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*'''Excellence of Death [Cha]''' (Constant), lesser  
 
*'''Excellence of Death [Cha]''' (Constant), lesser  
 
*'''Mantle of Quietus''' (Instant, Effort/scene), lesser: Any lesser foe that tries to physically harm you suffers 1 point of damage before their attack is resolved, with Mobs taking a 1d20 normal die. Foes with multiple attacks per round suffer the damage only once per round
 
*'''Mantle of Quietus''' (Instant, Effort/scene), lesser: Any lesser foe that tries to physically harm you suffers 1 point of damage before their attack is resolved, with Mobs taking a 1d20 normal die. Foes with multiple attacks per round suffer the damage only once per round
*'''Scythe Hand''' (On Turn, Effort), lesser: There is death in your gaze or your blade, which you may use as a magic weapon. It has a 1d10 damage die and a 200 foot range. This attack always does at least 1 point of damage against living creatures or undead, even if the hit roll misses
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*'''Scythe Hand''' (On Turn, Effort), lesser[/b]: There is death in your gaze or your blade, which you may use as a magic weapon. It has a 1d10 damage die and a 200 foot range. This attack always does at least 1 point of damage against living creatures or undead, even if the hit roll misses
*'''Summons to Day''' (Action, Effort/day), greater: Any normal mortal creature can be called back from death, provided the corpse is relatively intact, they have not received funerary rites or been delivered to a Paradise, and they have not been dead for more than a month. They revive with 1 hit die. Godbound and supernatural entities cannot be called back this way.  
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*'''Summons to Day''' (Action, Effort/day), greater[/b]: Any normal mortal creature can be called back from death, provided the corpse is relatively intact, they have not received funerary rites or been delivered to a Paradise, and they have not been dead for more than a month. They revive with 1 hit die. Godbound and supernatural entities cannot be called back this way.  
  
 
'''Journeying'''
 
'''Journeying'''
  
 
Always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal
 
Always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal
*'''Effort of Journeying''' (Constant) lesser
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*'''Effort of Journeying''' (Constant, Effort/day for spike drill)[/b] lesser
*'''Superluminal Puissance''' (Constant, Effort/day for spike drill), lesser: You are a living spike drive, but you still need some sort of ship to travel, even if it this a purely in-system shuttle. Maximum drill distance is 1 + half your level, rounded down. Commit Effort for the day to go into drillspace and also to come out of it. You never mis-drill, of course
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*'''Superluminal Puissance''' (Constant, Effort/day for spike drill), lesser [/b]: You are a living spike drive, but you still need some sort of ship to travel, even if it this a purely in-system shuttle. Maximum drill distance is 1 + half your level, rounded down. Commit Effort for the day to go into drillspace and also to come out of it. You never mis-drill, of course
*'''Dust at your Heels''' (On Turn, Effort), lesser: You and those with you cannot be caught by pursuers as long as you keep traveling. Your group will always be moving faster than them regardless of their speed until you halt your movement
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*'''Dust at your Heels''' (On Turn, Effort), lesser[/b]: You and those with you cannot be caught by pursuers as long as you keep traveling. Your group will always be moving faster than them regardless of their speed until you halt your movement
*'''Master of the Key''' (Instant, No Effort or Effort/scene for magical), lesser: You can instantly defeat any mundane trap, lock, tie, binding or seal. Commit Effort for the scene to overcome magical barriers, traps, and bindings within sight, including ones of a mental nature. You may do this even if the binding effect would otherwise render you helpless
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*Master of the Key[/i] (Instant, No Effort or Effort/scene for magical), lesser[/b]: You can instantly defeat any mundane trap, lock, tie, binding or seal. Commit Effort for the scene to overcome magical barriers, traps, and bindings within sight, including ones of a mental nature. You may do this even if the binding effect would otherwise render you helpless
*'''Opening of the Way''' (Action, Effort/scene), lesser: Commit Effort for the scene to create a hole in security, whether it’s a guard suddenly wandering away from his post or a rift appearing in a magical barrier. The hole will allow you and your allies a clear path into or past a place and will last as long as is practical, no less than five minutes. This security hole is not usually large enough to allow unhindered movement within the location, only entry into it
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*'''Opening of the Way''' (Action, Effort/scene), lesser[/b]: Commit Effort for the scene to create a hole in security, whether it’s a guard suddenly wandering away from his post or a rift appearing in a magical barrier. The hole will allow you and your allies a clear path into or past a place and will last as long as is practical, no less than five minutes. This security hole is not usually large enough to allow unhindered movement within the location, only entry into it
  
 
==XP and Dominion Log==
 
==XP and Dominion Log==

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