[Bloodlust] Cosmic Weapons & Magic


† The Bow †

† Weapon of the Scout †




Major Virtues





Bow (Chastity)

Health:

20


Damage:


2


Innate Magic:




Revealing Shot

(

2

) -

The bow user can fire an arrow where they can see from the arrow’s point of view until the arrow is dissipated by the user or destroyed.





Commune

(

1

)

- The bow user is able to communicate across any visual distance without making any sound. The user must select one target to communicate with and only that target hears whatever is communed like a whisper in their ear.




Uncanny Arrow

(

3

)

- The bow user is able to fire a mystical arrow that pierces through any shielding or barriers as if ignoring them. This does not negate the shield in anyway for any future attacks.



Bow (Temperance)

Health:

15


Damage:


4


Innate Magic:




Evade & Counter

(

3

) -

The bow user has the innate sense to dodge any range projectile and immediately launch a counterattack in the direction of the projectile. The user however must know from what direction the projectile came from.





Undetectable Strike

(

2

)

- The bow user can fire an arrow where the target cannot determine the location it originated from. This effect is made void if the target can view the longbow user preparing this attack.





Invisibility

(

6

)

- The bow user can turn themself entirely invisible for the duration of an encounter. This renders them undetectable by creatures reliant on sight. This invisibility is not negated by attacking but can be removed by creatures that can debuff statuses.



Bow (Patience)

Health:

17


Damage:


2


Innate Magic:




Slow Target

(

3

) -

The bow user can fire an arrow that is able to slow down a target’s personal time.





Dancing Weapon

(

5

)

- The bow user is able to make a bow that mimics all actions they perform. This allows for the longbow user to launch two attacks from two different directions.





Patient Arrow

(

1

)

- The bow user can stall an arrow in mid-air by positioning themself as if their were going to shoot the arrow in question. The user is able to release all stalled arrows at once with a command. However, if the user is damaged all patient arrows fire instantly. Patient arrows can be stacked. Patient arrows can not be redirected, they only fire in the direction they were originally aimed when they were set up.



Bow (Kindness)

Health:

22


Damage:


3


Innate Magic:




Tracking Arrow

(

3

) -

The bow user can fire an arrow that allows them to unnaturally follow a target they have successfully hit. The user doesn’t know entirely where the target is at all times, however they have a strange ability to track the target regardless of the distance between them.





Embody Beast

(

4 [2]

)

- The bow user can transform into any animal they have killed since wielding the bow. This effect lasts one hour, however it can be extended for longer thought a cost of

2 virtue



per additional hour.





Sure Footing

(

1

)

- The bow user can cast a mystical enchantment on their bow that allows them to always to safely land on the ground, as long as they are in contact with their bow.







Minor Virtues


Bow (Charity)

Innate Magic:



Blood Tribute

(

1

|

3

) -

The bow user imbue an arrow with 3 of their own health. This arrow can be fired into a target which will heal them for

7 Health

.







Bow (Diligence)

Innate Magic:



Raid of Judgement

(

8

) -

The bow user is able to shoot an arrow over a small designated area. That area is then pelted with a barrage of falling arrows. Everyone in the area takes

damage+2

dealt in the attack, regardless of the number of enemies.



Bow (Humility)

Innate Magic:



Adapt Aura

(

2

) -

The bow user can adapt their virtuous and sinful auras to better match their environment. This gives them concealment against unintelligent threats and creatures reliant on aura vision.
 
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† The Hammer †

† Weapon of the Guardian †




Major Virtues





Hammer (Chastity)

Health:

31


Damage:


2


Innate Magic:




Enlarge Self

(

6

) -

The hammer user can double their size. This is more than a cosmetic change as this larger form grants an

8 health bonus

, a

2 damage bonus

and increased strength.





Knockback

(

1

)

- The hammer user swings an attack strong enough to knock a target backwards (the distance depending on the strength, size and weight of the target).




Returning Blow

(

2

)

- The hammer user can throw their weapon a distance to strike a target before returning to the wielder's hand when reached for.



Hammer (Temperance)

Health:

25


Damage:


3


Innate Magic:




Disarming Blow

(

2

) -

The hammer user can focus their strike so that a target is forced to drop their weapon or any objects they are carrying.





Pinning Strike

(

1

)

- The hammer user can press their hammer against a target, the weight of the hammer will then force a creature downwards, if not pin them to the ground (depending on their strength). This effect lasts until the hammer is moved from the target.





Erect Defense

(

3

)

- The hammer user can raise a wall of whatever terrain is beneath them (including water) by raising their hammer in the air above their head. This wall is extremely thick (3-5 feet in width) and its length can be extended to however far the hammer user can see.



Hammer (Charity)

Health:

27


Damage:


4


Innate Magic:




Shockwave

(

4

) -

The hammer user can slam their hammer down and a cone-shaped blast of force will be produced in that direction.





Shattering Smash

(

6

)

- The hammer user slams their weapon into an object or target causing it to explode in a small area causing massive damage This deals a characters

damage ×3

. However, the hammer will be unusable for close to five minutes.





Iron Stance

(

1

)

- The hammer user anchors themself to the ground, making it impossible for anything to forcefully move them.



Hammer (Diligence)

Health:

34


Damage:


3


Innate Magic:




Vortex

(

3

) -

The hammer user can swing their hammer towards themself causing a vortex of force. This vortex causes all creatures surrounding the target to have to resist the force or risk being swept towards the hammer user.





Whirlwind

(

3

)

- The hammer user creates a tornado around them as they spin their hammer overhead, causing debris and aura to pierce everything around the wielder.





Iron Skin

(

1

)

- The hammer user becomes tough as a steel, defecting attacks and damage with ease, granting the user

2 damage reduction

. This effect last the duration of an encounter.







Minor Virtues


Hammer (Patience)

Innate Magic:



Earthquake

(

X

) -

The hammer user places their hammer against the ground. The hammer user then concentrates and creates an earthquake that grows in magnitude depending on how much energy is channeled into the weapon. This will deal

X-1 damage

to all targets in the area.







Hammer (Kindness)

Innate Magic:



Switch Places

(

3

)

-

The hammer user instantly switches locations with a target that their hammer is pointed towards.







Hammer (Humility)

Innate Magic:



Avenge

(

4

) -

The hammer user shoots a bolt of aura at a target enemy that hit a friend and deals damage equal to the damage inflicted by the enemy. This skills cost is reduced by

3 virtue

and deals

damage ×2



if the friend the hammer user to avenging died as a result of the targets attack.
 
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† The Axe †

† Weapon of the Warrior †




Major Virtues





Axe (Charity)

Health:

34


Damage:


3


Innate Magic:




Warstomp

(

2

) -

The axe user slams their feet down to create a small shockwave around them. This small shockwave dazes all targets. This ability can only be used if the axe user is wielding his axe while they stomp.





Siphon Strike

(

4

)

- The axe user swings their mystical blade against a target. The axe user then recovers

X health

, where X is the damage inflicted with this attack.




Blood Nova

(

2

|

X

)

- The axe user sends their own blood into the axe, and then slams it into the ground, causing an explosion all around the user dealing

X damage

.



Axe (Diligence)

Health:

25


Damage:


3


Innate Magic:




Bladerange

(

5

) -

The axe user throws their weapon at a target’s location. The axe will then keep spinning in the air until reaching that target, cutting through any other targets (friend or foe) in the process. If the axe user shapes their throw like an arc and rolls a critical success (6 on a 1d6), the axe user can successfully catch the axe as it returns.





Juggernaut

(

2

)

- The axe user can build up momentum and plow through and past any obstacle in their way. This ability can work without the axe in hand, but the axe must be in line of sight. Any targets in the path of the user will take

1 damage

.





Warcry

(

3

)

- The hammer user raises their axe and shouts, causing a painful pitch of sound in a cone in front of them. This sound causing all targets to become stunned temporary.



Axe (Patience)

Health:

27


Damage:


4


Innate Magic:




Mutilation

(

7

) -

The axe user builds up energy and lashes outwards causing dozens of spectral blades to appear around them. These blades cut into all targets around the axe user dealing normal damage initially and causing them all to bleed profusely until healed. This bleeding causes the targets to take

1 damage

every round.





Execute

(

10

)

- The axe user can finish off a weakened target, instantaneously killing them. The attack can only be used on a target that has less current health than the axe user. The axe user must be nearby the target and charge the attack for one round.





Hamstring

(

3

)

- The axe user cuts into the targets legs causing them to fall over in pain. The target is unable to walk unless healed.



Axe (Humility)

Health:

30


Damage:


3


Innate Magic:




Rushing Assault

(

4

) -

The axe user can close the distance between them and a target by charging. The target must be visible to the axe wielder. When charging the axe user’s speed is tripled. This ability can be paired with an attack.





Cleave

(

3

)

-The axe user swings their blade in an arc in front of them, cutting into all targets in a small cone in front of them.





Provoke

(

1

)

- The axe user can send a bolt of aura into a target, causing the target to become enraged with the axe user. The duration of this effect diminishes based on the intelligence of the target.







Minor Virtues


Axe (Chasity)

Innate Magic:



Sunder

(

3

) -

The axe user concentrates their energy into their blade. Their axe then can smash through any armor, shielding or barrier a target is using, breaking it. Sunder can affect physical barriers as well as projected ones (such as elemental barriers, mental barriers or barriers against virtuous/sinful actions). The target does not receive any damage from this blow.







Axe (Temperance)

Innate Magic:



Restless Rage

(

5

)

-

The axe user glows blood red, and in engulfed in rage. In this state, the axe user will not fall in battle unless they reach

-15 health

. All damage taken is not felt by the axe user, however, once combat ceases, all the damage catches up and is all felt simultaneously.







Axe (Kindness)

Innate Magic:



Avenge

(

4

) -

The axe user shoots a bolt of aura at a target enemy that hit a friend and deals damage equal to the damage inflicted by the enemy. This skills cost is reduced by

3 virtue

and deals

damage ×2



if the friend the hammer user to avenging died as a result of the targets attack.
 
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† The Sword †

† Weapon of the Hero †




Major Virtues





Sword (Chastity)

Health:

24


Damage:


4


Innate Magic:




Immunity to Ailments

(

3 [1]

) -

The sword user gains immunity to any physical ailments, including poisons, toxins (gaseous or otherwise) and diseases, while the sword is equipped. This immunity lasts for an hour but can be repeatedly casted every hour after for a reduced cost. This does not cure any ailments the user has already received but can apply to the effects of ailments that the sword user has just recently encountered.





Holy Nova

(

6

)

- The sword user strike the earth with their blade, causing the ground in an area around the impact location to crack, before erupting in white light and deals damage to everything in the area.




Mind Shield

(

3

)

- The sword user gain immunity to mental ailments and mind-altering effects while the sword is equipped. This immunity lasts for an encounter and must be recasted after such time. This immunity includes the effects of virtuous/sinful auras, curses, domination, possession and corruption.



Sword (Temperance)

Health:

28


Damage:


2


Innate Magic:




Charge Strike

(

1

) -

The sword user holds still and builds up power. The damage is increased based on how long the wielder charges the attack, dealing damage equal to the amount of

turns charged, cubed

. If the sword user loses concentration or moves the ability is cancelled (but the price of the attack is still inflicted).





Flame Armor

(

2

)

- The sword user has the ability to repay any damage received by a melee attack back at the originating attacker. This ability does not prevent to damage to the sword user.





Spell Reflect

(

3

)

- The sword user has the innate ability to reflect one non-melee attack (projectile, magical or mental attacks) back at the caster when this ability is used.



Sword (Diligence)

Health:

26


Damage:


4


Innate Magic:




Iron Stance

(

1

) -

The sword user anchors themself to the ground, making it impossible for anything to forcefully move them.





Echoing Fury

(

4

)

- The sword user performs an attack on a target, then, if the attack succeeds the user can perform another attack with a -1 to hit. The next attack has

2 bonus damage

. This effect compounds until the sword user misses.





Divine Protection

(

5

)

- The sword user can instantly become complete invulnerable for the next three seconds. All attacks of any nature and ignored. They do not harm, move, or affect the wielder in any manor.



Sword (Humility)

Health:

27


Damage:


3


Innate Magic:




Judgement

(

7

) -

The sword user points his sword into the air before thrusting it downwards towards a target. Matching this motion a giant sword of light descends from the sky above the specify target impaling them with concentrated energy. This attack has a

+7 damage bonus

.





Neutral Core

(

3

)

- The sword user completely neutralizes their own auras at their core. This causes all attacks to be neutrally effective against the wielder. This effect does not prevent the wielders attacks from being aligned to a specific aura. This effect lasts until combat ends.





Forced Duel

(

2

)

- The sword user selects a target by pointing their sword at them. Both the sword user and the target glow with a white aura and are unable to attack or be attacked by anyone other than each other







Minor Virtues


Sword (Charity)

Innate Magic:



Blood Strike

(

1

|

X

) -

The sword user channels blood into their weapon, causing their next attack to deal

X bonus damage

(equal to the health sacrificed in this way).







Sword (Patience)

Innate Magic:



Ward Against Sin

(

1

)

-

The sword user can create a shield around themselves, providing protection against a specified sin, causing the next attack of the chosen sin to be ignored.







Sword (Kindness)

Innate Magic:



Steel Skin

(

4

) -

The sword user becomes tough as a steel, defecting attacks and damage with ease, granting the user

2 damage reduction

. This effect last the duration of an encounter.
 
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† The Polearm †

† Weapon of the Leader †




Major Virtues





Polearm (Charity)

Health:

24


Damage:


2


Innate Magic:




Expose to Virtue

(

4

) -

The polearm user strikes at a target, and declares a virtue. If the attack lands, the target becomes exposed to the virtue, inflicting the target with aura weakness to that virtue. This does not inflict a sin on the target, it only exposes them to an additional virtue.





Immortality

(

X

)

-The polearm user shouts the name of a friend. The friend begins to glow gold and become immortal based on the virtue payed. An immortal character feels damage received, however, they can not fall below

1 heath

. After being

hit X amount of times

(equal to the virtue payed), they become vulnerable again. This affects falls off in five minutes if not used.




Switch Places

(

3

)

- The polearm user instantly switches locations with a target that they have uttered.



Polearm (Patience)

Health:

28


Damage:


2


Innate Magic:




Tailwind

(

3 [1]

) -

The polearm user begins to move forward while humming. For every friend that moves with the polearm user while they hum, the speed of the group is increased and everyone involved in the forward march does not feel tired regardless of how fast they move or how far they have traveled. The ability lasts one hour, after that time a new song must be hummed which costs additional virtue.





Dazing Strike

(

4

)

- The polearm user smashes their weapon across a target, causing them to become dazed, missing their next attack. In addition to this, the next attack on the target by anyone is guaranteed to hit.





Blood Rain

(

4 [2]

|

2 [1]

)

- The polearm user recites a prayer and channels a rain of blood all around them. Each round this ability is channeled all friends in an area around them are healed for

3 health

. This ability can be channeled for continuous rounds for a reduced cost.



Polearm (Kindness)

Health:

25


Damage:


3


Innate Magic:




Mark of Weakness

(

3

) -

The polearm user calls out a spot located on a target. That spot then glows with a brilliant light for the user and any of the user’s friends. When that spot is attacked or wounded the attack will do

2 bonus damage

against the target.





Mark of Promise

(

6

)

- The polearm user can give an order to a nearby target that is within their line of sight. This target then must roll to resist this order (rolling a 1d6 that is higher than the user’s 1d6) or risk being bound to perform the order to the best of their ability. If the target is bound to the order a shining mark appears on their skin. If the bounded target continues to ignore the promise they suffer

1 damage

for every action they perform against this order. The order cannot involve an action that directly harms the target and it must be physically possible for the target to achieve. The order lasts until the status is removed by outside means or the order is completed by the target. Mind-shielded targets or targets immune to mind altering effects can not receive the mark.





Mark of Sanctuary

(



5

)

- The polearm user has the ability to designate a territory as sacred. This can only be accomplished by the polearm user ritualistically spilling their own blood and chanting a celestial prayer (that is inscribed on the polearm). This ritual takes roughly 5 to 10 minutes. During this time, the polearm user cannot be distracted or lose concentration. Once successfully casted, the small area around the polearm user acts as a sanctuary. This means that sinful creatures are unable to enter the zone or attack anyone within it. Any sinful aura is negated within the zone. Attacks however cannot escape from the zone either. Everyone within the sanctuary is instantaneously restored

5 virtue

points and the Sanctuary lasts for roughly eight hours.



Polearm (Humility)

Health:

27


Damage:


3


Innate Magic:




Circle of Challenge

(

7

) -

The polearm user is able to sing a song which echos outwards creating a circle of glowing white light around a large area. This circle remains permanently in place until there is no more hostility within the dome. Nothing is able to enter or exit the circle.





Perseverance

(

5

)

- The polearm user is able to perform a rallying cry, invigorating all friends around them. All envigorated friends and instantly broken from any physical or mental binding which restrict their freedom.





Pray Salvation

(

4

)

- The polearm user begins to chant a hymn sending his damage as bonus damage to one of his friends. Any other friends of the polearm wielder can join in with the hymn to send their own damage to the target as well. All friends instantly know the hymn. Anyone participating in the hymn can not perform any other actions.







Minor Virtues


Polearm (Chasity)

Innate Magic:



Rebuke Sin

(

4

) -

The polearm user screams at a target and declares a sin. If the target is of that sin, they become instantly turned, running in fear. This effect has diminishing returns on stronger, or smarter enemies







Polearm (Temperance)

Innate Magic:



Bestow Weapon

(

2

)

-

The polearm user shouts the name of a friend and throws their weapon into the sky. The weapon falls down beside the friend. The polearm acts as a dancing weapon for that target for the duration of encounter or until recalled by the wielder.







Polearm (Diligence)

Innate Magic:



Sunder

(

3

) -

The polearm user concentrates their energy into their weapon. Their weapon then can smash through any armor, shielding or barrier a target is using, breaking it. Sunder can affect physical barriers as well as projected ones (such as elemental barriers, mental barriers or barriers against virtuous/sinful actions). The target does not receive any damage from this blow.
 
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† The Paired Knives †

† Weapon of the Lucky †




Major Virtues





Paired Knives (Chastity)

Health:

17


Damage:


4 (3 + 1)


Innate Magic:




Circle of Blades

(

3

) -

The knife users causes many white blades to circle around them, causing any targets that are close to them to suffer

one damage

each round. This effect lasts until the end of an encounter.





Damage Deflection

(

4

)

- The knife user has the ability to cause any damaging attack they suffer to be ignored, and instead the damage to launched outwards to a random other target.




Fountain of Blades

(

5

)

- The knife user throws seemingly countless blades upwards, causing them to spiral and spin randomly seeking out any random nearly target. Each target in the area around the user will be hit by 1D6 knives.



Pair Knives (Diligence)

Health:

13


Damage:


4

(3 + 1)


Innate Magic:




Endless Barrage

(

9

) -

The knife user launches uncountable knives outwards at seemingly inhuman speeds in a large area in front of them. All targets in the area will suffer damage equal to a 1D6 for each point of damage the knife wielder has.





Charge Blade Bomb

(

4

)

- The knife wielder concentrates the energy of multiple knives into a single knife for one round. The amount of energy that is channeled into the knife is variable and the energy of 1d6 knives is added to the attack for each round. The knife user can extend the charging period by spending additional virtue points and waiting another round (this adds another 1d6). The bomb can be charged indefinitely but the user must throw it once they are done charging or they no longer have anymore virtue points. When thrown the glowing blue knife will explode once it collides with an object, sending each individual knife outwards from the designated point. All targets within range of the explosion will take

1D* (* depending on the amount of knives) of damage

, where the sides of the dice are equal to the amount of knives exploding outwards.





Feint

(

6

)

- The knife user can instantly dodge all melee attacks for one round. In this time, any attack made against the user will strike a random enemy that had also physically attacked the user in melee combat. The knife user must be aware they are about to be attacked and must know the position of attacking enemies.



Paired Knives (Patience)

Health:

19


Damage:


3

(2 + 1)


Innate Magic:




Clone Blades

(

2

) -

The knife user causes their next attack to split into two, doubling the amount of attacks. This can be paired with other skills that cost virtue. When used with normal attacks, it doubles both attacks.





Knife Clone

(

7

)

- The knife wielder instantly turns invisible and is moved up to ten feet away, leaving behind an identical clone of themselves which they can control fully. This clone can perform any attacks that the knife wielder is capable of and moves the same. To the observer of the skill, there is no noticeable change when the skill is used. However, if the user performs any attacks them self, the clone vanishes and they appear visible again. Once this clone is struck with an attack, it vanishes and knives explode outwards in all directions dealing

1D6 damage

to everything around it.





Leaping Blades

(

1

)

- The knife user can cause any knives thrown for one round to teleport to a location before they fly forwards, making in near impossible to determine where the next attack will be coming from. This can be paired with other skills that cost virtue.



Pair Knives (Kindness)

Health:

15


Damage:


4

(3 + 1)


Innate Magic:




Ricochet

(

5

)

- The knife user is able to cause a ranged attack against themself to vanish. However, two clones of the attack become launched outwards from the wielder to random targets.





Branching Blades

(

3

)

- The knife user is able to throw a glowing blade that when hitting a target a random number of additional blades will branch out to hit other nearby targets. The amount of additional blades that branch out is dependent on a 1d6 dice roll. Where these extra blades hit is purely random.





Field of Blades

(

4

)

- The knife user causes a flurry of knives to rain down in an area, dealing

1D6 of damage

to any targets in the area stuck. However, these knives remain and point upwards as well. Anyone who tried to cross the field will receive

2D6 damage

.







Minor Virtues


Pair Knives (Temperance)

Innate Magic:



Displacement

(

8

) -

The knife user causes their body to become blurred into the background, causing anyone who look upon them to be unable to determine to true location of the user. This grants the user

50% evasion

of all attacks until the end of an encounter.







Pair Knives (Charity)

Innate Magic:



Blood Blade Roulette

(

3

|

6

)

-

The knife user imbues a knife with their own blood, creating a knife with a dark crimson hue. The knife is then thrown overhead, where it separates into ]2D6 blades which seek out random targets each. If the blade collides with an enemy is will deal

1D6 damage

. However, if it collides with an ally, it heals

1D6 health

.







Pair Knives (Humility)

Innate Magic:



Mimicry

(

X

)

- The knife user is a master of mimicry. The knife has five hidden powers, copied for various weapons imbued into itself (these abilities must be picked at the beginning of the campaign). When called upon, the knife shoots outwards, and performs one of these five hidden powers randomly. However, there is a sixth outcome to the skill. If a 1 is rolled for the ability, instead of performing any skill, the knife turns around and runs into the user, dealing damage equal to the virtue cost of mimicry. The virtue cost of mimicry is equal to the virtue cost of all five skills combined, then divided by 5 and rounded up.
 
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† The Greaves †

† Weapon of the Courier †




Major Virtues





Greaves (Temperance)

Health:

24


Damage:


2


Innate Magic:




Warstomp

(

2

) -

The greaves user slams their feet down to create a small shockwave around them. This small shockwave dazes all targets. This ability can only be used if the greaves user is wearing the greaves when they stomp.





Blink

(

4

)

- The greaves user is able to instantaneously teleport to any location that they can see.




Meteor Impact

(

3

)

- The greaves user jumps and slams the ground at a location, causing a violent explosion that deals a user’s base damage to all targets the in the area, and leaves a crater.



Greaves (Charity)

Health:

28


Damage:


2


Innate Magic:




Shadow Split

(

6

) -

The greaves user’s shadow splits off and comes a separate entity. The shadow can only mimic actions that the greaves user performs, both movement and attacks. The shadow split lasts until the end of an encounter.





Blazing Trail

(

2

)

- The greaves user can cause all around they walk across to light up with a white glow. Any target that touches the trail will take

2 damage

.





Sending Strike

(

4

)

- The greaves user kicks a target so strongly, it launches them far away, into another target The sent target receives normal damage. Once the two targets collide, they both take

2 damage

.



Greaves (Kindness)

Health:

25


Damage:


3


Innate Magic:




Dancing Greaves

(

2

) -

The greaves user causes a pair of shadowy boots to fly off towards a target. Any target affected by the dancing graves performs any action that the greaves wielder performs. They will use the same attacks, and act out the same movements. Although the target loses control of their legs, they have full control of their upper body.





Blood Strike

(

1

|

X

)

- The greaves user channels blood into their weapon, causing their next attack to deal

X bonus damage

(equal to the health sacrificed in this way).





Cyclone

(

5 [3]

)

- The greaves user runs around an area, creating a strong gust of wind in a circle. This causes all targets in the area to be lifted off the ground. The longer this effect is channeled, the higher the final damage will become. For each round spent channeling cyclone by running, the targets in the area will recieve damage equal to the greaves users damage each turn channeled.



Greaves (Humility)

Health:

27


Damage:


3


Innate Magic:




Leap of Faith

(

2

) -

The greaves user is able to launch themself to massive heights and ensure safe landing. This skill can be combined with other skills that cost virtue or a normal attack. If a normal attack is combined with leaf of faith, it will deal

damage ×2

.





Rushing Assault

(

5

)

- The greaves user can close the distance between them and a target by charging. The target must be visible to the axe wielder. When charging the axe user’s speed is tripled. This ability can be paired with an attack.





Launching Strike

(

3

)

-The greaves user delivers a strong and powerful kick, launching a target into the air. An enemy that has become airborn for launching strike loses all protections until they land on the ground again. This ability can cain with other attacks, or itself, allowing the user to juggle an enemy in the air.







Minor Virtues


Greaves (Chasity)

Innate Magic:



Sure Footing

(

1

) -

The grave user can cast a mystical enchantment on their greaves that allows them to always to safely land on the ground.







Greaves (Diligence)

Innate Magic:



Airwalk

(

2

)

-

The greaves user has the ability to walk in the air or over any terrain effortlessly when wearing the greaves. When activated the greaves user floats a few inches above the ground. The greaves user in this state ignores all terrain penalties and can even walk over edges without falling. The user can travel a maximum of 500 steps in any direction (including vertical direction). At the maximum distance the greaves return to normal and the user falls back to the ground (regardless of the height). To ascend or descend in the air, the greaves user must take steps as if they were walking on a staircase.







Greaves (Patience)

Innate Magic:



Line Against Sin

(

4

) -

The greaves user draws a line into the ground, creating a barrier against one declared sin. If a target that is of that sin crosses the line, they take

3 damage

. The line last until the end of an encounter.
 
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† The Sinful †

† The darkness in the heart of all men †




Lust


Charm

Sin Cost:

2


Maximum Sin Increase:


2


Effect:




The lustful sinner is able capture the gaze of a specific target. If this target is intelligent then the target can roll resistance rolls against (1d6, must be higher than the original 1d6 roll of the sinner) the original alluring roll of the sinner every time they attempt to perform an action. If the target is subjected to an attack the sinner must roll to ensure that the target has not broken free of the charm effect (the sinner user rolls a 1d6 - 1 every time the target is attacked, this becomes the new roll to beat for resistance). Godly creatures receive a bonus against charm effects when they are attacked (the user rolls a 1d6 - 2 every time the target is attacked).



Hallucinate

Sin Cost:

6


Maximum Sin Increase:


2


Effect:




The lustful sinner is able to cause an area to become corrupted in illusion. All enemies in the area of effect begin to hallucinate vividly, decreasing their concentration drashtically. This causes all enemies to gain an additional 33% to miss any attack (they must roll a 5 (considered a mediocre success) or 6 on a 1d6 to hit successfully). However enemies are able to break out of the hallucinations each turn through a saving throw of a 1d6 against the sinner’s original 1d6. Unintelligent beasts can not attempt to save. Normal enemies have a 1 in 6 chance to break free, intelligent enemies have a 2 in 6 chance to break free. Godly enemies have a 3 in 6 chance to break free.







Malestrom

Sin Cost:

12


Maximum Sin Increase:


3


Effect:




The lustful sinner causes a storm to appear around themselves. This storm sends hurricane level winds and debris flying through the air at incredible speeds. All targets caught in the storm must pass a 1D6 roll or they will be incapacitated for the round and unable to act. Each round a target is affected by the storm, they suffer damage equal to the sinners. When the caster of malestrom is struck in combat with damage, the maelstrom instantly pulses with strength, dealing an instant amount of damage equal to the sinners.



Gluttony


Absorb

Sin Cost:

3


Maximum Sin Increase:


2


Effect:




The gluttonous sinner is able to drain all the life around them in a vast radius. This allows the sinner to drain health from all living targets in an area around them. This drain deals damage to the targets within the radius equal to the sinner’s damage statistic and then heals the sinner the total damage dealt to all targets in this area.







Consume

Sin Cost:

8


Maximum Sin Increase:


2


Effect:




The gluttonous sinner is able to absorb a target into themself with a single touch in order to slowly digest them. This absorbed target is then dealt the sinner’s damage statistic every round they are absorbed until they either break free, the sinner releases them, the sinner dies or the target dies. An absorbed target cannot be targeted by an outside ability once absorbed and an absorbed target also cannot be harmed from the outside. An absorbed creature can still perform self-buffs but is unable to select a point outside themselves and cannot perform saving rolls for that turn they are casting. All creatures are able to resist this consumption with a saving roll (1d6 roll that must be higher than the original 1d6 roll thrown by the sinner). Once consumed, intelligent creatures and godly creatures can make one roll to break free from their absorbed state every round of damage (1d6 roll for intelligent creatures, 1d6 + 1 roll for godly creatures, it must be higher than the original sinner’s roll).



Devour

Sin Cost:

12


Maximum Sin Increase:


4


Effect:




The gluttonous sinner is able to devour any target that they are able to touch. With a single touch, the target drains in body and soul into the sinner. For as long as the target is devoured, the sinner gains damage and health equal to the damage and remaining health of the target. The target of the skill is able to attempt a modified saving throw against the devour. The target must pass a 1D6 roll, modified by the different in health between himself and the sinner. Godly creates can never have a modifier to their saving throw less than plus 1. After being devoured, the target is dead and unable to make further resistance.



Greed


Repeating Step

Sin Cost:

2


Maximum Sin Increase:


1


Effect:




The greedy sinner is able to build momentum while in motion. The sinner begins slow, but builds up speed throughout an encounter. This momentum allows the sinner to move at incredible speeds, causing all targets that try to target the sinner to have a -1 modifier to effect to their dice rolls. In addition to this, the sinner deals an additional

4 bonus damage

to targets if the ability or attack used motion.







Blood Horde

Sin Cost:

5


Maximum Sin Increase:


2


Effect:




The greedy sinner is able to collect the blood of a target with each strike of their weapon. This collected blood is transformed into power for the sinner, increases their strength. While under the effects of this spell, the sinner will gain a

1 bonus damage

after using a damaging skill or attack. This bonus accumulates over the course of the encounter.



Encage

Sin Cost:

10


Maximum Sin Increase:


2


Effect:




The greedy sinner is able to capture and horde unintelligent monsters in a pocket dimension and call/recall the creatures in battle at anytime. The greedy sinner must first capture a unintelligent creature by throwing a 1d6 roll. The targeted creature is then able to resist by rolling a saving throw (1d6 must be higher than the sinner’s 1d6 roll). The targeted creature must be unintelligent but can be any size. Once the targeted creature is encaged, the greedy sinner must name it (so it becomes one of their possessions). This name once uttered with intent will call forth the encaged creature. This caged creature will follow the orders of the greedy sinner as a servant (even if the order is suicidal). The creature can be called and recalled to the user without cost to the sinner. However is the creature is killed in battle they cannot be recalled or recaptured and they do not automatically heal between uses. There is no limit to how many creatures a greedy sinner can own and a greedy sinner can have as many creatures within their possession called out to battle as they desire.



Sloth


Weigh Down

Sin Cost:

3


Maximum Sin Increase:


1


Effect:




The slothful sinner is able to conjure a phantasmal weight onto a target. Underneath this weight the target is unable to move or attack but can still cast abilities and communicate. A weighed down creature is able to initially resist this weight by rolling a 1d6 saving throw (it must be higher than the sinner’s origina roll). Once weighed down the creature can roll another saving throw every two rounds (same 1d6 roll as the initial saving throw). A weighed down creature can be attacked without penalties to the spell. Godly creatures receive a +2 bonus on saving throws (they roll a 1d6 +2 ) to resist being weighed down.







Crippling Apathy

Sin Cost:

5


Maximum Sin Increase:


2


Effect:




The slothful sinner is able to attack the mind of a target. All targets receive a saving throw against the original roll of the sinner (a 1d6 that is higher than the sinner’s original roll). Once successfully attacked a target feels a crushing level of apathy that prevents them from performing any action, regardless of the original level of desire towards that action. Apathetic targets will not engage in fighting on their own volition and will not cast abilities. Apathetic targets may not communicate depending on the conversation and most likely will not move from their location (yet there is no physical limitations placed on speech or movement). Apathetic targets cannot be ordered to perform actions while being crippled. Unless the creature is godly in nature, the target will not make any further resistance rolls (Godly creatures can throw a 1d6 saving roll every two rounds). However this crippling apathy is removed from the target once the target is physically harmed in anyway.



Nihilism

Sin Cost:

8


Maximum Sin Increase:


2


Effect:




The slothful sinner is able to inflict a target with uncertainty and doubt to the point that the target refuses to live up to their own virtues. This causes the target to lose all virtues and resistances they have towards virtues. The only creates able to make a save against Nihilism are godly targets. Against a godly target, both the sinner and the target roll a 1D6. On this roll the godly target gets a -1 to their roll. If the sinner’s roll ends up higher, the effect is successful. The effect lasts for the entirety of the encounter.



Wrath


Explosive Pain

Sin Cost:

4


Health Cost:


X


Maximum Sin Increase:


1


Effect:




The wrathful sinner is able to take their own pain and suffering and turn it into anger and hate. By sacrificing a portion of the sinners health, they cause a horrific explosion of blood and shadows to erupt from their position. This deals

X×3 damage

(equal to triple the life sacrificed) in the attack to all targets in the area. After using this ability, the sinner is so wrought with pain that they lower all dice rolls that they perform for the rest of the encounter by 1.







Hellfire

Sin Cost:

6


Maximum Sin Increase:


2


Effect:




The wrathful sin can create the embodiment of pain and despair to wrap around a target, by only concentrating on the target. The target becomes engulfed in purple flames, wrapping around their every limb and burning with fervor. The target will receive

2D6 damage

every round that the sinner focuses on them. While focused, the sinner can perform actions while channeling hellfire. However they can not take their eyes off of the target. The only way to break the effect of hellfire is to block the light of sight between the sinner and the target or for the sinner to close their eyes.



Meteor Storm

Sin Cost:

15


Maximum Sin Increase:


3


Effect:




The wrathful sinner calls forth their intense hatred and rage for the world around them, laying waste to a large portion of land by summoning meteors to crash into any target around them. Meteor storm must be channeled, and during the casting the sinner can not move, or act. In the first round of channeling, nothing will happen. However each round after that, a swarm of meteors of crimson red flames descends to the earth. Each round, 1D6 meteors will appear and crash into targets of the sinners choice. No more than two meteors may crash into one target, and the meteors require a target, even if the target is the sinner themself. Each meteor will crash, dealing

3D6 damage

to the target and the immediate area around them. If the sinner is knocked and moved, the spell will end. Damage alone can not end the storm. The sinner is able to channel meteor storm indefinitely until there are no more targets.



Envy


Return Two Fold

Sin Cost:

4


Maximum Sin Increase:


1


Effect:




The envious sinner is able to duplicate an attack they have just witnessed first-hand (meaning it must be used immediately after the attack being duplicated). However because the envious nature of the sinner this attack deals double the original possible damage, regardless of the type of damage. The envious sinner then casts this ability as if they were the original caster. The target of the duplicated ability can be any point the sinner desires. The envious sinner still has the same chance to fail as the original caster.







Heresy

Sin Cost:

8


Maximum Sin Increase:


1


Effect:




The envious sinner is able to mimic another target’s aura. In addition to this, the sinner delves deeper into envy and changes their appearance to be a mirrored copy of the target. When mimicking the target’s aura, the sinner temporarily loses their major virtues and gains the major virtue or sin of the mimicked target. This replacement includes attacks and special abilities. The sinner always retains their envious nature (and their minor virtue) regardless of their heretical form.The heretical form lasts for 24 hours. Only godly creates can attempt to resist the spell with a 1D6, and even then, godly creatures of the same aura as the sinner do not get to resist.




Mockery


Sin Cost:

10


Maximum Sin Increase:


2


Effect:




The envious sinner is able to mimic another target seemingly perfectly, gaining all of their abilities and and skills. In addition to this, the sinner delves deeper into envy and changes their appearance to be a mirrored copy of the target. In this form, the sinner will face the same bonuses and penalties this new form bestows. Only godly creates can attempt to resist the spell with a 1D6, and even then, godly creatures of the same aura as the sinner do not get to resist. This effect last the duration of an encounter.



Pride


Impervious

Sin Cost:

4


Health Cost:


X


Maximum Sin Increase:


2


Effect:




The prideful sinner bolster their mind and willpower with their ego. This elevated mental states allows them to have immunity to mind-altering attacks and effects including: effects of virtuous/sinful auras (with the exception of prideful auras), curses, domination, possession and corruption. However because of the sheer size of a prideful sinner’s ego, the prideful sinner can choose to deflect the original mental-effect onto another target within their vision (it does not have to be the original caster).If the mental-effect was casted onto an area, the pride user can choose to have it stack onto an already afflicted subject (that target then must roll as if it were being attacked twice). The pride user however must perform the necessary rolls and succeed as if they were the original caster. This mental state will last the duration of an encounter.







Demonic Hide

Sin Cost:

6


Maximum Sin Increase:


1


Effect:




The prideful sinner coats their body in a hellish black bark with their ego. This bark is hard as metal and weighs nothing. While this bark is applied to the sinners body, all attacks against the sinner is reduced by

50%

of their normal damage. Any damage less than 4 before the reduction is ignored. This bark will last the duration of an encounter.



Horrorific Might

Sin Cost:

8


Maximum Sin Increase:


1


Effect:




The prideful sinner empowers their attacks and physique with their ego, giving them enhanced strength. The sinners muscles begin to ripple, and their body glows a prideful violet. During this phase the sinner gains a

4 bonus damage

and all attacks performed by the sinner creates an explosion of violet light which echos the damage outwards to all targets around the area of impact. If the ability used already has an area of effect, it becomes tripled in size. This effect lasts the duration of an encounter.
 
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