Sheo’s Gift - This fine set of white-and-silver armor bears the wind rune upon its chest.
While wearing the armor Acrobatics and Defense: Speed rolls are eased as your movements are bolstered by gentle currents of wind.
Invoking the Rune. As an action, you can invoke the armor’s rune to cast Wind Armor. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Lifewell Tattoo - Produced by a special needle, this magic tattoo features symbols of life and rebirth.
Tattoo Application. To apply this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle to your skin for an hour. When you complete the hour, the needle turns into the ink that becomes the tattoo, which appears on the skin.
Necrotic Resistance. You have +1 additional armor versus necrotic damage.
Life Ward. If you move down the damage track to Dead due to the reduction of all your stat pools, you are immediately moved to debilitated and can add 1 point to a Stat pool of your choice. Once used, this property can’t be used again until the next dawn.
Dagger of the Ogre Mage - This blade was once used as a dagger by an ogre, but is nevertheless large enough to be a shortsword. You gain a +1 additional damage made with this magic weapon.
This blade’s hilt is hollow and can hold up to 3 minor spell scrolls. Minor scrolls left within the compartment for 1 minute activate one of the three clear gems adorning its grip. Once activated, you can cast these spells once per recovery. Scrolls contained within the sword are not destroyed after using them in this way.
When you cast a spell using the sword that deals damage, the sword’s damage type changes to match the cantrip’s for 1 minute or until you end it early (no action required).
Damage Tracking
Armour
1
Speed Cost
0
State
Hale
Damage = weapon damage + bonus from roll - armour
Equipment
0 Coins
Covolt Dagger - This angular dagger is forged with covolt, an elemental blue metal that carries storm-like properties mined in the area around the tempest. When you score a mayor effect against a target with an attack made with this special weapon, the target takes an extra 3 lightning damage and and attacks against it are eased until the start of its next turn.
Eyes of Minute Seeing (Oddity) - These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. Investigation rolls that rely on sight while searching an area or studying an object within that range are eased.
Cyphers (max: 1)
Cypher
Lvl
Jolly Oozebean Sugarbomb
3
A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. Each color has an effect that lasts for 1 minute.
1: White - You can breathe underwater.
2: Black - You have 2 armor against acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.
3: Blue - Grappling or being grappled deals 2 acid damage to the other creature.
4: Gray - Rolls against being charmed or frightened are eased.
5: Gold - You gain a climbing speed equal to your movement speed.
6: Red - You gain 4 recovery points.
7: Green - You have resistance to poison damage and escaping grapples or restraints is eased.
8: Yellow - You have 2 armor against lightning damage and immunity against damage from the force bolt.
Special Abilities
Ability
Type
Cost
Pool
Eyes Adjusted
Enabler
0
You can see in extremely dim light as though it were bright light. You can see in total darkness as if it were extremely dim light.
Spell: Hover
Action
2
You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes.
Spell: Feather Fall
Action
1
You reduce the damage from fall to zero.
Shocking Grasp (special)
Action
1
Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of damage.
Lightning Resistance
Enabler
0
You reduce all lighting damage by 1 point.
Opportunist
Enabler
0
You have an asset on any attack roll you make against a creature that has already
been attacked at some point during the round and is within immediate range.
Practiced In Armor
Enabler
0
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1.
Swipe
Action
1
This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered.
Surprise Attack
Enabler
0
If attacking from a hidden vantage, with surprise, or before your opponent
has acted, you get an asset on the attack. On a successful hit, you inflict 2 additional points of damage.
Skill With Attack: light bladed
Enabler
0
Choose one type of attack in which you are not already trained: light bashing,
light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon.
Seize the Moment
Enabler
4
If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use the action immediately even if you have already taken a turn in the round. You don’t take an action during the next round, unless you apply a level of Effort
when you use Seize the Moment.
Slice
Action
2
This is a quick attack with a bladed or pointed weapon that is hard to defend against. The attack is eased. If the attack is successful, it deals 1 less point of damage than normal.
Skill With Defense: Speed
Other
0
Choose one type of defense task in which you are not already trained:
Might, Speed, or Intellect. You are trained in defense tasks of that type.
Capable Warrior
Enabler
0
Your attacks deal 1 additional point of damage.
Increased Effect
Enabler
0
You treat rolls of natural 19 as rolls of natural 20 for either Might actions or
Speed actions (your choice when you gain this ability). This allows you to gain a major effect on a natural 19 or 20.
Hybrid Form (Werebat)
Action
0
You can change into your hybrid form once per recovery. In this new form, you gain +2 to your Might Pool, +1 to your Might Edge, +8 to your Speed Pool, and +1 to your Speed Edge. You also gain a flight movement of short range and a natural claw attack (light bladed weapon). While in beast form, you can’t spend Intellect points for any reason other than to try to change to your normal form before the one-hour duration is over (a difficulty 2 task).
Lightning Strikes
Action
1
You can enhance your weapon (including your claws) for ten minutes to crackle with electricity and inflicts 1 additional point of lightning damage per attack. You cannot use Edge to reduce the cost.
Cold Strikes
Action
1
You can enhance your weapon (including your claws) for ten minutes to be coated in a layer of super cold ice and inflicts 1 additional point of cold damage per attack. You cannot use Edge to reduce the cost.
Enhanced Hybrid Form (werebat)
Enabler
0
When you use Hybrid Form, your beast form gains the following additional bonuses: +2 to your Might Pool, +3 to your Speed Pool, and +2 to Armor.
Blood Curse
Action
2
Through sheer force of will and blood, you can issue a simple imperative command to a single living creature to do nothing for their next action. The creature must be within short range and can still defend itself normally. If you use a level of Effort to enhance the command it lasts for one minute but you must roll each room to maintain control but is uses no action to do so. The initial cost of the ability cannot be reduced with Edge.
Dual Light Weild
Enabler
0
You can use two light weapons at the same time, making two separate attacks on your turn as a single action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks, your opponent’s Armor applies
to both. Anything that modifies your attack
or damage applies to both attacks, unless it’s
specifically tied to one of the weapons
Spell: Wind Armor (from armor)
Action
0
When you wish it, a cyclone of wind surrounds your body for ten minutes, giving you +1 to Armor and an additional +2 to Armor against physical projectile weapons specifically. While the cyclone is active,
you feel no discomfort from the wind, and you can interact with other creatures and objects normally because the wind flow automatically diverts to enable such interaction.
Advancement
Increase Capabilities
Moving Towards Perfection
Extra Effort
Skill Training
Other Advancement
Recovery: 1d6 + 4
Rest
Duration
Already Taken
First rest
1 Action
Second rest
1 Minute
Third rest
1 Hour
Fourth rest
10 Hours
Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.