Cancel
Online Tabletop Roleplaying Game

« Back to Table

Latest Posts

Medfan Armor Enchantments

ladysarin Jan '17
=====
Armor Enchantments-
While in a town or location with a npc Enchanter, players can pay for elemental enchantments to enhance their armor.

Each enchantment costs 1000g. Removal of an enchantment costs 500g each.

=====
Fire-

Tier 1 - Fire Resist
50% instant fire damage reduction.

Tier 2 - Scorch
Roll 1 dice following enemy attack to determine activation of fire damage on that target. If successful, enemy takes fire damage equal to their attack. (Moon = x2 stars, Skull = Player takes equal damage.)

=====
Ice-

Tier 1 - Ice Resist
50% instant ice damage reduction

Tier 2 - Frostbite
Roll 1 dice following enemy attack to determine activation of frost damage on that target. If successful, enemy takes frost damage equal to attack. (Moon = x2 stars, Skull = Player takes equal damage.)

=====
Lightning-

Tier 1 - Lightning Resist
50% instant Lightning damage reduction.

Tier 2 - Electric Thorns
Roll 1 dice following enemy attack to determine activation of lightning damage on that target. If successful, enemy takes lightning damage equal to their attack. (Moon = x2 stars, Skull = Player takes equal damage.)

=====
Water-

Tier 1 - Water Resist
50% instant water damage reduction

Tier 2 - Waterbreathing
Roll 1 dice w/PP at beginning of combat to determine activation of water breathing. If successful, player can swim unhindered at any depth of water. (Moon = free activation on next use, Skull = Loss of use for session.)

=====
Wind-

=Armor:=
Tier 1 - Wind Resist
50% instant wind damage reduction.

Tier 2 - Air Shield
Roll 1 dice w/PP at beginning of combat to determine activation of air shield. If successful, user takes 0 damage from ranged attacks. (Moon = free activation in next use, Skull = Loss of use for session.)

=====
Earth-

=Armor:=
Tier 1- Earth Resist
50% instant Earth damage reduction

Tier 2- Stone Skin
Roll 1 dice w/PP at beginning of combat to determine activation of stone skin. If successful, user takes 0 damage from melee attacks. (Moon = free activation in next use, Skull = Loss of use for session.)

=====
Light-

=Armor:=
Tier 1- Light Resist
50% instant Light damage reduction

Tier 2- Ascension
Roll 1 dice w/PP to attempt activated use of angelic wings for flight. (Moon = free activation in next use, Skull = Loss of use for session.)

=====
Dark-

=Armor:=
Tier 1- Dark Resist
50% instant Dark damage reduction

Tier 2- Shadow Warp
Roll 1 dice w/PP to attempt activated use of Dark Warp for teleportation. (Moon = free activation in next use, Skull = Loss of use for session.)

=====
Life-

=Armor:=
Tier 1- Regen
+2 HP replenish every turn of combat an action is not taken. Does not work out of combat.

Tier 2- Turn Undead
Roll 1 dice following enemy attack to determine activation of holy damage on that target (only effective on undead enemies). If successful, enemy takes damage equal to own attack. (Moon = x2 stars, Skull = Loss of use for session.)

=====
Death-

=Armor:=
Tier 1- Death Resist
50% instant reduction of damage on any attack that would drop player below 0HP. Activates only once per combat.

Tier 2- Status Immunity
Roll 1 dice w/PP to activate use of Status Immunity at start of combat for prevention of effects such as stun, sleep, bleed, silence, fear, etc. (Moon = free activation in next use, Skull = Loss of use for session.)

=====

Please log in to add a comment.