Property: Summary

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Showing 184 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.  +
a moonsilver noble warstrider  +
Needles containing unique knowledge of lunar charms  +
N
Improve the Craft ability of an assistant with an Essence less than your own, adding your Craft rating in dice to their Craft rolls. They also work faster and reduce difficulty on certain tests.  +
O
Martial arts form enhancing rings  +
Smoking pipe that gives user visions  +
Determine the distance and direction of the owner of an object.  +
P
Distracting jade armor  +
Cloak that makes wearer appear to be a ghost.  +
An area surrounding your for twice Essence yards becomes order, protecting all withing from Wyld energies. In addition, all attempts to direct the Wyld (including shaping and most other Fair Folk powers) add your Essence to their difficulty.  +
All unarmed attacks to piercing damage. Spend 1wp for an attack to ignore all armor.  +
Bare hands deal and parry lethal damage. Add essence to Strength and any die rolls to resist environmental damage or any effect that is reduced against automata. Cast Iron Sheath Posture intrinsically. Reduce Hardness of target's armor by Essence.  +
Reduce mobility and fatigue penalties, spending no more than Martial Arts.  +, 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.  +, Reduce soak provided by target's armor by Martial Arts.  +,
Reflexively "parry" material ranged attacks by catching them.  +
Use Quintessence Circle alchemy  +
Curtain that hinders eavesdropping.  +
Oath providing bark skin and ability to fly, as well as being a staff-shaping weapon.  +
R
Combat based oath, as well as being a staff-shaping weapon.  +
Magical tiger claws  +
Either halve all pre-soak damage from an attack, soak damage from a piercing weapon with full soak or add Martial Arts to your armor's Hardness.  +
Magical one-handed slashing sword  +
Magical one-handed chopping sword  +
Glamour that encourages people to leave a city.  +
Medium magical armor  +
Medium magical armor  +
Exchange one or more points of Willpower for Lore motes of essence each.  +
Bag that aids healing  +
Shoot an incoming ranged attack down, deflecting it onto a new target.  +
Buy additional Brawl attacks.  +
S
Your body breaks into motes of sunlight, allowing you to perfectly dodge an attack (even if it is undodgeable or unexpected). Your body reforms up to your full movement rate away.  +
As long as this charm remains active a single bureaucratic action of your choice stops as events conspire to prevent it from moving forward.  +
Appearance changing acorn  +
Add Melee+Dex dice to single attack.  +
Magical seven-section staff  +
Manse powered ghost manipulator  +
For a scene, become insubstantial to any number of opponents. They cannot affect you and you cannot affect them. You may spend a dice action to move a target in or out of the influence of this effect.  +
Allows user to breathe underwater  +
Moonsilver armor that protects those around its wearer  +
Projects a force field  +
Caste mark disguise  +
Magical shortbow  +
Allows any user to breathe underwater  +
Cancel all sound within Essence yards.  +
Hearthstone mount that increases peripheral pool  +
For a scene, move in any direction as if you were standing on solid ground.  +
A rope that can capture and release solar spells  +
A rope that can capture and release terrestrial spells  +
A rope that can capture and release celestial spells  +
Collects the hearthstones for the Alchemical Manses.  +
Slows time for the bearer once per day.  +
Slows time for the bearer once per day.  +
Add Melee to all attacks for the scene.  +
On a successful parry, make a perfect disarm.  +
Make an ranged energy attack dealing 2L per mote spent.  +
Rain energy down on enemies, dealing 1L per 3 motes.  +
Surround yourself in a field that deals up to Lore damage to anyone who enters it.  +
Heavy magical armor  +
T
Don an infallibly perfect disguise, either of someone specific or a made up persona.  +
Furniture intended to enhance sexual pleasure  +
For the day, any Medicine charm you cast can also be used by up to Medicine assistants without additional cost.  +
An oath providing ability to ignore some multiple action penalties and acting as a staff-shaping weapon  +
Perfectly block any ranged attack, catching it to throw later.  +
Use Berith Circle alchemy  +
Teleports contents from one jar to the other  +
Roomy, portable, luxury  +
Accurately predict the future price of a good.  +
U
Avoid a single harmful affect that targets you, even if it is not an attack.  +
Those with Essence equal to or less that yours who wish to attack or close to within 10 feet of you must make a Valor roll at a difficulty of half your Essence. Creatures of darkness who fail writhe in pain, unable to take any action but move away.  +
A portable, fuel-less forge  +
Melee attack ignores penalties for visibility, shields or cover.  +
Jade staff that can find the most guilty in a crowd  +
For a scene, make reflexive attempts to intimidate or inspire observers, using Essence automatic successes.  +
Increase your Essence by your Sail rating for the purposes of defining Glorious Solar Ship.  +
Add Strength to a Brawl attack roll.  +
Take no damage from a single source. This protection continues as long as that source remains continuously dealing damage.  +
Make a reflexive archery attack.  +
Become immune to all effects that would physically wound or alter your body's form for a turn.  +
V
Reduce soak provided by target's armor by Martial Arts.  +
W
Hinders certain types of creature from hurting you.  +
Earrings the transmit speech to each other  +
For a scene ranged attacks automatically miss you unless they are undodgeable, perfect, or made with projectiles larger than your body.  +
Disks that reduce weight  +
Capes that become flying wings  +
Essence manipulating music box  +
Amplifier of bird-themed sorcery  +