol (Rod)
    text: "No, there is no rod of lesser idol. Stop searching for it..."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 force (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: greater idol (+8 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Rod of Electric Hurricane (Rod)
    text: "A small yet real hurricane-like storm strikes everything to its path."
    heaven source: Dark or Religious or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 5 shock (+1 modifier)
    range/reach: reach 1 (+1 modifier), range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: whirl 7x7 (+9 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    UNIQUE DEVICES

    name: Totem of Natural Force (Totem)
    text: "A wooden totem representing a ram."
    heaven source: Gaia or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs MD (-3 modifier)
    damage: 5 force (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Poisonous Bite (Totem)
    text: "A wooden totem representing a cobra."
    heaven source: Gaia or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs MD (-3 modifier)
    damage: 5 venom (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Ecolocation (Totem)
    text: "A wooden totem representing a bat."
    heaven source: Gaia or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs MD (-3 modifier)
    damage: 5 sound (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Corrosive Worker (Totem)
    text: "A wooden totem representing an ant."
    heaven source: Gaia or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs MD (-3 modifier)
    damage: 5 acid (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Flying Plague (Totem)
    text: "A wooden totem representing a fly."
    heaven source: Gaia or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs MD (-3 modifier)
    damage: 5 disease (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    name: Totem of Night's Wisdom (Totem)
    text: "A wooden totem representing an owl."
    heaven source: Gaia or Dark or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +1 (-1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs MD (-3 modifier)
    damage: 5 negative (+1 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: curse (+1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 1 lb

    -height 1-

    name: Crystal Orb (Orb)
    text: "A clear ball that brings positive energy."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 positive (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Orb of Opposing (Orb)
    text: "This orb hunts down those opposed to you."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 positive (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: oppose (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Orb of Self-Healing (Orb)
    text: "Caring for your health is not a bad thing."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 positive (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: healing (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Orb of Greater Cover (Orb)
    text: "This orb creates a greater cover out of the debris, stones and even dust that surrounds you and uses the mass of the same debris to attack your opponents."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: Greater Cover (+3 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Orb of Command (Orb)
    text: "This orb puts others under your command, like it or not."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 brain (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: command (+4 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Orb of Sleep (Orb)
    text: "Sweet cold dreams..."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 ice (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: sleep (+5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Orb of Dominate(Orb)
    text: "Many hate this orb and for a good reason."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 negative (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: dominate (+6 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Orb of Greater Polymorph (Orb)
    text: "This orb will give you the power to turn an elephant into a cat. Or the opposite."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 force (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: greater polymorph (+7 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Orb of Greater Phantom (Orb)
    text: "A ghostly servant is always welcome..."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 negative (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: greater phantom (+8 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Orb of Grabbing Idol (Orb)
    text: "An illusory image of yours appears and grabs your enemy."
    heaven source: Star or Elemental or Magical
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy MA vs PD (-3 modifier)
    damage: 4 force (+0 modifier)
    range/reach: reach 4 (+4 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: lesser idol (+7 modifier), grab (+2 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    Last edited by ARTHAN; 2020-09-10 at 04:15 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  8. - Top - End - #8
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- CONSUMABLES & RITUALS ---

    Spoiler
    Show


    BOMBS

    name: Bomb (Bomb)
    text: "A renaissance bomb."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: splash 3x3 (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Fire (Bomb)
    text: "A round red bottle that ignites when broken."
    heaven source: Star or Magical or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 3 fire (-1 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: high-critical (+2 modifier)
    properties: splash 3x3 (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Acid (Bomb)
    text: "A round green bottle that releases acid when broken."
    heaven source: Star or Magical or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 4 acid (+0 modifier)
    range/reach: range 10/20 (+2 modifier)
    lift/load: free (+0 modifier)
    critical: 3-critical (+1 modifier)
    properties: splash 3x3 (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Frost (Bomb)
    text: "A round blue bottle that releases a freezing gas when broken."
    heaven source: Star or Magical or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 5 ice (+1 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: 2-critical (+3 modifier)
    properties: splash 2x2 (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Healing (Bomb)
    text: "A round yellow bottle that heals you."
    heaven source: Star or Magical or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 0 (-4 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: - (+0 modifier)
    properties: splash 4x4 (+5 modifier), heal other x2 (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Alchemist's Repairing (Bomb)
    text: "A round yellow bottle that repairs you."
    heaven source: Star or Magical or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    proficiency: +2 (+0 modifier)
    hand: off-hand (+1 modifier)
    attack: mediocre PA vs PD (-2 modifier)
    damage: 0 (-4 modifier)
    range/reach: range 5/10 (+1 modifier)
    lift/load: free (+0 modifier)
    critical: - (+0 modifier)
    properties: splash 4x4 (+5 modifier), repair other x4 (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    AMMUNITION

    name: Simple Ammunition (Ammunition-Sling or Ammunition-Bow or Ammunition-Crossbow or Ammunition-Firearms or Ammunition-Thrower)
    text: "A piece of mundane ammunition. Its critical-related rules replaces the weapon's critical-related rules."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: 1-critical (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Slingshot (Ammunition-Sling)
    text: "A blinding slingshot made of alchemical silver."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: silver (+1 modifier), blind (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Arrow (Ammunition-Bow)
    text: "A stunning arrow made of alchemical silver."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: silver (+1 modifier), stun (+4 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Bolt (Ammunition-Crossbow)
    text: "A bleeding and paralyzing bolt made of alchemical silver."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: silver (+1 modifier), bleeding (+2 modifier), paralyze (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Silvered Bullet (Ammunition-Firearms)
    text: "A bullet for a musket made of alchemical silver and positive energy that easily delivers critical hits."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: silver (+1 modifier), positive (+1 modifier), 2-critical (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Pertifying Slingshot (Ammunition-Sling)
    text: "A slingshot that can turn the target to stone."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: pertify (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Pacifying Arrow (Ammunition-Bow)
    text: "An arrow that can pacify a severly wounded opponent."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: pacify (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Sleeping Bolt (Ammunition-Crossbow)
    text: "A bolt that can make the target to fall asleep."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: sleep (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Dizzy Bullet of Disarming (Ammunition-Firearms)
    text: "A bullet for a pistol or rifle that makes your opponents dizzy and drops their weapon."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: dizziness (+3 modifier), drop (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -height 1-

    name: Arrow of Love (Ammunition-Bow)
    text: "An arrow at the shape of a heart that amazes the target. Some say there is one chance to a thousand for the target to permanently fall in love with the user!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: amaze (+6 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Arrow of the Lesser Phantom (Ammunition-Bow)
    text: "An arrow that, as they say, once fired, a lesser phantom appears to aid you right next to you."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: lesser phantom (+7 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Arrow of Confusion (Ammunition-Bow)
    text: "An arrow that causes confusion to the target."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: confusion (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Arrow of the Monkey's Curse (Ammunition-Bow)
    text: "An arrow that mutes, deafens and blinds."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: blind (+4 modifier), deafen (+3 modifier), mute (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Arrow of Speed (Ammunition-Bow)
    text: "A silver arrow that grants you its speed once fired..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: silver (+1 modifier), haste (+4 modifier), rapid (+3 modifier), speedy (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Arrow of Sloth (Ammunition-Bow)
    text: "An acidic arrow that slow down its target."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: acid (+1 modifier), stun (+4 modifier), dizziness (+3 modifier), paralyze (+2 modifier), fear (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Arrow of Instant Killing (Ammunition-Bow)
    text: "Five arrows like this can kill even a deity, as they say. Four to bring it down and the last one, the last one just to make sure it is dead when it falls down..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: instant kill (+10 modifier), bleeding (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Arrow of Three Lesser Idols (Ammunition-Bow)
    text: "An arrow that, with a great cost to your physical stamina, once fired, three lesser idols appear to mislead your opponents adjacent to you."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: self-sacrifice (-10 modifier), lesser idol x3 (+21 modifier), healing (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Arrow of the Three Greater Phantoms (Ammunition-Bow)
    text: "An arrow that, with a great cost to your physical stamina, once fired, three greater phantoms appear to aid you adjacent to you."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: self-sacrifice (-10 modifier), greater phantom x3 (+24 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Arrow of the Monkey's Curse of Sloth (Ammunition-Bow)
    text: "It does everything to your opponent. It frightens, it blinds, everything!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: dizziness (+3 modifier), paralyze (+2 modifier), fear (+1 modifier), blind (+4 modifier), deafen (+3 modifier), mute (+2 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    POISONS

    -height 1-

    name: Poisoned Bolt of Dream Poison (Ammunition-Crossbow)
    text: "A bolt poisoned with Dream Poison. It is said that the Dream Poison makes you see the sweetest dreams."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), sleep (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Poisoned Bolt of Paralyzing Venom (Ammunition-Crossbow)
    text: "A bolt poisoned with Paralyzing Venom. Paralyzing venom is taken from Brown Cobras."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), fear (+1 modifier), paralyze (+2 modifier), dizziness (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Poisoned Bolt of Blinding Poison (Ammunition-Crossbow)
    text: "A bolt poisoned with Blinding Poison. Blinding poison is taken from Green Cobras."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), blind (+4 modifier), dizziness (+3 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Poisoned Bolt of Grotesque Madness (Ammunition-Crossbow)
    text: "A bolt poisoned with Grotesque Madness. Grotesque Madness is a simple poison tainted by the magic of the Grotesque Realm."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), confusion (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Poisoned Bolt of Black Nightmare (Ammunition-Crossbow)
    text: "A bolt poisoned with Black Nightmare. Black Nightmare is taken from slain phantoms."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), negative (+1 modifier), draining x4 (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Poisoned Bolt of Arsenic (Ammunition-Crossbow)
    text: "A bolt poisoned with Arsenic."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), instant kill (+10 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Poisoned Bolt of Desertstinger Scorpion (Ammunition-Crossbow)
    text: "A bolt poisoned with Desertstinger Scorpion's venom. Desertstinger scorpion lives in hot sand deserts and it is a large-sized scorpion with a nasty sting and an even nastier poison."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom & disease & acid (+3 modifier), bleeding (+2 modifier), stupidity (+7 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Poisoned Bolt of Stone Spider (Ammunition-Crossbow)
    text: "A bolt poisoned with Stone Spider's venom. Stone spider lives in rocky mountains or caverns and it is a medium-sized spider with a poison that causes either stupidity or petrification or both."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), stupidity (+7 modifier), petrify (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Poisoned Bolt of Brain Toxin (Ammunition-Crossbow)
    text: "A bolt poisoned with Brain Toxin. Brain toxin is taken from a rare tropical plant."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom & brain & sound & acid (+4 modifier), command (+4 modifier), amaze (+6 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Poisoned Bolt of White Widow (Ammunition-Crossbow)
    text: "A bolt poisoned with White Widow's venom. White widow is a much more poisonous small-sized black widow."
    heaven source: Grotesque or Social or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: venom (+1 modifier), stun (+4 modifier), instant kill (+10 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    POTIONS

    You gain the benefits of a potion by drinking it. Drinking a potion you hold to your hand is a fast action. Making a willing ally to drink it is a mediocre action.

    name: Healing Potion of the Wounded Combatant (Potion)
    text: "Drink it, soldier. It is good for your health! It even helps against poisonous toxins."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing x2 (+4 modifier), resist 5 venom (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Harmed Caster (Potion)
    text: "This potion does not only restores your health, it also protects against necrosis."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing x2 (+4 modifier), resist 5 negative (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Bleeding Tree (Potion)
    text: "They say that every wounded being is like the Tree That Bleeds. However, unlike the Tree That Bleeds, you can drink this potion to stop the bleeding..."
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing (+2 modifier), regeneration (+2 modifier), resist 5 disease (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Iron Mind (Potion)
    text: "This potion protects and heals both body and mind."
    heaven source: Ki or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing (+2 modifier), damage reduction (+2 modifier), resist 5 brain (+1 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Healing Potion of the Damaged Construct (Potion)
    text: "Drink it, construct. It is good for your screws and gears!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: repairing x5 (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Potion of Invisibility (Potion)
    text: "See?"
    heaven source: Magical or Social or Gaia
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: invisibility (+5 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -height 1-

    name: Potion of Healing Light Wounds (Potion)
    text: "The most basic formula of a healing potion."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing x3 (+6 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Lesser Potion of the Four Elements (Potion)
    text: "This lesser potion slightly protects you from fire, shock, ice and sound."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: resist 10 fire & 10 shock & 10 ice & 10 sound (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Potion of Healing Moderate Wounds (Potion)
    text: "The second most basic formula of a healing potion."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing x4 (+8 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Lesser Potion of Regeneration (Potion)
    text: "It gives you regeneration and good protection against poisons, plagues and necrosis. What else do you want?"
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: regeneration (+2 modifier), resist 15 venom & 15 disease & 15 negative (+9 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Potion of Healing Serious Wounds (Potion)
    text: "The third most basic formula of a healing potion."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing x5 (+10 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Potion of the Four Elements (Potion)
    text: "This potion protects you from fire, shock, ice and sound."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: resist 15 fire & 15 shock & 15 ice & 15 sound (+12 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Potion of Healing Critical Wounds (Potion)
    text: "The fourth most basic formula of a healing potion."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: healing x6 (+12 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Greater Potion of Regeneration (Potion)
    text: "It gives you regeneration and great protection against poisons, plagues and necrosis. Also, it illuminates the area. What else do you want?"
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: illumination 5/10 (+1 modifier), regeneration (+2 modifier), resist 20 venom & 20 disease & 20 negative (+12 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Potion of the Ultimate Damage Reduction (Potion)
    text: "Very few things in the cosmos reduce the damage better than this potion..."
    heaven source: Ki or Mind or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: damage reduction x7 (+14 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Greater Potion of the Four Elements (Potion)
    text: "This greater potion greatly protects you from fire, shock, ice and sound."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: resist 20 fire & 20 shock & 20 ice & 20 sound (+16 modifier), consumable (-5 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    RITUALS

    A Ritual costs the listed market price in order to be memorized. After being memorized, it only costs a tenth of that amount in components and they need 1 minute per height in order to be casted as many times as the one who has memorized it wants (for example a fourth height ritual needs 4 minutes to be casted) but rituals must not be interrupted by combat or the ritual and its components may be wasted (or may not, it is the RM's choice).
    After being casted, the ritual is stored to the empty off-hand or the empty primary hand of the one who casted it till the caster chooses a target to "attack" with it (in order to perform a ritual you need at least an empty hand anyways). The attack is always MA versus MD but most targets want the positive benefits of the ritual, so they fake a MD of zero anyways. The ritual's duration is 5 minutes per height (so, a fourth height ritual stays active for 20 minutes and so on).

    -height 1-

    name: Ritual of Wall's Cover (Book)
    text: "You create a total cover from a thick piece of metal, stone or other material that was taken out of a wall. You place it to one of the four corners of the origin square. That side of square has total cover, blocking all attacks to and from that side. Moreover, you become cloaked."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: cloaked (+2 modifier), walled (-1 modifier), total cover (+9 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    name: Ritual of Ceiling's Cover (Book)
    text: "You create a total cover from a thick piece of metal, stone or other material that was taken out of a ceiling. You place it to one of the four corners of the origin square. That side of square has total cover, blocking all attacks to and from that side. Moreover, you are good at hiding."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: hide (+3 modifier), ceiling (-2 modifier), total cover (+9 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    name: Ritual of Animating (Book)
    text: "You animate the weapon and now you need no hands to attack with it!"
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: animating (+10 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    name: Ritual of Stealthy Animal Form (Book)
    text: "You transform the being to an animal that keep its sense... and its ability to hide."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: hide (+3 modifier), alteration (+7 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Ritual of Repairing (Book)
    text: "And the object or the construct is fully repaired!"
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: repair other x11 (+11 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Ritual of Heal (Book)
    text: "And the person is fully healed!"
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: heal other x6 (+12 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    -height 4-

    name: Ritual of Everstrike (Book)
    text: "A ritual designated to find any weakness your opponents may have."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: weapon & venom & ice & disease & acid & silver & sound & fire & shock & negative & force & positive & brain (+13 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +4, 400 gp, 1 lb

    -height 5-

    name: Ritual of Lesser Protection (Book)
    text: "A ritual designated to protect you from lesser attacks."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: damage reduction (+2 modifier), +6 to both defenses (+12 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +5, 500 gp, 1 lb

    -height 6-

    name: Ritual of Combat Stances (Book)
    text: "Combat will never be the same after this."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: crash & dash & sneaky & pushing & run & kick & withdraw & raid & manhunt & feint & backstab & demoralize (+15 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +6, 600 gp, 1 lb

    -height 7-

    name: Ritual of Exploration (Book)
    text: "Exploring a ruin will never be the same after this."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: forestwalk & climb & swim & burrow (+16 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +7, 700 gp, 1 lb

    -height 8-

    name: Ritual of Ultimate Flying (Book)
    text: "This ritual gives you the ability to fly with both flying modes, with and without wings, at the same time, enabling aerial combat..."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: fly & wings (+17 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +8, 800 gp, 1 lb

    -height 9-

    name: Ritual of Greater Protection (Book)
    text: "A ritual designated to protect you from greater attacks."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +9 to both defenses (+18 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +9, 900 gp, 1 lb

    -height 10-

    name: Ritual of Safe Travels (Book)
    text: "You can travel everywhere!"
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: sandwalk & forestwalk & icewalk & snowwalk & quicksandwalk & swampwalk & avalancewalk & waterwalk & acidwalk & lavawalk (+21 modifier), ritual (-9 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 1 lb

    Last edited by ARTHAN; 2020-09-10 at 04:17 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  9. - Top - End - #9
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    COMMON SLOT ITEMS

    Spoiler
    Show


    ---head---

    name: Copper Tiara of Authority (Head)
    text: "A copper tiara of authority. Those who wear it are wise but cynical, making them difficult to negotiate with."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MA (+1 modifier), -4 dialogue (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Leather Helmet (Head)
    text: "A light leather helmet. It covers the top and the back of the head, as well as the ears."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), -4 hear (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Leather Helmet (Head)
    text: "A medium leather helmet. It covers a greater area than the light helmet but it blocks the all-around vision of the user."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +2 PD (+2 modifier), -4 see (-1 modifier), -4 hear (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Heavy Leather Helmet (Head)
    text: "A heavy leather helmet. It covers the whole head but things are somewhat suffocating inside it."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +3 PD (+3 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), -4 smell (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -height 1-

    name: Helmet of the Bull (Head)
    text: "A light leather helmet that covers the top and the back of the head, as well as the ears. It makes the user eager to push any opponents."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PA (+1 modifier), -4 hear (-1 modifier), pushing (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Helmet of the Ram (Head)
    text: "A medium leather helmet that covers a greater area than the light helmet but it blocks the all-around vision of the user. It makes the user eager to dash and crash any opponents."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +2 PA (+2 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), dash (+1 modifier), crash (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -height 3-

    name: Helmet of the Raid (Head)
    text: "A heavy leather helmet that covers the whole head but things are somewhat suffocating inside it. It makes the user eager to go to skirmishes and raids."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +3 PA (+3 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), -4 smell (-1 modifier), raid (+1 modifier), withdraw (+1 modifier), kick (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    ---neck---

    name: Copper Amulet of Truth (Neck)
    text: "A copper amulet of truth. Those who wear it are smart but can not lie with ease."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MA (+1 modifier), -4 mislead (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Cloak of Physical Attack (Neck)
    text: "This cloak boosts your physical attack but it is flammable."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PA (+1 modifier), weak 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Physical Defense (Neck)
    text: "This cloak boosts your physical defense but it is flammable."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), weak 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Mental Attack (Neck)
    text: "This cloak boosts your mental attack but it is flammable."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MA (+1 modifier), weak 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    name: Cloak of Mental Defense (Neck)
    text: "This cloak boosts your mental defense but it is flammable."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MD (+1 modifier), weak 5 fire (-1 modifier)
    overall modifier, cost & weight: +0, 4 gp, 4 lb

    ---arms---

    name: Copper Bracers of Strength (Arms)
    text: "Copper bracers of strength add to your physical attack and make you feel less pain, which is not always a good thing."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PA (+1 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Wooden Shield (Arms-shield)
    text: "A light wooden shield. Great at deflecting attacks but it slightly slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MD (+1 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Medium Wooden Shield (Arms-shield)
    text: "A medium wooden shield. Great at deflecting attacks but it slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +2 MD (+2 modifier), burden 2 (-2 modifier)
    overall modifier, cost & weight: +0, 6 gp, 6 lb

    name: Heavy Wooden Shield (Arms-shield)
    text: "A heavy wooden shield. Great at deflecting attacks but it greatly slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +3 MD (+3 modifier), burden 3 (-3 modifier)
    overall modifier, cost & weight: +0, 7 gp, 7 lb

    ---hands---

    name: Copper Ring of Justice (Hands)
    text: "A copper ring of justice. Those who wear it are charismatic but they hate to terrorize others."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MD (+1 modifier), -4 terrorize (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Gauntlets (Hands)
    text: "Two light metallic gauntlets..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -height 1-

    name: Gloves of the Thief (Hands)
    text: "These gloves aid the sneaky ones."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: fetch (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Gloves of the Acrobat (Hands)
    text: "Dancing..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: dance (+2 modifier)
    overall modifier, cost & weight: +2, 200 gp, 1 lb

    -height 3-

    name: Gloves of the Duelist (Hands)
    text: "Time to duel..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: backstab (+1 modifier), feint (+1 modifier), counterattack (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 1 lb

    ---torso---

    name: Light Leather Armor (Torso)
    text: "A light leather torso armor. Avoid acid..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), weak 5 acid (-1 modifier)
    overall modifier, cost & weight: +0, 10 gp, 10 lb

    name: Medium Leather Armor (Torso)
    text: "A medium leather torso armor. Avoid acid..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +2 PD (+2 modifier), weak 10 acid (-2 modifier)
    overall modifier, cost & weight: +0, 15 gp, 15 lb

    name: Heavy Leather Armor (Torso)
    text: "A heavy leather torso armor. Avoid acid..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +3 PD (+3 modifier), weak 15 acid (-3 modifier)
    overall modifier, cost & weight: +0, 20 gp, 20 lb

    name: Lesser Robes of Physical Attack (Torso)
    text: "These robes increase your physical attack but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PA (+1 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Physical Defense (Torso)
    text: "These robes increase your physical defense but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Mental Attack (Torso)
    text: "These robes increase your mental attack but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MA (+1 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Lesser Robes of Mental Defense (Torso)
    text: "These robes increase your mental defense but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 MD (+1 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    ---back---

    name: Adventurer's backpack of holding (Back)
    text: "A backpack that can store a great amount of things!"
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: holding (+1 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    ---waist---

    name: Copper Belt of Endurance (Waist)
    text: "Copper belt of endurance adds to your physical defense and make you feel less pain, which is not always a good thing."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---legs---

    name: Light Kneecaps (Legs)
    text: "Two light metallic kneecaps..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---feet---

    name: Light Boots (Feet)
    text: "Two light metallic boots..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: +1 PD (+1 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    -height 1-

    name: Lesser Walker's Shoes (Feet)
    text: "These shoes let you walk fast."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: common (+0 modifier)
    properties: walker 1 (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb



    RARE SLOT ITEMS

    Spoiler
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    ---head---

    name: Iron Tiara of Authority (Head)
    text: "An iron tiara of authority. Those who wear it are wise but cynical, making them difficult to negotiate with."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 MA (+2 modifier), -4 dialogue (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Light Metallic Helmet (Head)
    text: "A light metallic helmet. It covers the top and the back of the head, as well as the ears."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PD (+2 modifier), -4 hear (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Metallic Helmet (Head)
    text: "A medium metallic helmet. It covers a greater area than a light helmet but it blocks the all-around vision of the user."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +3 PD (+3 modifier), -4 see (-1 modifier), -4 hear (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Heavy Metallic Helmet (Head)
    text: "A heavy metallic helmet. It covers the whole head but things are somewhat suffocating inside it."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +4 PD (+4 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), -4 smell (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -height 1-

    name: Helmet of the Sneaky Step (Head)
    text: "A light metallic helmet that covers the top and the back of the head, as well as the ears. Its user becomes eager to do sneaky steps."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PD (+2 modifier), -4 hear (-1 modifier), sneaky (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Runner's Helmet (Head)
    text: "A medium metallic helmet that covers a greater area than a light helmet but it blocks the all-around vision of the user. Its user becomes eager to run... faster than normal."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +3 PD (+3 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), run (+1 modifier), walker 1 (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -height 3-

    name: Helmet of Disguise (Head)
    text: "A heavy metallic helmet that covers the whole head but things are somewhat suffocating inside it. You supernaturaly can do minor changes to your body's appearence with it but your face remains that of the helmet."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +4 PD (+4 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), -4 smell (-1 modifier), disguise (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    ---neck---

    name: Iron Amulet of Truth(Neck)
    text: "An iron amulet of truth. Those who wear it are smart but can not lie with ease."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 MA (+2 modifier), -4 mislead (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    ---arms---

    name: Iron Bracers of Strength (Arms)
    text: "Iron bracers of strength add to your physical attack and make you feel less pain, which is not always a good thing."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PA (+2 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Light Metallic Shield (Arms-shield)
    text: "A light shield made by a single piece of metal. Great at deflecting attacks but it slightly slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 MD (+2 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Medium Metallic Shield (Arms-shield)
    text: "A medium shield made by a single piece of metal. Great at deflecting attacks but it slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +3 MD (+3 modifier), burden 2 (-2 modifier)
    overall modifier, cost & weight: +0, 6 gp, 6 lb

    name: Heavy Metallic Shield (Arms-shield)
    text: "A heavy shield made by a single piece of metal. Great at deflecting attacks but it greatly slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +4 MD (+4 modifier), burden 3 (-3 modifier)
    overall modifier, cost & weight: +0, 7 gp, 7 lb

    ---hands---

    name: Iron Ring of Justice (Hands)
    text: "An iron ring of justice. Those who wear it are charismatic but they hate to terrorize others."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 MA (+2 modifier), -4 terrorize (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Gauntlets (Hands)
    text: "Two medium metallic gauntlets..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PD (+2 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    -height 4-

    name: Gloves of the Mole (Hands)
    text: "The perfect burrowing tool."
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: burrow (+5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Gloves of the Frog (Hands)
    text: "The perfect swimming tool."
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: swim (+5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Gloves of the Spider (Hands)
    text: "The perfect climbing tool."
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: climb (+5 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---torso---

    name: Light Metallic Torso Armor (Torso)
    text: "A light metallic torso armor made by a single piece of metal. Avoid acid and shock at all costs!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +3 PD (+3 modifier), weak 5 acid & 5 shock (-2 modifier)
    overall modifier, cost & weight: +0, 10 gp, 10 lb

    name: Medium Metallic Torso Armor (Torso)
    text: "A medium metallic torso armor made by a single piece of metal. Avoid acid and shock at all costs!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +4 PD (+4 modifier), weak 10 acid & 5 shock (-3 modifier)
    overall modifier, cost & weight: +0, 15 gp, 15 lb

    name: Heavy Metallic Torso Armor (Torso)
    text: "A heavy metallic torso armor made by a single piece of metal. Avoid acid and shock at all costs!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +5 PD (+5 modifier), weak 10 acid & 10 shock (-4 modifier)
    overall modifier, cost & weight: +0, 20 gp, 20 lb

    name: Robes of Physical Attack (Torso)
    text: "These robes increase your physical attack but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PA (+2 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Physical Defense (Torso)
    text: "These robes increase your physical defense but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PD (+2 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Mental Attack (Torso)
    text: "These robes increase your mental attack but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 MA (+2 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Robes of Mental Defense (Torso)
    text: "These robes increase your mental defense but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 MD (+2 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    ---back---

    name: Light Adventurer's Backpack of Holding (Back)
    text: "A light backpack that can store a great amount of things!"
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: holding (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    ---waist---

    name: Iron Belt of Endurance (Waist)
    text: "Iron belt of endurance adds to your physical defense and make you feel less pain, which is not always a good thing."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PD (+2 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    ---legs---

    name: Medium Kneecaps (Legs)
    text: "Two medium metallic kneecaps..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +2 PD (+2 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    ---feet---

    name: Medium Boots (Feet)
    text: "Two medium metallic boots..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (+1 modifier)
    properties: +2 PD (+2 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Sandals of Power (Neck)
    text: "This pair of sandals boosts both offenses but a curse makes you weak against plagues."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +1 PA & +1 MA (+2 modifier), weak 5 disease (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Sandals of Reflexes (Neck)
    text: "This pair of sandals boosts both defenses but a curse makes you weak against plagues."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: +1 PD & +1 MD (+2 modifier), weak 5 disease (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    -height 1-

    name: Walker's Shoes (Feet)
    text: "These shoes let you walk faster."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: rare (-1 modifier)
    properties: walker 2 (+2 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb



    UNIQUE SLOT ITEMS

    Spoiler
    Show


    ---head---

    name: Golden Tiara of Authority (Head)
    text: "A golden tiara of authority. Those who wear it are wise but cynical, making them difficult to negotiate with."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MA (+3 modifier), -4 dialogue (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Light Scale Helmet (Head)
    text: "A light helmet, said to be made by the scales of a slain creature. It covers the top and the back of the head, as well as the ears."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 hear (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Medium Scale Helmet (Head)
    text: "A medium helmet, said to be made by the scales of a slain creature. It covers a greater area than the light helmet but it blocks the all-around vision of the user."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +4 PD (+4 modifier), -4 see (-1 modifier), -4 hear (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    name: Heavy Scale Helmet (Head)
    text: "A heavy helmet, said to be made by the scales of a slain creature. It covers the whole head but things are somewhat suffocating inside it."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +5 PD (+5 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), -4 smell (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -height 1-

    name: Light Whitescale Helmet (Head)
    text: "A light helmet, said to be made by the scales of a slain white dragon, that covers the top and the back of the head, as well as the ears. It gives you the ability to turn your body to an ice as strong as stone."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 hear (-1 modifier), stoneflesh (+1 modifier)
    overall modifier, cost & weight: +1, 100 gp, 1 lb

    -height 2-

    name: Medium Blackscale Helmet (Head)
    text: "A medium helmet, said to be made by the scales of a slain black dragon, that covers a greater area than the light helmet but it blocks the all-around vision of the user. It reduces the light of the area around you."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +4 PD (+4 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), darkness 10/20 (+2 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -height 3-

    name: Heavy Greenscale Helmet (Head)
    text: "A heavy helmet, said to be made by the scales of a slain green dragon, that covers the whole head but things are somewhat suffocating inside it. You become expert at hiding while wearing it."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +5 PD (+5 modifier), -4 see (-1 modifier), -4 hear (-1 modifier), -4 smell (-1 modifier), hide (+3 modifier)
    overall modifier, cost & weight: +3, 300 gp, 3 lb

    ---neck---

    name: Golden Amulet of Truth(Neck)
    text: "A golden amulet of truth. Those who wear it are smart but can not lie with ease."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MA (+3 modifier), -4 mislead (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    ---arms---

    name: Golden Bracers of Strength (Arms)
    text: "Golden bracers of strength add to your physical attack and make you feel less pain, which is not always a good thing."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PA (+3 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Light Scale Shield (Arms-shield)
    text: "A light shield, said to be made by the scales of a slain creature. Great at deflecting attacks but it slightly slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MD (+3 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    name: Medium Scale Shield (Arms-shield)
    text: "A medium shield, said to be made by the scales of a slain creature. Great at deflecting attacks but it slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +4 MD (+4 modifier), burden 2 (-2 modifier)
    overall modifier, cost & weight: +0, 6 gp, 6 lb

    name: Heavy Scale Shield (Arms-shield)
    text: "A heavy shield, said to be made by the scales of a slain creature. Great at deflecting attacks but it greatly slows you down."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +5 MD (+5 modifier), burden 3 (-3 modifier)
    overall modifier, cost & weight: +0, 7 gp, 7 lb

    ---hands---

    name: Golden Ring of Justice (Hands)
    text: "A golden ring of justice. Those who wear it are charismatic but they hate to terrorize others."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MA (+3 modifier), -4 terrorize (-1 modifier)
    overall modifier, cost & weight: +0, 1 gp, 1 lb

    name: Heavy Gauntlets (Hands)
    text: "Two heavy metallic gauntlets..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Locked Gauntlets (Hands)
    text: "Two light metallic gauntlets that lock in order to prevent dropping."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +1 PD (+1 modifier), immune to drop (+2 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 2 gp, 2 lb

    ---torso---

    name: Light Scale Torso Armor (Torso)
    text: "A light metallic torso armor, said to be made by the scales of a slain dragon. Dragon or not, avoid acid and shock at all costs!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +4 PD (+4 modifier), weak 5 acid & 5 shock (-2 modifier)
    overall modifier, cost & weight: +0, 10 gp, 10 lb

    name: Medium Scale Torso Armor (Torso)
    text: "A medium metallic torso armor, said to be made by the scales of a slain dragon. Dragon or not, avoid acid and shock at all costs!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +5 PD (+5 modifier), weak 10 acid & 5 shock (-3 modifier)
    overall modifier, cost & weight: +0, 15 gp, 15 lb

    name: Heavy Scale Torso Armor (Torso)
    text: "A heavy metallic torso armor, said to be made by the scales of a slain dragon. Dragon or not, avoid acid and shock at all costs!"
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +6 PD (+6 modifier), weak 10 acid & 10 shock (-4 modifier)
    overall modifier, cost & weight: +0, 20 gp, 20 lb

    name: Greater Robes of Physical Attack (Torso)
    text: "These robes increase your physical attack but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PA (+3 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Physical Defense (Torso)
    text: "These robes increase your physical defense but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Mental Attack (Torso)
    text: "These robes increase your mental attack but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MA (+3 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    name: Greater Robes of Mental Defense (Torso)
    text: "These robes increase your mental defense but an ancient curse makes you lose the ability to taste."
    heaven source: Magical or Religious or Elemental
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MD (+3 modifier), -4 taste (-1 modifier)
    overall modifier, cost & weight: +0, 9 gp, 9 lb

    ---back---

    name: Fast Adventurer's backpack of holding (Back)
    text: "A backpack that aids your walking speed and can store a great amount of things!"
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: holding (+1 modifier), walker 1 (+1 modifier)
    overall modifier, cost & weight: +0, 5 gp, 5 lb

    -height 5-

    name: Steampunk Wings (Back)
    text: "A pair of bat-like or bird-like metal wings, partially enchanted and full of screws and gears, grants you the ability to fly."
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: wings (+7 modifier)
    overall modifier, cost & weight: +5, 500 gp, 5 lb

    -height 8-

    name: Flying Cape (Back)
    text: "A cape that gives you the ability to fly."
    heaven source: Gaia or Star or Dark
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: fly (+10 modifier)
    overall modifier, cost & weight: +8, 800 gp, 5 lb

    ---waist---

    name: Golden Belt of Endurance (Waist)
    text: "Golden belt of endurance adds to your physical defense and make you feel less pain, which is not always a good thing."
    heaven source: Gaia or Star or Social
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Black Belt of Body (Waist)
    text: "This belt buffs the defense of the body but a curse makes you lose your ability to smell things."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 smell (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    name: Black Belt of Mind (Waist)
    text: "This belt buffs the defense of the mind but a curse makes you lose your ability to smell things."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 MD (+3 modifier), -4 smell (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -height 4-

    name: Lesser Universal Belt (Waist)
    text: "This lesser belt buffs all the abilities and gives a feeling of superiority and overconfidence to its user."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +2 PA & +1 PD & +2 MA & +1 MD (+6 modifier)
    overall modifier, cost & weight: +4, 400 gp, 3 lb

    -height 10-

    name: Greater Universal Belt (Waist)
    text: "This greater belt buffs all the abilities and gives a feeling of superiority and overconfidence to its user."
    heaven source: Mind or Dark or Grotesque
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PA & +3 PD & +3 MA & +3 MD (+12 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 3 lb

    ---legs---

    name: Heavy Kneecaps (Legs)
    text: "Two heavy metallic kneecaps..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), burden 1 (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    ---feet---

    name: Heavy Boots (Feet)
    text: "Two heavy metallic boots..."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: +3 PD (+3 modifier), -4 feel (-1 modifier)
    overall modifier, cost & weight: +0, 3 gp, 3 lb

    -height 1-

    name: Waterwalker Shoes (Feet)
    text: "These shoes let you walk on water."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: waterwalk (+3 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb

    name: Greater Walker's Shoes (Feet)
    text: "These shoes let you walk the fastest way possible."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: walker 3 (+3 modifier)
    overall modifier, cost & weight: +1, 100 gp, 2 lb

    -height 2-

    name: Dwarven Sandboots (Feet)
    text: "Two leather boots of the sand dwarves."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: sandwalk & quicksandwalk (+3 modifier), resist 5 fire (+1 modifier)
    overall modifier, cost & weight: +2, 200 gp, 2 lb

    -height 3-

    name: Elven Forestboots (Feet)
    text: "Two leather boots of the wood elves."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: forestwalk & swampwalk (+3 modifier), resist 5 venom & 5 disease (+2 modifier)
    overall modifier, cost & weight: +3, 300 gp, 2 lb

    name: Gnomish Iceboots (Feet)
    text: "Two leather boots of the ice gnomes."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: snowwalk & icewalk & avalancewalk (+4 modifier), resist 5 ice (+1 modifier)
    overall modifier, cost & weight: +3, 300 gp, 2 lb

    -height 9-

    name: Liquidwalker Shoes (Feet)
    text: "Two silvered shoes that let you walk on every liquid surface."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    properties: waterwalk & acidwalk & lavawalk (+11 modifier)
    overall modifier, cost & weight: +9, 900 gp, 2 lb

    Last edited by ARTHAN; 2020-09-10 at 04:19 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  10. - Top - End - #10
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    --- HEAVEN SOURCES ---

    Spoiler
    Show


    Choosing heaven source:
    At height 1, you choose TWO heaven sources according to your rank and its ability (for example, a fighter at height 1 has combat and star as heaven sources. From combat, he chooses between cavarly and infantry and let's say he gets infantry. Then, from star, he has 12 secondary heaven sources to choose from, represented by the twelve zodiac signs. Since that fighter happens to be a scorpio, he chooses that sign and gains the respective resistance. Other heaven sources give more options, others less, others only a single option to choose from. Other heaven sources give permanent passive properties and others more agressive options.)

    Recharge:
    When a power is used, its ability is depleted till it recharges.

    Duration:
    The effect of a power lasts for a number of turns equal to its height. When the duration expires, only the results of the effect remain.

    Permanent:
    Those passive powers give some permanent benefits.

    NATURAL

    Combat
    (+1 modifier) cavarly (mounted) (permanent)
    (+1 modifier) infantry (footsoldier) (permanent)

    Social
    (+1 modifier) way of battle (+4 combat) (permanent)
    (+1 modifier) way of dialogue (+4 social) (permanent)
    (+1 modifier) way of the grotesque realm (+4 grotesque) (permanent)
    (+1 modifier) way of the ying and yang (+4 ki) (permanent)
    (+1 modifier) way of the mind (+4 mind) (permanent)
    (+1 modifier) way of the shadow (+4 dark) (permanent)
    (+1 modifier) way of the elementals (+4 elemental) (permanent)
    (+1 modifier) way of the astral sea (+4 star) (permanent)
    (+1 modifier) way of the gaia (+4 Gaia) (permanent)
    (+1 modifier) way of religion (+4 religious ) (permanent)
    (+1 modifier) way of magic (+4 magical) (permanent)
    (+1 modifier) way of spotting (+4 see) (permanent)
    (+1 modifier) way of listening (+4 hear) (permanent)
    (+1 modifier) way of feeling (+4 feel) (permanent)
    (+1 modifier) way of tasting (+4 taste) (permanent)
    (+1 modifier) way of smelling (+4 smell) (permanent)
    (+1 modifier) way of the performance (+4 art) (permanent)
    (+1 modifier) way of the profession (+4 job) (permanent)
    (+1 modifier) way of the crafting (+4 create) (permanent)
    (+1 modifier) way of bluffing (+4 mislead) (permanent)
    (+1 modifier) way of intimidating (+4 terrorize) (permanent)
    (+1 modifier) way of negotiating (+4 dialogue) (permanent)

    SUPERNATURAL

    Magical
    (+1 modifier) Magic Drop ([weapon] & weak 5 weapon & drop) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Cloak ([weapon] & weak 5 weapon & cloaked) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Reduction ([weapon] & weak 5 weapon & damage reduction) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Draining ([weapon] & weak 5 weapon & draining) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Bleeding ([weapon] & weak 5 weapon & bleeding) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Paralyze ([weapon] & weak 5 weapon & paralyze) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Grab ([weapon] & weak 5 weapon & grab) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Dance ([weapon] & weak 5 weapon & dance) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Magic Walker ([weapon] & weak 5 weapon & walker 2) (recharge: 1 turn duration: 1 turn)

    Religious
    (+1 modifier) Holy Siege ([weapon] & pushing) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Sloth ([weapon] & slow) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Curse You ([weapon] & curse) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Holy Skirmish ([weapon] & raid) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Will of the Lord ([weapon] & counterattack) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) The Blind Can See ([weapon] & blindsense) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Divine Protection ([weapon] & cover) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Divine Destruction ([weapon] & manhunt) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Blessed Movement ([weapon] & sneaky) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Peace to You ([weapon] & pacifism) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Earthquake ([weapon] & tremorsense) (recharge: 1 turn duration: 1 turn)

    Gaia
    (+1 modifier) Spring ([weapon] & resist 10 positive & weak 5 negative) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Summer ([weapon] & resist 10 fire & weak 5 ice) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Autumn ([weapon] & resist 10 negative & weak 5 positive) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Winter ([weapon] & resist 10 ice & weak 5 fire) (recharge: 1 turn duration: 1 turn)

    Star
    (+1 modifier) Aries (resist 5 venom) (permanent)
    (+1 modifier) Aquarius (resist 5 ice) (permanent)
    (+1 modifier) Cancer (resist 5 disease) (permanent)
    (+1 modifier) Capricorn (resist 5 acid) (permanent)
    (+1 modifier) Gemini (resist 5 silver) (permanent)
    (+1 modifier) Libra (resist 5 sound) (permanent)
    (+1 modifier) Leo (resist 5 fire) (permanent)
    (+1 modifier) Sagittarius (resist 5 shock) (permanent)
    (+1 modifier) Scorpio (resist 5 negative) (permanent)
    (+1 modifier) Taurus (resist 5 force) (permanent)
    (+1 modifier) Virgo (resist 5 positive) (permanent)
    (+1 modifier) Pisces (resist 5 brain) (permanent)

    Elemental
    (+1 modifier) Earth (walker 1) (permanent)
    (+1 modifier) Water (withdraw) (permanent)
    (+1 modifier) Air (run) (permanent)
    (+1 modifier) Fire (kick) (permanent)

    Dark
    (+1 modifier) Thief ([weapon] & fetch) (recharge: 1 turn duration: 1 turn)

    Mind
    (+1 modifier) Path of strength (+1 PA) (permanent)
    (+1 modifier) Path of endurance (+1 PD) (permanent)
    (+1 modifier) Path of intelligence (+1 MA) (permanent)
    (+1 modifier) Path of wisdom (+1 MD) (permanent)

    Ki
    (+1 modifier) Ying ([weapon] & illumination 5/10) (recharge: 1 turn duration: 1 turn)
    (+1 modifier) Yang ([weapon] & darkness 5/10) (recharge: 1 turn duration: 1 turn)

    Grotesque
    (+1 modifier) Shivers ([weapon] & fear) (recharge: 1 turn duration: 1 turn)



    --- TRAININGS ---

    Spoiler
    Show


    When you create your character, you gain 12 proficiency stunts of your choice at 1st height (you must meet the requirements, for example if you choose rare device proficiency you must also have common device proficiency) and here are six suggested trainings:

    Peasant
    common melee proficiency
    common ranged proficiency
    common device proficiency
    common torso proficiency
    common arms proficiency
    common hands proficiency
    common legs proficiency
    common feet proficiency
    common back proficiency
    common neck proficiency
    common head proficiency
    common waist proficiency

    Specialist
    common melee proficiency
    common ranged proficiency
    common device proficiency
    common torso proficiency
    rare melee proficiency
    rare ranged proficiency
    rare device proficiency
    rare torso proficiency
    unique melee proficiency
    unique ranged proficiency
    unique device proficiency
    unique torso proficiency

    Soldier
    common melee proficiency
    rare melee proficiency
    common torso proficiency
    rare torso proficiency
    common ranged proficiency
    rare ranged proficiency
    common legs proficiency
    common feet proficiency
    common arms proficiency
    common hands proficiency
    common head proficiency
    common waist proficiency

    Spellcaster
    common device proficiency
    rare device proficiency
    unique device proficiency
    common torso proficiency
    common arms proficiency
    common hands proficiency
    common legs proficiency
    common feet proficiency
    common back proficiency
    common neck proficiency
    common head proficiency
    common waist proficiency

    Duelist
    common melee proficiency
    rare melee proficiency
    unique melee proficiency
    common torso proficiency
    common arms proficiency
    common hands proficiency
    common legs proficiency
    common feet proficiency
    common back proficiency
    common neck proficiency
    common head proficiency
    common waist proficiency

    Archer
    common ranged proficiency
    rare ranged proficiency
    unique ranged proficiency
    common torso proficiency
    common arms proficiency
    common hands proficiency
    common legs proficiency
    common feet proficiency
    common back proficiency
    common neck proficiency
    common head proficiency
    common waist proficiency



    --- RANKS ---

    Spoiler
    Show


    [weapon] = usage of wielded item or weapon (usually a weapon's attack), if you see this symbol it means you are reading an attack power of some sort.
    & = and (combination of two or more properties)

    COMMONER (heaven source: Combat & Social)
    "The most common and the most average rank in the universe."

    height 1 power: [weapon] & footsoldier (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & run (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    HERDER (heaven source: Social & Gaia)
    "Living in the wilderness just with your herd, surrounded by wolves, makes you harder than you think..."

    height 1 power: [weapon] & exceptional defense (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & forestwalk (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & icewalk & snowwalk & sandwalk & avalancewalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    ADEPT (heaven source: Social & Magical)
    "The most basic type of mage..."

    height 1 power: [weapon] & knock (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & waterwalk & avalancewalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    DIPLOMAT (heaven source: Social & Mind)
    "If there is a rank that truly believes that the pen is stronger than the sword, you have just found it!"

    height 1 power: [weapon] & slow (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & kick (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    ARISTOCRAT (heaven source: Social & Star)
    "I, the mighty noble, shall kill the grotesque beast of Hades!"

    height 1 power: [weapon] & mounted (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & dash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & icewalk & waterwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    MENTALIST (heaven source: Social & Grotesque)
    "Mentalists are great at manipulating the minds of the others, some for the greater good as they say and some for more grotesque purposes."

    height 1 power: [weapon] & fear (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & sneaky (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    GRENADIER (heaven source: Combat & Ki)
    "Grenadiers come to combine the gunpowder of the western renaissance era with the oriental warrior spirit of the samurai."

    height 1 power: [weapon] & footsoldier (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & kick (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    GEOMANCER (heaven source: Elemental & Ki)
    "Geomancers believe to the harmony of the elements, both between them and between them and the ki."

    height 1 power: [weapon] & splash 2x2 (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & icewalk & snowwalk & avalancewalk & sandwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    ZEN (heaven source: Ki & Grotesque)
    "Zens try to find the balance between their ki and the influence of the grotesque realm. Those who suceed almost always follow the way of the ki. Those who fall victims to the madness tend to follow more grotesque ways..."

    height 1 power: [weapon] & slow (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & run (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & waterwalk & acidwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    SHAMAN (heaven source: Religious & Gaia)
    "I have not heard of that Holy Trinity of yours, Grey Crusader, but if it is the Great Spirit that created the cosmos, we are already talking about the same thing."

    height 1 power: [weapon] & cover (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & forestwalk (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & icewalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    TRICKSTER (heaven source: Social & Dark)
    "Tricksters are masters of mislead, some for the better, some for the worse."

    height 1 power: [weapon] & feint (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & sneaky (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    GLADIATOR (heaven source: Combat & Elemental)
    "I have lived a life full of combat at the pits. We are not at the same height, you peasant!"

    height 1 power: [weapon] & manhunt (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & crash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & avalancewalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    PRIEST (heaven source: Social & Religious)
    "May the Lord guide us all..."

    height 1 power: [weapon] & pacifism (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & run (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    DRUID (heaven source: Elemental & Gaia)
    "I can smell the influence of the Grotesque Realm in this area and I will do whatever is needed to rid ourselves of this menace!"

    height 1 power: [weapon] & stoneflesh (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & forestwalk (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & icewalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    FIGHTER (heaven source: Combat & Star)
    "I fight and I am good at it. They say the zodiac sign of fighters like us determines our more special abilities..."

    height 1 power: [weapon] & footsoldier (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & crash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    MONK (heaven source: Mind & Ki)
    "Monks are monastic figures that practice both body and mind."

    height 1 power: [weapon] & knock (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & sneaky (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    SAMURAI (heaven source: Social & Ki)
    "Samurai is one with his or her weapon."

    height 1 power: [weapon] & mounted (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & crash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    NINJA (heaven source: Dark & Ki)
    "Why do you bother? Everyone knows you will pick me in the end!"

    height 1 power: [weapon] & backstab (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & run (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    AVENGER (heaven source: Religious & Dark)
    "Avengers believe we prayed long enough and it is time for action instead of prayers. The truth is somewhere between."

    height 1 power: [weapon] & slow (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & dash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & waterwalk & lavawalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    WARLOCK (heaven source: Grotesque & Star)
    "Rarely grotesque and often misunderstood, warlocks usually are the lone wolfs of the party."

    height 1 power: [weapon] & curse (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    SCOUT (heaven source: Combat & Gaia)
    "A combatant that prefers ranged than close combat, but excels at both."

    height 1 power: [weapon] & manhunt (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & dash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    SORCERER (heaven source: Magical & Elemental)
    "Based mostly on elemental magic, sorcerers can be really dangerous foes."

    height 1 power: [weapon] & splash 2x2 (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & sneaky (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    ALCHEMIST (heaven source: Magical & Star)
    "Great at throwing dangerous containers at enemies."

    height 1 power: [weapon] & splash 2x2 (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    PSION (heaven source: Mind & Grotesque)
    "A master of the mind that causes fear to the opponents and hope to the allies."

    height 1 power: [weapon] & fear (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & withdraw (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    GENERAL (heaven source: Combat & Mind)
    "Generals usually command armies but, of course, they can fight one-to-one too."

    height 1 power: [weapon] & mounted (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & crash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    BLADEMAGE (heaven source: Combat & Magical)
    "The blade of a fighter combined with the magic of a warlock!"

    height 1 power: [weapon] & curse (recharge: 1 turn duration: 1 turn)
    height 2 power: [weapon] & speedy (recharge: 1 minute duration: 2 turns)
    height 3 power: [weapon] & rapid (recharge: 5 minutes duration: 3 turns)
    height 4 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 5 power: [weapon] & haste & dash (recharge: 1 hour duration: 5 turns)
    height 6 power: [weapon] & fear & paralyze & dizziness (recharge: 5 hours duration: 6 turns)
    height 7 power: [weapon] & forestwalk & snowwalk & sandwalk & swampwalk & quicksandwalk (recharge: 1 day duration: 7 turns)
    height 8 power: you gain +1 to 2 being scores of your choice instead of a new power
    height 9 power: [weapon] & pacify & stun (recharge: 1 week duration: 9 turns)
    height 10 power: [weapon] & instant kill (recharge: 1 month duration: 1 minute)

    Last edited by ARTHAN; 2020-09-10 at 04:20 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  11. - Top - End - #11
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    STEAMPUNK WEAPONS (MORE UNIQUE RANGED WEAPONS)

    Spoiler
    Show


    -height 1-

    name: Double Rifle (Firearm)
    text: "A steampunk rifle."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 7 weapon (+3 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: mediocre (-2 modifier)
    critical: 3-critical (+1 modifier), magazine 2 (+1 modifier)
    properties: -
    overall modifier, cost & weight: +1, 100 gp, 4 lb

    -height 2-

    name: Steam Cannon (Thrower)
    text: "A steampunk hand cannon."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 7 weapon (+3 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: heavy (-3 modifier)
    critical: 3-critical (+1 modifier)
    properties: splash 2x2 (+1 modifier), magazine 3 (+2 modifier)
    overall modifier, cost & weight: +2, 200 gp, 12 lb

    -height 3-

    name: Fourshooter (Sling)
    text: "A steampunk sling that looks more like a pistol than a sling, but it functions with sling bullets."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 5 weapon (+1 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: fast (-1 modifier)
    critical: 3-critical (+1 modifier)
    properties: magazine 4 (+3 modifier)
    overall modifier, cost & weight: +3, 300 gp, 2 lb

    -height 4-

    name: Colt Pistol (Firearm)
    text: "A steampunk pistol."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 6 weapon (+2 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: mediocre (-2 modifier)
    critical: 3-critical (+1 modifier)
    properties: magazine 5 (+4 modifier)
    overall modifier, cost & weight: +4, 400 gp, 2 lb

    -height 5-

    name: Revolver Pistol (Firearm)
    text: "A steampunk pistol."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: off-hand (+1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 7 weapon (+3 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: heavy (-3 modifier)
    critical: 3-critical (+1 modifier)
    properties: magazine 6 (+5 modifier)
    overall modifier, cost & weight: +5, 500 gp, 2 lb

    -height 6-

    name: Automatic Rifle (Firearm)
    text: "A steampunk automatic rifle."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: fast PA vs PD (-1 modifier)
    damage: 7 weapon (+3 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: heavy (-3 modifier)
    critical: 3-critical (+1 modifier)
    properties: magazine 7 (+6 modifier)
    overall modifier, cost & weight: +6, 600 gp, 2 lb

    -height 7-

    name: Steambow (Bow)
    text: "A steampunk bow that looks more like a rifle or a crossbow, but it uses arrows."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 7 weapon (+3 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: mediocre (-2 modifier)
    critical: 3-critical (+1 modifier), magazine 8 (+7 modifier)
    properties: -
    overall modifier, cost & weight: +7, 700 gp, 4 lb

    -height 8-

    name: Minigun Turret (Firearm)
    text: "A steampunk minigun turret."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +2 (+0 modifier)
    hand: stationary (-2 modifier)
    attack: free PA vs PD (+0 modifier)
    damage: 4 weapon (+0 modifier)
    range/reach: ranged 10/20 (+2 modifier)
    lift/load: heavy (-3 modifier)
    critical: 1-critical (+5 modifier)
    properties: magazine 9 (+8 modifier)
    overall modifier, cost & weight: +8, 800 gp, 12 lb

    -height 9-

    name: Steam Crossbow (Crossbow)
    text: "A steampunk repeating crossbow."
    heaven source: Combat or Social or Ki
    size: Medium, Small (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 7 weapon (+3 modifier)
    range/reach: ranged 20/40 (+3 modifier)
    lift/load: mediocre (-2 modifier)
    critical: 3-critical (+1 modifier), magazine 10 (+9 modifier)
    properties: -
    overall modifier, cost & weight: +9, 900 gp, 4 lb

    -height 10-

    name: Flame Cannon (Thrower)
    text: "A steampunk flamethrower."
    heaven source: Combat or Social or Ki
    size: Medium (+0 modifier)
    rarity: unique (-2 modifier)
    proficiency: +3 (+1 modifier)
    hand: two-handed (-1 modifier)
    attack: heavy PA vs PD (-3 modifier)
    damage: 4 fire (+0 modifier)
    range/reach: ranged 5/10 (+1 modifier)
    lift/load: heavy (-3 modifier)
    critical: reliable (+6 modifier)
    properties: splash 2x2 (+1 modifier), magazine 11 (+10 modifier)
    overall modifier, cost & weight: +10, 1000 gp, 12 lb



    ---EXAMPLE CHARACTER---

    Spoiler
    Show


    - Height: 1st (hp = 12, first strike = 3, speed = 5 because of Adventurer's backpack of holding)
    Name: Carolus
    Sirname: Ricardus
    - Being Scores: (starting being scores: 3,2,2,2)
    PA: 4 (because of Copper Bracers of Strength)
    PD: 7 (because of Heavy Leather Armor and Copper Belt of Endurance and Light Boots)
    MA: 4 (because of Copper Tiara of Authority and Copper Amulet of Truth)
    MD: 3 (because of Copper Ring of Justice)
    - Humanoid: Human (medium size, speed 6, natural reach 1)
    - Rank: Commoner
    - Training: Peasant
    - Heaven Source:
    1st source & ability: Combat & cavarly
    2nd source & ability: Social & way of battle
    - Stunts:
    common melee proficiency
    common ranged proficiency
    common device proficiency
    common torso proficiency
    common arms proficiency
    common hands proficiency
    common legs proficiency
    common feet proficiency
    common back proficiency
    common neck proficiency
    common head proficiency
    common waist proficiency
    rare device proficiency
    - Tricks:
    +8combat (because of way of battle)
    +4social
    +0grotesque
    +0ki
    +0mind
    +0dark
    +0elemental
    +0star
    +0gaia
    +0religious
    +0magical
    +4see
    +4hear
    -12feel (because of Copper Bracers of Strength and Copper Belt of Endurance and Light Boots)
    +0taste
    +0smell
    +0art
    +0job
    +4create
    -4mislead (because of Copper Amulet of Truth)
    -4terrorize (because of Copper Ring of Justice)
    +0dialogue (because of Copper Tiara of Authority)

    - Equipment:

    name: Unarmed Attack (Unarmed)
    proficiency: +1
    hand: no-hand
    attack: heavy PA vs PD
    attack = 3d6+6 (+7 with footsoldier)
    damage: 3 weapon
    damage = 1d6+8 (+9 with footsoldier)
    range/reach: reach 1
    lift/load: free (+0 modifier)
    critical: 3-critical

    name: Rock Throwing (Unarmed)
    proficiency: +2
    hand: off-hand
    attack: mediocre PA vs PD
    attack = 3d6+7 (+8 with footsoldier)
    damage: 3 weapon
    damage = 1d6+8 (+9 with footsoldier)
    range/reach: ranged 5/10
    lift/load: fast
    critical: 3-critical

    name: Torch (Mace) x10
    proficiency: +1
    hand: off-hand
    attack: mediocre PA vs PD
    attack = 3d6+6 (+7 with footsoldier)
    damage: 1 weapon
    attack = 1d6+6 (+7 with footsoldier)
    range/reach: reach 1, range 5/10
    lift/load: free
    critical: no-critical
    properties: fire, illumination 10/20

    name: Defensive Tome of Corossive Strength (Book)
    proficiency: +3
    hand: two-handed
    attack: heavy MA vs MD
    attack = 3d6+8 (+9 with footsoldier)
    damage: 4 acid
    damage = 1d6+9 (+10 with footsoldier)
    range/reach: range 10/20
    lift/load: free
    critical: 3-critical
    properties: exceptional defense

    name: Scythe (Blade)
    proficiency: +1
    hand: two-handed
    attack: heavy PA vs PD
    attack = 3d6+6 (+7 with footsoldier)
    damage: 5 weapon
    damage = 1d6+10 (+11 with footsoldier)
    range/reach: reach 1
    lift/load: free
    critical: high-critical
    properties: knock

    name: Javelin (Spear) x10
    proficiency: +2
    hand: one-handed
    attack: heavy PA vs PD
    attack = 3d6+7 (+8 with footsoldier)
    damage: 3 weapon
    damage = 1d6+8 (+9 with footsoldier)
    range/reach: reach 1, range 10/20
    lift/load: free
    critical: 3-critical

    name: Throwing Dagger (Blade) x10
    proficiency: +2
    hand: off-hand
    attack: heavy PA vs PD
    attack = 3d6+7 (+8 with footsoldier)
    damage: 2 weapon
    damage = 1d6+7 (+8 with footsoldier)
    range/reach: reach 1, ranged 5/10
    lift/load: free
    critical: high-critical

    name: Copper Tiara of Authority (Head)
    properties: +1 MA, -4 dialogue

    name: Copper Amulet of Truth (Neck)
    properties: +1 MA, -4 mislead

    name: Copper Bracers of Strength (Arms)
    properties: +1 PA, -4 feel

    name: Copper Ring of Justice (Hands)
    properties: +1 MD, -4 terrorize

    name: Heavy Leather Armor (Torso)
    properties: +3 PD, weak 15 acid

    name: Adventurer's backpack of holding (Back)
    properties: holding, burden 1

    name: Copper Belt of Endurance (Waist)
    properties: +1 PD, -4 feel

    name: Light Boots (Feet)
    properties: +1 PD, -4 feel



    - Powers & Properties:
    cavarly (mounted) (permanent)
    way of battle (+4 combat) (permanent)
    torso armor weakness (weak 15 acid) (permanent)

    height 1 power: [weapon] & footsoldier (recharge: 1 turn duration: 1 turn)

    - Defense:
    PD: 18
    MD: 14



    BETA FINISHED!
    Last edited by ARTHAN; 2020-09-10 at 04:21 PM.
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  12. - Top - End - #12
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    Feb 2012
    Location
    Greece
    Gender
    Male

    Default Re: Raiders & Ruins

    If I was interested in "selling" the copyrights from my game to a company, can someone from the community guide me in that matter?
    Post if you wish to ask about Ruins & Raiders. I do not answer to PMs anymore.

  13. - Top - End - #13
    Bugbear in the Playground
     
    OrcBarbarianGuy

    Join Date
    Jan 2017

    Default Re: Raiders & Ruins

    I don't think most people here have published a book, though I could be wrong. Reddit has a reasonably active RPG dev community that is likely to be able to give better advice; additionally, look for other tabletop discords and forums that might have people involved with the same question. Also, general writing forums might have good advice on publishing.

    https://blog.reedsy.com/how-to-publish-a-book/

    Speaking without any personal experience, I suspect that self-publishing will be the easiest route to getting published; I personally own Lancer through online purchases, which was a self-published game. This depends on your ability to get people interested in playing your game; there's a level of marketing in addition to the game's quality. Do note that advertising the final, commercial product on this site would be a violation of forum rules.

    If you're looking at having a publisher publish your game, start by looking at a variety of game companies; you'll probably want to find some that have published games from a variety of authors, rather than ones that keep things mostly in-house. If you're doing this, you want the game to be virtually finished and reasonably playtested, with people who can vouch for the game's fun-ness. You'll want a decently polished pitch: be able to tell them the benefits of your system over other games.

    In both these cases, you'll want to have at least significant playtesting and a formatted pdf before you send it out. Maybe create some 'quickstart rules' so they can try the game before deciding?

    It's unlikely that they'd be interested if the level of commitment from your side is "here is my copywritten material, it's yours if you pay me".
    My one piece of homebrew: The Shaman. A Druid replacement with more powerlevel control.
    The bargain bin- malfunctioning, missing, and broken magic items.
    Spirit Barbarian: The Barbarian, with heavy elements from the Shaman. Complete up to level 17.
    The Priest: A cleric reword which ran out of steam. Still a fun prestige class suitable for E6.
    The Coward: Not every hero can fight.

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