Mystical Blood
Each of the 5 Species of Nezdriodel have their own unique
and strange heritage that grants powers beyond those of normal folks. If you’d
like to play a character with access to the special heritage of your people,
then purchasing the Mystical Blood Edge grants you the ability to do so.
Secrets
Each sort of Mystical Blood Craft allows the use of
Secrets. Secrets are spells, powers, weird inventions, or other types of rare
abilities that only those with Mystical Blood can perform. When you purchase
the Mystical Blood Edge, you may choose 3 Secrets of your Craft. Some Secrets
can only be used once per hour, or even per day. Some Secrets are always active
and benefit the User indefinitely. Each Secret will detail specifically how
long they last and what their effects are. Some Secrets cost Luck points to
activate, and some Secrets can be purchased more than once to increase their
effect.
Craft Weakness
Every Craft has an associated weakness relating to it
that all practitioners of that craft succumb to. If you decide to endeavor into
these secret and ancient arts, then be prepared for the consequences!
DIVINE MAGIC
As direct conduits of the power of their patron deity,
Human Priests channel the very energies of the heavens, performing grand acts
that mend the flesh and nourish the spirit. The symbol of Valtus is the golden
chalice, and as such, their brand of sorcery overflows with celestial might. Humans
with Mystical Blood practice Divine Magic, and are called Priests.
Prerequisites: If you wish to be a Priest, you must have
at least 2 levels in both the Heal and Lore Skills.
Weakness: Priests are granted a great deal of respect and
responsibility from the Human people. They are official representatives of the
Church of Valtus, and as such, are expected to behave in a certain manner.
Priests are obligated to perform religious ceremonies such as weddings, funerals
and otherwise act as their superiors in the church dictate. Furthermore, they
are expected to follow a strict code of behavior that encompasses all of the
aspects of their patron deity. A Priest of Valtus is expected to present
themselves with nobility and chivalry at all times. They are to aid those in
peril and grant aid and defense to the weak.
Divine Magic
Secrets
Soul Sight
This ability is always active, and grants you a sixth
sense when an evil being is near your presence within a 10 foot radius. When
near a source of evil, you get a slight sense of nausea that increases
depending on the state of the target’s soul. When in the presence of someone
who is slightly immoral or indecent, you may feel slight disease, but when
confronted with a black hearted murderer or spiritually corrupt individual,
your stomach turns and your entire essence reacts. This makes it quite
difficult for someone to hide their true self from you.
Holy Shield
By taking a Half action and uttering a small prayer, you
surround yourself in a blazing column of glowing holy light that illuminates
your immediate surroundings, as well as granting you a Defense of 16. If the
target of this Secret already has a Defense equal to or above 16, then they
gain no benefit other than the illuminated aura. This lasts for one hour. You
can use this Secret on others, but only up to 3 times per day.
Saint’s Touch
By taking a Half Action and touching a wounded target (or
yourself), you immediately heal them of d6 + your Heal Skill rating. You may
purchase this secret twice in order to increase the healing done by this Secret
to 2d6 + your Heal Skill rating. You may activate this Secret up to 5 times per
day if you purchase it once, and 7 times if purchased twice.
Healing Wind
By spending a point of Luck and taking a Full Action, you
infuse yourself and all allies within a 25 foot radius with positive holy
energy, healing all within the area of effect for 3d6 + your Heal Skill Hit
Points. You may purchase this Secret twice in order to increase the amount
healed to 5d6 + your Heal Skill.
Cure Disease
By reciting a lengthy d6 minute prayer, you touch a
target and instantly cure one ailment of disease that they suffer from. This
cannot cure terminal illnesses or the effects of old age, but can reverse most
kinds of curable conditions that otherwise would take weeks or months to fully
cure. This can also cure all but the most virulent of magical or supernatural
diseases or curses. You can perform this secret once per day.
Sanctuary of Peace
By spending a Full Action and a point of Luck, you
surround yourself in a 25 foot radius of protective holy energy. Enemies cannot
set foot into this protected area, and any ranged attacks made at those
protected by the Sanctuary suffer Disadvantage. This lasts for up to 6 hours
but the effect ends immediately if anyone inside the Sanctuary makes an attack.
Use of this spell is ideal when setting camp in an area that may prove hostile.
Judgment
By spending a Full action, you cast harsh divine judgment
on all wicked beings within your immediate vicinity. All beings that are truly
evil in a 25 foot radius around you are burned with golden holy fire, and
suffer 3d12 damage. Undead beings suffer twice this amount (double your
result). You can perform this Secret once per day. This Secret does not affect
beasts or animals who cannot tell the difference between right and wrong, and
only affects those who are truly corrupt and evil at heart.
Zone of Confession
Once per day, you can take one hour to prepare a ritual
circle decorated with candles and incense. Anyone brought into this circle must
roll a Smarts test at difficulty 15. Failure indicates that the target
immediately begins to confess all wrongdoings that they have been involved in
within recent memory. Blundering this test means you literally spill your guts
about every bad thing you have done in your entire life! If the target succeeds
on this roll, they are not compelled to confess anything.
Raise Dead
The mightiest display of Valtus’ power is the ability to
Revive the Dead to the realm of the living. This very taxing Secret takes 1d6
hours of prayer and ritual to complete. You must have the remains of the body
for this Secret to have any effect, and the target must have died prematurely,
and not from disease or old age. Furthermore, the target must not have been dead
for more than 7 days. This Secret is very physically taxing on the Priest who
performs it, and as such, this Secret can only be performed once every Month.
Immortal Soul
This powerful Secret grants immortality, making you
immune to the ravages of time. You will not age physically or die of old age,
and you also gain immunity to disease. However, you can still be slain in
battle normally. Many Priests of Valtus are vastly older than they physically
appear due to this benevolent Secret.
DRUIDIC MAGIC
The primal forces of the land itself and the beasts that
inhabit it fuel the ancient magics of the Elven people. As the eldest Species
in creation, the Elves lay claim to the first codified sorcery in the world. Elves
with Mystical Blood practice Druidic Magic and are called Druids.
Prerequisites: If you wish to be a Druid, you must have
at least 2 levels in both the Primal and Survival Skills.
Weakness: Druids have deep ties to nature and are bound
spiritually to natural forces. Because of this, Druids cannot make use of
non-natural items, weapons or armor. They cannot use metal weapons or wear
metal armor, nor will they make use of technological means or transport like
Dwarven Flying machines or the like.
Druidic Magic
Secrets
Nature’s Bounty
Once per day, you can spend d6 minutes in serene
meditation on natural land. After that time, a wellspring of nourishing food
that can feed up to 10 people for 24 hours. With this secret, you always have a
steady supply of food. This Secret can only be performed on natural land, but
will work even in barren deserts or land that normally wouldn’t bear fruit.
Feral Form
This Secret is always active, and gives you several
benefits when learned. Your eyes become reflective and wolf-like, allowing you
to see normally in very low light conditions. You grow a set of razor sharp
bestial claws that grant you the ability to deal d4 + Vigor or Agility mod
damage. Your senses become attuned finely, and you gain Advantage on all
Perception rolls. This Secret also allows you the ability to track others by
scent. By purchasing this Secret twice, you can spend a point of Luck to
transform into a natural animal for 1 hour.
Armor of the Vine
By spending a Half Action, you summon forth an armor
breastplate comprised of toughened vines. This grants you a Defense of 16. The
vines also sprout long, prickling thorns when attackers come near, and anyone
who succeeds on a close combat attack roll on you immediately take d4 damage
for their trouble. You can use this Secret up to thrice per day and it lasts
for 1 hour. You can use this Secret on any willing target that you can touch up
to three times per day.
Water Walk
This Secret is always active, but can be temporarily
suppressed whenever the Druid wishes. A Druid with this Secret can walk on the
surface of water and is only submerged in it when they wish to be. This Secret
allows the user to walk on natural bodies of water only, and couldn’t be used
to walk across lava or a pool of avid.
Poison Cloud
By spending a Full Action and gesturing towards any
living being within 25 feet of you, you summon forth a noxious yellow-green
cloud of poisonous gas that deals d12 damage to the target immediately. For the
next 2 turns after that, the target takes an additional d12 damage. While
poisoned, the target cannot benefit from any Healing Potions. When you use this
secret, the victim makes a Vigor roll at difficulty 15 to resist the effects of
the poison. Success means they take no damage. This Secret can be used up to
three times per day. A victim who is already Poisoned cannot be targeted by
this spell again until they are no longer Poisoned.
Regeneration
Much like a lizard, you can regrow severed limbs over
time. By spending a point of Luck, you can regrow a severed limb. Regrowing
fingers and toes takes only a matter of hours and does not require the
expenditure of Luck. You can purchase this Secret twice in order to naturally
regain 1 Hit Point of damage at the end of every round as long as you have at
least 1 Hit Point.
Earthen Sanctuary
You can spend a point of Luck to sink effortlessly into
the ground, where you can then burrow and travel at shocking speeds
underground. This allows the Druid to travel to any point within Thistlebloom
Glade in mere minutes. This Secret can be used on any natural plot of land, but
you can only travel in this manner within the borders of Thistlebloom. If you
remain burrowed for d6 hours, when you emerge, you do so completely revived of
all Hit Points.
Spider’s Step
This ability allows you to easily climb along smooth
surfaces and even walk up walls and hang from ceilings. You must have both bare
feet and both hands touching the surface in order for this Secret to work. This
effect ends immediately if you take damage while climbing. You may use this
Secret up to three times per day. Each use of this power grants you up to 5
minutes of use.
Tideborn
This Secret is always active, and grants you webbed
fingers and toes. You gain Advantage on all swimming rolls, and also grow gills
that allow you to breathe underwater indefinitely. This Secret also allows you
the ability to communicate naturally with any aquatic wildlife.
Weather Control
This powerful Secret can be used once per week, requiring
the user to perform a complex and difficult ceremonial dance that takes d6
hours to complete. After this time, the weather in your immediate surroundings
for miles around changes to your whim. With this, you can call or calm storms,
or even summon a Tornado. This Secret is powerful, but cannot defy the laws of
nature. Therefore, in order to summon a Blizzard, you’d need to perform this
Secret in winter. You couldn’t summon a blizzard in the middle of summer, for
example.
FATE MAGIC
Gnomes revere the forces of chance, luck and fortune that
are embodied as beings known as The Fates. Rare few can emplore the Fates for
aid and wield a small sliver of their wily power. The Fates are depicted
commonly as beings comprised of roiling and thick clouds of white fog
(symbolizing the unknown and obscured future), and as such, Gnomish magic often
centers around such concepts like predicting the future and weaving the foggy
strands of fortune to benefit them. Gnomes with Mystical Blood practice Fate
Magic and are known as Fatecrafters.
Prerequisites: If you wish to be a Fatecrafter, you must
have at least 2 levels in both the Charm and Perception Skills.
Weakness: Those who choose to open themselves to the
manipulation of the Fates often gain the focus of those very capricious forces.
Fatecrafters lead intensely interesting lives, and often fall into the lap of
epic struggles and adversities seemingly at random. They are always the eye of
the storm, finding themselves sucked into incredibly important and dramatic
events. If you want a calm, serene existence, then the occupation of
Fatecrafter is not for you!
Fate Magic Secrets
Omen
This Secret is always active and imparts the user with
remarkable visions of events to come. At least once per day, a Fatecrafter with
this powerful Secret has a vision of a future event that will occur. These
visions take place in the blink of an eye, and their meaning is often times
cryptic and not straight forward. You cannot force a vision to occur, and this
ability occurs randomly.
Good Fortune
Once per day you can spend a Full Action to recite a
small blessing of fortune that immediately grants yourself and all allies
within 5 feet of you 1 point of Luck. This can increase your Luck Pool beyond
its maximum.
Twist of Fate
Whenever you spend a point of Luck, you gain 2d6 Hit
Points. Furthermore, once per day, whenever you are involved in a Contested
roll, you may choose to switch roll results with your opponent.
Farstep
You can spend a Full Action and a point of Luck to vanish
into a puff of thick white smoke and appear in a similar cloud anywhere within
25 feet of your field of vision. If you purchase this Secret twice, you can,
once per day, spend a point of Luck to any location that you have physically
been to within the last 30 days.
Touch of Mydaz
This Secret was created by a legendary Fatecrafter named
Mydaz, who was one of the wealthiest Gnomes in creation. Once per day, you can
gather together a small pile of rocks and stones, which you can then spend a Full
Action to touch with your fingertip, turning the pile of rocks into a
shimmering pile of d6 x 100 Gold.
Phantom Mask
By spending a Point of Luck and taking a Full Action, you
can alter your face, voice, gender and even Species at higher levels of mastery!
You may change your facial features and voice at its base level, but can appear
as another gender or even another Species if you purchase this Secret twice. This
fantastic disguise lasts for up to 1 hour as long as nothing physically
interacts with the illusion. If something does physically interact with the
disguise, the illusion is immediately shattered. You may assume the identity of
anyone that you have physically touched, or make up a completely new, random
identity.
Fatesteed
Once this Secret is chosen, you gain a loyal,
fantastically quick steed comprised completely of thick white fog that only you
can ride. Your Fatesteed never requires food and can be summoned from thin air
simply by whistling. A Fatesteed is immune to physical damage, and dissipates
when you dismount.
Conjuration
This clever Secret can be used to immediately summon
forth any simple tool or object that can be held in one hand by spending a
point of Luck. You can conjure forth things like dice, daggers, lockpicks,
pens, or any common item or tool that costs less 1 gold piece or less. These
items crumble to useless dust once you Conjure forth another item.
Fog Cloud
You can take a Half Action to surround yourself in a
thick cloud of white fog that obscures vision and protects you from attack for
3 rounds. During this time, all attacks made against you gain Disadvantage, but
all your attacks gain Advantage, as you can see through the fog normally. You
may perform this Secret thrice per day.
Wind Whisper
You can whisper a message of up to ten words that is
carried almost instantly to its intended recipient. You can use this Secret up
to three times per day, and the recipient of your message can reply with up to
ten words as well.
LAVACALLING
The disruptive Firbolgs are born being violently belched
from an angry volcano, and as such, their heritage’s sorcery focuses on
harnessing the destructive power of heat, fire and magma, as well as the
indomitable will of earth itself. Firbolgs with Mystical Blood practice
Lavacalling and are called Lavacallers.
Prerequisites: In order to be a Lavacaller, you must have
a complete and utter disregard for the safety of yourself and others, as well
as their property…
Weakness: Much like Firbolgs themselves, the practice of
Lavacalling is intensely unstable, loud and chaotic. Each time you use a
Lavacalling Secret that requires at least a Half Action, roll a d20. If you
roll a 1 on this roll, then you immediately summon a rather unhappy Magma
Elemental that immediately begins to attack anything in the vicinity (including
you).
Lavacalling
Secrets
Friend of the Flame
This Secret is always active, and grants you the ability
to manipulate and control fire. This allows you to light or extinguish
campfires, torches and candles within 25 feet of you at will by gesturing
towards them. You may also spend a point of Luck to ignite any flammable
substance that you physically touch.
Tectonic Shield
You can spend a Full Action to summon forth a set of
thick earthen armor, granting you a Defense
of 16 for one hour. During this time, you cannot be knocked prone or moved
against your will, as the power of the Earth locks your footing in place.
Little Buddy
You can spend a Full Action to summon a small Fire Goblin
that does your bidding, creates all manner of mischief, and generally grovels
before you. This little fiery Familiar can follow your instructions and assist
in whatever chaos its Master or Mistress is up to. You can dismiss a Fire
Goblin familiar by spending another Full Action. A Fire Goblin familiar is too
small, weak and cowardly to aid you in combat directly, but, as long as one is
summoned, you gain a +1 damage to all damage rolls made with your Lavacalling
secrets. You may purchase this Secret twice to gain a Fire Diva as a familiar
instead of a Fire Goblin. Fire Divas are far more intelligent (and far less
trouble) than Fire Goblins, and they grant a +2 damage to all your Lavacalling
Secrets.
Goopform
Once per day, you can take a Full Action to transform
into a roiling puddle of glowing lava-like goo. While in this form, you can
move at a Speed of 10 and can seep underneath doors or cracks. Anyone who
touches this puddle takes d6 damage. You can retain this form for up to d6
minutes. This effect ends immediately and also deals 3d12 damage to you if
anyone douses the puddle with at least a canteen full of water.
Brimstone Rain
Once per day you can summon forth a massive storm in a 50
foot radius around you of falling, flaming boulders. All enemies within the
radius must succeed at an Agility test at Difficulty 15 or suffer 2d10 Bashing
Damage as well as 1d10 Fire damage. You can purchase this Secret twice to
increase this damage to 3d10 Bashing damage as well as 2d10 Fire damage.
Choking Smog
Once per day, you can exhale a huge cloud of thick,
noxious smog that targets all beings who can breathe in a cone effect in front
of you. All enemies in the area of effect must roll a difficulty 15 Vigor test
or spend the next d4 rounds choking, hacking and coughing. Affected victims can
only take Half Actions, but have their speed halved. Attacks on choking victims
gain Advantage. Note that this Secret can only affect targets who can breathe,
and doesn’t work on Undead or Constructs.
Magmaball
You can spend a Full Action to spit out a flaming
fist-sized boulder at anyone who is currently making you mad. This is a Ranged
Combat attack that deals 1d4 Bash damage and 1d4 Fire damage. Triumphing on
this attack sets the target on fire for 3 rounds, dealing d6 damage at the
start of each turn. There is no limit to the amount of times you can use this
Secret. If you blunder on an attack roll with this Secret, you get a Magmaball
caught in your throat and take 2d6 heartburn damage. You can purchase this
Secret twice to increase the damage to d6 Bash damage and d6 Fire damage. You
cannot use this Secret if your mouth is covered.
Cragmaster
You can spend a point of Luck to physically shape and
mold stone as easily as clay for d6 minutes. Use of this Secret can allow you
to pass thick stone walls by easily parting the stone with your hands as easily
as if it were clay. Firbolg Cragmasters often times use this power to create
rather…interesting and vulgar stone statues that litter their ferocious
homeland.
Burning Soul
This Secret is always active, and amplifies the natural
heat in a Firbolg’s blood, making it literally as hot as magma. Whenever a Firbolg
with this Secret takes damage from a close combat attack, their sizzling blood
deals 1 damage to the attacker. The blood of a Lavacaller with this Secret can
also be used to burn through things like chains or other substances that are
vulnerable to melting.
Song of Earth
Sarcastically named, this…interesting Secret allows the
Lavacaller spend a Full Action to let out a loud, earth-rumbling belch that
produces a powerful earthquake in a 25 foot radius around the user. This
ability can be used once per day and forces all enemies within the radius to
roll an Agility test at difficulty 15. Failure knocks the target Prone and
deals d6 damage. The true devastation of this power is felt by any structures
that fall under the area of effect. Use of this Secret can easily completely
level a small house and cause massive damage to any structure short of a
Castle.
GIZMOLOGY
The favored art of the Dwarf is innovation, and their
brilliant minds and regimented studies has granted them access to technologies
that the other civilizations of Nezdriodel can only dream of. While no
self-respecting Dwarf would fall upon the crutch of “Magic”, a few very rare
Dwarves have harnessed their creative and intellectual power to new heights of
innovation. Dwarves with Mystical Blood practice Gizmology and are called
Inventors.
Prerequisites: Those who wish to become Inventors must
have at least 2 levels in both the Lore and Tinker Skills.
Weakness: Inventors wield complex and delicate devices.
As such, they spend far more time interacting with machinery as opposed to
living beings. All Inventors gain Disadvantage on all applicable social rolls
where their aversion to social situations would factor in.
Special Rule: Gizmology differs from all other Crafts in
that instead of Secrets, it gives out permanent technological equipment that
only Inventors can access or use. When an Inventor chooses a Secret, they
actually craft an Invention that they can then use permanently. When a Secret
is purchased via experience points, the Inventor creates a new piece of Tech to
add to their arsenal. If ever a roll using any of the following devices
Blunders, the device jams or seizes up and is rendered useless until d6 hours
can be spent repairing it at a Tinker roll difficulty 15. Failure ups the
difficulty by 5 and requires another d6 hours. If the difficulty ever exceeds
25, the device breaks and is rendered useless, and you must purchase the Secret
again (rebuild it from scratch).
Gizmology Secrets
Voicewave
Transmitter
This useful device comes in pairs, and appears to be a
small metal device that laces around your ear. A user can speak into their
device and have their voice transmit to the wearer of the other device
immediately. This instant communication lasts as long as the pair are no
further than one mile apart.
Automaton
This Secret grants you an impressive technological
assistant made of clockwork gears and steam power. An automaton can perform
menial tasks for you and relay messages via a creepy sounding voice box. Many
Inventors use Automatons as messengers or pack mules to carry their equipment.
An Automaton cannot be used in combat, but can carry up to 500 pounds of gear
easily.
Junk Bombs
These devastating grenades deal 3d6 damage in a 10 foot
radius upon impact. Taking this secret equips you with 3 Junk grenades per
adventure. You can purchase this Secret twice to increase the damage to 3d8 or
double your supply each adventure from 3 to 6.
Portable Studio
This wondrous device is cube shaped and fits in the palm
of your hand. You can spend a Point of Luck to expand the cube into a spacious,
comfortable and secure Studio complete with a fireplace, library and workbench,
and bed. The Portable Studio can comfortably house up to 5 people for up to 8
hours. When expanded, the studio appears to be a 6 by 6 foot cube with solid
metal sides and a single door, but the inside of the cube is vastly larger
somehow.
Impervium Plate
This suit of Armor is constructed of the very rare
mineral known as Impervium, and lends the wearer a +10 armor bonus, as well as
reducing the damage of all attacks by 1. This can reduce an attack to 0.
Impervium is a miraculously lightweight mineral, and this armor does not have
the Noisy quality. This Armor is specially designed and fitted to be worn only
by the creator, and the wearer is not required to have the Armor Training Edge
to make use of it. Impervium Plate does have the Restrictive Quality.
Dwarven Survival
Knife
This complex blade can be used as a dagger weapon made
from Impervium that deals d6 + Vigor or Agility Mod damage, and also functions
as a multi-tool kit, complete with lockpicks and even a small blowtorch. Using
this tool grants Advantage to all Thievery rolls made to pick locks, as well as
Tinker rolls made to repair devices.
Rocket Pack
This bulky backpack can be used once per day to launch
the wearer and up to 300 pounds worth of passengers high into the air. This
doesn’t grant true flight, but instead, can propel the user a great distance,
such as leaping over an average sized city wall or effortlessly leaping atop a
building rooftop. You can purchase this Secret twice to install cooling jets
that allow use of this Secret twice per day. You can attempt to land on a
target by spending a point of Luck and making a Tinker roll at a difficulty
equal to the Armor Class of the target. Successfully doing so deals 3d8 damage
to the target, or 3d12 if purchased twice.
Repeater Pistol
This fantastic upgraded version of the Black Powder
Pistol is a marvel to behold, and reloads automatically between shots (Negating
the Reload Special Quality). It acts as a normal Black Powder Pistol in all
other respects.
Fantasti-Goggles
This bulky set of goggles lends the wearer an impressive
array of perceptive power. After each use, the Goggles must recharge for 1 hour
before they can be used again. An Inventor can spend a half action to set the
Goggles to one of the following settings for d6 minutes:
-Zoom Mode: This mode acts as a powerful spyglass,
allowing you to see far off things with clarity.
-X-Ray Mode: This mode can be used to see through any
substance less than a half inch of thickness.
-Invisimode: This mode allows the wearer to see any and
all invisible or incorporeal entities.
-Arcane Mode: This mode can be used to spot lingering
arcane energy from people, items or magical traps in the vicinity.
-Truevision: This mode can be used to see through any and
all illusions, disguises or deceptive images.
Steam Powered
Vehicle
This fantastic secret grants you a fabled Dwarven vehicle
that uses mind-boggling technology and is piloted using Tinker rolls. The
following Steam Powered Vehicles are available for purchase, with some
requiring multiple purchases of this Secret to create.
-Steamcycle: This loud motorized bike can carry 1 pilot
and 1 passenger. It is the fastest ground transportation in the world, but
lacks cargo and passenger capacity.
-Steam Wagon: This steam powered buggy can carry 1 Pilot
and 4 passengers and has ample room for cargo. It sacrifices speed and mobility
in exchange for passenger and cargo capacity.
-Steamboat (lol): This Steam Powered boat can carry 1
pilot and 3 passengers and travel on sea even if there is no wind. You must
purchase this Secret twice to create this vehicle.
-Steamboat Mark II: This upgraded version of the Dwarven
Steamboat can carry 1 pilot and 6 passengers and submerge itself beneath the
water like a submarine for up to 1 hour every day. You must purchase this Secret
Thrice to create this vehicle.
-Dwarven Flying Machine: The legendary Dwarven Flying
machine can carry 1 pilot and 5 passengers and has ample cargo space. It is
capable of long range aerial travel and requires the purchasing of this Secret
thrice.
HEIRLOOMS
Adventurers are very special people who do grand things and live
exceptional lives. As such, their weapons and armor are simply better than the
common person. As you go on your adventuring career and grow more and more
powerful, your weapons and armor improve along with you. Heroes are larger than
life, and their trademark weapons and armor often times have legends all
themselves.
How it
works: Every time you amass 10 Experience Points, you automatically
get to choose an Heirloom Enchantment for a weapon or piece of armor or a
shield that you use. Any Heirloom you wish to hold must have a name. Each time your Earned Experience Point tally
increases by an increment of 10, you may choose another Heirloom Enchantment.
Limits
to Enchantment: A single piece of equipment can only hold 3 Heirloom
Enchantments. Therefore, one weapon could have a +3 Bonus Modifier to attack
and damage, but nothing else, or it could be a +2 weapon with Power Wave, or a
+1 weapon with Power Wave and Poison.
Heirloom
Enchantments
+1
Bonus Modifier (Armor, Weapon or Shield)
When chosen for a weapon, this bonus is applied to the attack
and damage roll when using that weapon. On Armor and Shields, this number is
added to Bonus Modifier of the Defense bonus that the Armor grants. You may
purchase this Heirloom Enchantment up to three times for a single item, for a
total Bonus Modifier of +3.
Keen
(Weapon Only)
This weapon Triumphs on attack rolls of 19 or 20.
Power
Wave (Weapon Only)
When this weapon Triumphs, it unleashes a wave of raw power that
deals 3d6 damage to all enemies within 25 feet of you.
Bane
(Weapons Only)
This Heirloom Enchantment grants you advantage on all attack and
damage rolls when attacking a certain type of enemy. Some examples of what Bane
weapons can target are Humans, Elves, Dwarves, Gnomes, Firbolgs, Undead,
Constructs, Beasts, etc. A weapon can only be a Bane against one foe. You
couldn’t have one weapon that was Bane against 7 different foes!
Poison
(Weapons Only)
Anyone damaged by a poison weapon cannot regain Hit Points for
any reason for 3 rounds after they were last wounded by the weapon. Any healing
items or healing abilities used that regain Hit Points gain the user 0 Hit
Points. Lastly, a Poisoned foe cannot spend Luck Points for any reason.
Farcalling
(Weapons Only)
This weapon can be summoned or dismissed by the wielder by
taking a half action. You must have at least one hand free and be able to speak
to call for your weapon.
Returning
(Weapons and Shield Only)
This Heirloom Enchantment can be placed on throwing weapons or
shields, allowing the item to return to your hand after it is thrown. A thrown
Light shield deals 2d4 damage and a thrown Heavy shield deals 2d6 damage.
Ghostly
(Weapons Only)
Weapons with Heirloom Enchantment can damage incorporeal and
ghostly enemies as if they were solid beings. Whenever an incorporeal being is
struck by this weapon, consider it a Triumph.
Rooted
(Armor Only)
Armor with this quality makes the wearer immune to being knocked
Prone or moved against their will.
Impervious
(Armor Only)
Choose one type of damage type (Pierce, Slash or Bash). All damage
rolls of this type gain Disadvantage against you.
Sentinel
(Armor Only)
As long as this armor is worn, you do not need to sleep, eat or
drink.
Chameleon
(Armor Only)
This enchantment can only be placed on Cloth, Leather, or
Studded Leather armor, and grants the wearer Advantage on all Stealth rolls.
Reflect
(Shields Only)
Once per battle, you can reflect a harmful Secret or magical
spell cast at you back on the caster.
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