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Immortalize Final [NEUTRAL] Gift Upgrades!

During our last session you chose to upgrade our Neutral Gifts, these include weapons as well as the leaping ability. I've linked their upgraded versions down below!



Sword and Shield [+1]

Weapon

The shield still bears the sigil of the kingdom of Vinyat. Created in the age before modern metallurgy, this blade and barricade rest heavy in your hands.

Weapon Proficiency: +3 to Rolls to Do, +3 to Rolls to Dye

Block: Whenever you Ignite to prevent damage, maximize the damage prevented. You may lock out additional dice whenever you block in addition to the ignited dice, adding 6 to the damage prevented.


Knuckleclaws [MAX]

Weapon

Your weapon. A keepsake you’ve carried for years. It’s an odd sight, seeing a person covered head to toe in armor swinging their fists carrying what amounts to tiny daggers. Yet, it still provides no small amount of comfort.

Weapon Proficiency: +6 to Rolls to Do

Flawless Flurry: Ignite to perform two additional attacks. If your currently locked in dice is your only unlocked attribute dice, this ability turns into Knockout Blow.

Knockout Blow: Ignite perform an attack with a 1d6 bonus to the attack and damage roll for each of your locked attributes that you performed an attack with this turn. Damage from this attack cannot be prevented or reduced and knocks the target back a number of spaces equal to the damage dealt.


Rifle [+1]

Weapon

A gift from the Mellori of Lutanis. A ‘thank you’ for years of hard service. A high quality, modern rifle. In the ages when you were still young, such a marvel was beyond imagining.

Weapon Proficiency: +2 to Roll to Do, +4 to Roll to Dye, Range 100’

Reaper Mark: Range 150’ Roll to Dye vs. the target’s Roll to Dye. On a success, the target does not notice your presence and mark the target with the color that they rolled lowest. If you attack your target with the matching color, gain a 2d6 accuracy bonus to the attack roll and Lock Out the matching color until they successfully hit you with any attack. You may only lock out one of your target’s dice in this way per target.

Cruel Snipe: Ignite to gain a bonus on your Roll to Do (damage and accuracy) equal to the number of attribute dice that the target has locked out.


Brainsmasher [+1]

Weapon

A large weapon carried by the solar knight. She insists it’s the weapon best suited for her with no small amount of embarrassment. The number of scars and buried viscera in this weapon confirms her story.

Weapon Specialization: +8 Roll to Do, -4 Roll to Dye

Punch Drunk: If you deal 10 or more damage with this Weapon during an Act, target is knocked back 5 squares. If you collide with an object deal an additional 1d6 damage. If you deal 20 or more damage with this Weapon during an Act, target is dazed and cannot lock in a dice off of a Roll to Dye. If you deal 30 or more damage with this weapon during an Act target is stunned and cannot Act during their next turn (once per session).

Eternal Wheel: Ignite to gain a stack of Charge. For each stack of Charge when you next attack, move up to 5 squares and perform an additional attack with identical bonuses to the original attack. This attack can strike a different target for each level of Charge.


Leaping at the Moon [MAX]

Technique

You followed her motions exactly, and in many ways guessed at the movements she would make if she was untethered. It’s a beautiful dream.

Leaping at the Moon: Gain a 6d6 bonus to all efforts to jump or perform acrobatic feats. Position yourself anywhere on the current map as a move action, you reach it via leaping.

Moonfire Dive: Leap into the sky and return to the world with a thundering crash as an action. You leave the arena and return at the start of your next turn, falling on a target square of your choice within 500’ from your original location. If you would land on a creature, Roll to Do with a bonus for each turn that has passed since you left the ground.

???: Talk to the Moonblood.



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