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Player Created Edges/Features/Items

NOTE: These are only things that the party has created by themselves in-game.


Edges

 

Outdoorsman

Prerequisites: Expert Survival, you must complete a DC 100 Extended Survival Check as a Task.
Effect: Your Survival rank is doubled for the purposes of hunting or foraging for Resources.
 

Skill Stunt

Prerequisite: A Skill at Novice Rank or higher, you must complete a DC 100 Extended (Skill) Check as a Task.
Effect: Choose a Skill you have at Novice Rank or higher. Choose a specific use of that Skill; when rolling that skill under those circumstances, you may choose to roll one less dice, and instead add +6 to the result. You may take this Edge multiple times, choosing a different circumstance each time.

Features

Druidic Knowledge

Prerequisites: Absorbed a Druid's soul, you must complete a DC 300 Extended Survival or General Education check as a Task.
Static
Effect: You gain the Nature's Embrace Rank 1 Feature.
 

Pester Balls: Ink

Prerequisites: Chemist
Cost: $50 & 1 Inc Sac
Effect: You create two Pester Balls that can inflict Blindness for the rest of the encounter unless the target spends a Full Action to remove the ink from their eyes.
 

Reprise

Prerequisites: Musician, Expert Charm, you must complete a DC 250 Extended Charm Check as a Task.
Bind 2 AP - Standard Action
Effect: When you Bind this Feature, you may choose a Musician Song or Swordsinger Dirge. That Song or Dirge has an Area of Effect of Burst 2 and affects all allies in range at the end of your turn. If you chose a Song, you may not use any Dirges while this Feature is bound, and vice versa.
 

Shadow Clone Technique

Prerequisites: Ninja, Expert Stealth, you must complete a DC 200 Extended Stealth Check as a Task.
Effect: You learn the Move Double Team EX.
Double Team EX

Move: Double Team EX
Type: Normal
Frequency: Scene
AC: None
Class: Status
Range: Self, Illusion
Effect: The user makes two copies of themselves and places them into the encounter adjacent to the user. The user must place some sign under the token of the original copy to mark it as the original. If a copy is hit by a damaging Move, it is destroyed. If the original is hit by a damaging Move, all copies are destroyed. Any copy can perform a Move but the user is still only allowed one Move per turn. The effects of all Moves used by a 'copy' affect the user normally as if they had used the Move (e.g. - "Substitute" used by a Copy subtracts HP from the real user, and applies the coat to the real user). All copies may shift each turn.

  Spiritual Medium Feature Chain

Spiritual Medium

Prerequisites: Adept Occult Education, User must pass an Extended Occult Education or Focus check with a DC of 300 to learn
At-Will - Extended Action
Target: The general area you are in.
Effect: Focusing your Prana into your eyes allows you to see into the Astral Realm. All spirits, Astral Links, or Spiritual Residue within the Target area are revealed to you and you may interact with them, although you cannot touch anything in the spirit world. Spirits leave distinct Spiritual Residue on their targets; you are easily able to distinguish which targets have been affected by the same spirit, though to identify that spirit you need to have a way of knowing their signature (such as simply seeing them do it, and seeing the resulting signature). You take a -6 penalty to Perception checks to see in the Material Plane while Spiritual Medium is active.
 

Ancestral Blade

Prerequisites: Spiritual Medium, Expert Occult Education, User must pass an Extended Occult Education or Focus check with a DC of 350 to learn
Daily x 1 - Extended Action
Target: Your Katana Doublade or Aegislash
Effect: You commune with the greatest of your ancestors and ask for their aid and wisdom, drawing them into one of your spare katanas. If you have a Doublade, roll 1d8 on the following table and gain the corresponding bonus. If you have an Aegislash, roll 2d8, rerolling if you get the same number twice. Your ancestor departs the sword at midnight and cannot be communed with for 24 hours - if you roll them on the following table during this time, reroll.

Ancestral Blade Bonuses


NumberAncestorBonus
1Anai, the SlyWhen you hit with a melee-ranged Combat Maneuver that does not deal damage, it inflicts a Tick of HP damage to the target.
2Asami, the WiseYour Marked foes take a penalty to Damage Rolls against any targets besides you equal to your Focus Rank.
3Ito, the InsaneYour sword gains the Moody Ability.
4Kano, the StalwartStalwart Bastion affects all adjacent allies.
5Kawami, the MercilessOnce per round, when your sword inflicts an Injury, it gains +1 ATK CS.
6Misaki, the PrescientOnce per Scene, you may trigger this Feature as a Standard Action to allow you and your sword to reroll any 1s you roll until the end of your next turn. They must take the second result, even if it is a 1.
7Tagawa, the BoldWhen you or your sword uses a melee-ranged Move, Weapon Move or Struggle Attack, they initiate a Grapple Maneuver on a 17+ which automatically hits.
8Watase, the PoetOnce per Scene, you may trigger Musician Songs and/or Swordsinger Dirges as if they were one Frequency faster than normal (Full becomes Standard, Standard becomes Swift), to a minimum of a Swift Action.

 

Items

 

Alchemist's Fire

Description: A tiny vial filled with a fluorescent orange liquid, ever swirling. Direct contact with air causes a violent explosion. May be thrown as a Fire-typed, Special Class Struggle Attack that sets the affected squares on fire. You can tie multiple Alchemist's Fires together to form a bomb - for every Fire used in the bomb, increase its Damage Base by 4, to a maximum of 28. When 4/7 Fires are used to make a bomb, it instead creates a Blast 2/3. The Chemical Warfare Feature increases the Blast of this item by 1.
Creation: Recipe can be learned via an Extended Technical Education check with a DC of 150, spending 1 Black Sludge per check made.
Recipe: As an Extended Action, 1 Black Sludge can be synthesized into 1 Alchemist's Fire.
 

Amplifying Quartz Headset

Description: This gear fits onto your head and uses Sound Quartz to transmit the vibrations from one's voice to another headset that is attuned to the same frequency. The range is about 6 miles - if you're in the middle of a hex, you can barely reach the center of the hexes around you.
Creation: Recipe can be learned via an Extended Technical Education check with a DC of 200, spending 1 Sound Quartz per check made.
Recipe: As an Extended Technical Education check with a DC of 75, 10 Sound Quartz and $200.
 

Black Sludge

Description: Foul-smelling goop with a slick and shiny surface. Merely touching it causes a person to break out in painful hives that last for days. Only the most corrupted monsters can tolerate touching it - and the most vile prefer to eat it. Disgusting.
Creation: Recipe can be learned via an Extended Technical Education check with a DC of 100, spending 1 Poison Gem per check made.
Recipe: As an Extended Action, 3 Poison Gems can be synthesized into 1 Black Sludge.
 

Medium Power Battery

Description: This person-sized battery is capable of storing up to 50 Power Units at a time, provided a monster can power it. Electric monsters can generate a number of Power Units as an Extended Action dependent upon the size of the creature:
Small Size: 25 PU

Medium Size: 50 PU

Large Size: 100 PU

Huge Size: 200 PU

Gigantic Size: 500 PU

Creation: Recipe can be learned via an Extended Technical Education check with a DC of 300.
Recipe: As an Extended Technical Education check with a DC of 100 and $2000.
 

Monster Saddle/Harness

Description: This saddle/harness is made for a monster that isn't shaped like a horse. Saddles can be made for monsters that already have the Mountable capability, in which case it acts like a regular saddle. Harnesses fit monsters that do not have the Mountable capability but could plausibly carry someone anyway, and grants Mountable 1.
Creation: Recipe can be learned via an Extended Technical Education check with a DC of 200
Recipe: As an Extended Action costing $800.
 

Spring-Loaded Weapon Mod

Description: This mechanism stores energy while in its compressed form, then exerts an opposing force roughly proportional to its change in length when extending. It could be used to create an item that shoots something or as a switch for a larger machine, possibly even for clockwork items. Simple, yet versatile.
Creation: Recipe can be learned via an Extended Technical Education check with a DC of 100.
Recipe: As an Extended Technical Education check with a DC of 40 and $100.
 
Alchemized Items
 

Armor of the Vetala

Description: Ebony feathers cover this darkened breastplate, allowing for easy movement while staying obscured. The metal is cold to the touch, supernaturally light, and fills its wearer with some of the fell powers of the Vetala. Acts as Stealth Armor, but also grants a +3 bonus to all your Movement Capabilities and a +2 bonus to Body Skill Checks and Power.
Creation: Stealth Armor + Vampire Dust + 3 White Apricorns + $10,000 at an Alchemist
Light Physical Armor
 

Quartz Armguard

Description: Clear chunks of sound quartz stick out of the shoulder of this plated armguard, amplifying the user's voice. Acts as a Shielding Armguard, but also extends the range of Musician Songs by +1 per 20 levels the user has, to a max of +3.
Creation: Shielding Armguard + 4 Sound Quartz + 3 Red Apricorns + $10,000 at an Alchemist
Accessory
 

Stealth Armor

Description: This breastplate has been darkened and midnight blue feathers cover the majority of it, helping the wearer blend into the night. Acts as Stealth Clothes and Light Physical Armor.
Creation: Stealth Clothes + Light Physical Armor + $10,000 at a Blacksmith
Light Physical Armor
 

Moves

Headshot (Upgrade of Bullseye)

Type: Normal
Freq: EOT
AC: 6
DB 6: (2d6+8+ATK)
Class: Physical
Range: WR, 1 Target
Effect: Headshot is a Critical Hit on 12+.
Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Headshot always Critically Hits. Headshot shares its Frequency with Bullseye, and vice versa. This Move does not count towards your Weapon's Move Limit.
Limitations: Ranged Weapons Only; User must pass an Extended Athletics or Combat check with a DC of 200 to learn.
Weapon Suggestions: All Ranged
 

Skewering Launch

Type: Normal
Freq: EOT
AC: 4
DB 11: (3d10+10+ATK)
Class: Physical
Range: WR, 1 Target, Exhaust
Effect: Your weapon is treated as a Short Range Weapon, automatically uses and hits with the Grapple Maneuver on an 18+.
Special: Once per Scene, if the target is unaware of the user’s presence, hitting with Skewering Launch automatically causes the Grapple maneuver to succeed.
Limitations: Large Weapons with Reach only; User must pass an Extended Athletics or Combat check with a DC of 100 to learn; Weapon must have a Spring-Loaded Weapon Mod attached.
Weapon Suggestions: Spears & Lances

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