Property: Summary

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Showing 100 pages using this property.
(
Gain immunity to an element  +
A
Armor that can sacrifice soak to stop damage.  +
A shapechanging moonsilver short bow  +
Halve penalties from multiple actions, rounding down.  +
An armband that harnesses nature's power  +
Small cube that replicates Chaos-Repelling Pattern in 50' radius  +
Heavy magical armor  +
A pin that listens to conversations and transcribes them  +
Reflexively parry a lethal attack with Dexterity + Martial Arts.  +
Poison-filled, animated jewelry  +
B
Gossamer bow that is also a shaping weapon  +
A soulsteel axe  +
Blank book into which another book may be copied.  +
Really loud jumping boots  +
Light magical armor  +
C
Elsewhere storage  +
Elsewhere storage  +
Elsewhere storage  +
Elsewhere storage  +
A box that transmutes firedust into other elements  +
Large vats that mix potions  +
On making a first impression, all focus on you and you gain Charisma dice to Presence tests to make a first impression.  +
Hearthstone headband that adds to wits  +
Flying sportscar  +
Use Alkahest Circle alchemy  +
Candles that cast a contraceptive aura  +
Device that channels the dead  +
A crown that moves the wearer outside Fate  +
D
Magical one-handed straight sword  +
Enhance any attack against a spirit, making it unblockable, undodgeable and unsoakable.  +
After study of an object for 30 minutes, specify a condition. When that condition is met, the object takes 4 * Essence damage.  +
Magical spear  +
Gain benefit of Accelerated Prescience Gearing, Perforating Piston Offensive and Invincible Avatar Cocoon. Bare hands add Essence to Accuracy, Damage and Defense. Add material bonus for weapon of same material as armor. Take 1ahl when charm finishes.  +
Jewelry that can fly  +
A defense oath and staff shaping weapon  +
Hearthstone headband enhancing occult perception  +
Permanently double your natural essence regeneration rate.  +
Collars that prevent essence expenditure from willing wearers  +
E
If your attack hits, the target may not move for the rest of the turn.  +
Armor that lets you walk through solid rock.  +
Armbands that enhance sidereal martial arts  +
Summon or banish bow and arrows to/from Elsewhere.  +
Orichalcum, air-conditioned armor  +
Thrown weapon that makes those it hits easier to hit later.  +
Container of 70 motes  +
Container of 35 motes  +
Container of 15 motes  +
Container of three motes  +
Container of seven motes  +
Orichalcum, summonable armor  +
For one minute, the effect of distance on sight is eliminated, allowing you to see to see as far as line of sight allows.  +
F
As long as you can engineer a vaguely believable method of delivering them, you may issue orders to a group that they will believe came from their legitimate superiors.  +
Count 10s on damage rolls as two successes.  +
Wyld oath turning taker into living artifact  +
Pearl that starts fires  +
Telescope  +
Foldable servant automaton  +
Crafting gloves  +
G
Claws on retractable chains  +
While you lead, mortal followers with Willpower equal to your Essence or lower will never turn against you. Mortals with Willpower equal to or less than yours will always think well of you.  +
Magical one-handed hammer  +
For a scene double the dice award or motes rewarded for stunts.  +
Magical two-handed sword  +
Magical two-handed hammer  +
Magical two-handed axe  +
Magical one-handed axe  +
H
As Throng-Curing Method, but multiply the number of assistants by Essence.  +
Everyone with 50 x Essence yards takes 1A damage per 4 motes spent.  +
Make a ranged attack undodgeable and double damage successes  +
Sword improved by socketed hearthstones.  +
Defensive arm guards  +
Device that points to a hearthstone's manse  +
A horn that can make paths  +
Perfectly block any ranged attack, catching it to throw later.  +
Choose to either add Dexterity to initiative, negate effects that automatically win initiative, add Strength to jumping distance or add Strength yards to base movement.  +
I
Write or speak a message that only those you select can understand.  +
Add your Resistance to Glorious Solar Plate's bashing and lethal soak, half Resistance to the its hardness and prevents piercing weapons from halving soak.  +
An orichalcum reaper daiklaive that hates demons  +
Make an object as strong as the five magical materials for a day.  +
As long as the charm remains active, the rumor you tell will be spread and most who hear it will be willing to believe it.  +
An attack is made perfect, unable to miss.  +
Create an anti-disease, a cure for a disease that spreads like the disease itself.  +
Chakram that launches temporary copies of itself.  +
Become permanently immune to all poison and disease, even those of a magical nature.  +
Reduces the minimum damage dice dealt to you by Essence, to a minimum of zero.  +
For a single event, all will consider you beneath notice and ignore you, unless you wish otherwise.  +
Reduce mobility and fatigue penalties, spending no more than Martial Arts.  +
For each three motes spent, eliminate a success on a damage roll made against you.  +
J
For a scene double the dice award or motes rewarded for stunts.  +
L
The minimum damage of a Melee attack is the attacker's Essence.  +
For one week, invest a leader with prestige and respect. Subordinates will trust the leader and the leader also add your Essence in dice to any attempt to improve his image or reverse past impressions of himself.  +
Magical longbow  +
an orichalcum noble warstrider  +
M
Device that points to a hearthstone's manse  +
Makes a better sailor.  +
A magical mark over the heart, marking you as selected by Autochthon  +
Add up to Martial Arts successes to an unarmed attack. For each success bought, you may also convert one dice of damage into an automatic success.  +
Hearthstone headband that aids running long distances  +
Lay a false trail, forging both the numbers, makeup and direction of a path.  +