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Immortalize Session Two Gifts

The Exile

Closing Note

Weapon

A dagger from a traveler from the Sulfric Lamina. Forged in the land of Vinyat as a present for their family, the kingdom fell to ruin before it could ever be returned. Heretical magics still run through the dagger, its use as a tool in some profane necromantic ritual almost certain.

Weapon Specialization: +2 Roll to Do, can be used in conjunction with any weapon that can be wielded in one hand.

Let Loose: Whenever you perform a move action, you may attack once for free.

Grasp and Bind: Whenever you succeed on an attack with this weapon, mark the target with a Stitch. If the number of Stitches on the target exceeds their attribute number, you may immediately cleanse them of all Stitches to immobilize them until the end of the Act.

Sacrifice at the Altar: You gain a 1d6 bonus to your Rolls to Do against immobilized targets. Whenever you kill an immobilized target, this weapon’s power grows.

Proficiency: Grants a bonus to your development of Profane Fulguris.


Fakeout Triplicate

Technique

A method of causing ones form to shimmer, shake and split into three. It is a simple illusion for those with enough willpower to deceive.

Fakeout Triplicate: Action. Once per Act. Split into three and perform a focused attack from multiple positions. Your target gains an Attack which can be performed immediately against your triplicated self. Choose which of your bodies is the “real” you. If your target manages to attack the real you, even if they miss, your attack is prevented. If they do not, attack three times immediately.


Loot

Sunspot

Weapon - Sacred

An ancient weapon once held by a member of the famous company that defended old Vinyat from the first demonic invasion. Worn by the warrior of the trio, this axe would burn brightly in the presence of undead, its inner core so incensed by the defilement of life. It is said that when sufficiently angry, Sunspot will detonate with the fury of a supernova.

Weapon Specialization: +2 to Rolls to Do, +2 to Rolls to Dye, +1 to both for every stack of solar fury.

Suncleaver: Whenever Sunspot begins an Act nearby an undead, it begins to glow, gaining one stack of solar fury. Similarly, whenever it strikes an undead, it gains one stack of solar fury. On 6 stacks, Sunspot detonates violently, dealing 6d6 damage to all creatures within 3 squares, and knocking all parties back an equivalent number of spaces to the damage dealt. Damage is doubled versus the undead.

Proficiency: Grants a bonus to your development of Sacred Fulguris.


Caster of Profane Uraden

Division of the Body

Technique - Profane

A point of both religious and reflective sincerity, sages of the earlier ages would divest themselves of limbs in pursuit of the ocean’s deeper magics. A form of personal meditation, this technique is not meant to be used in battle as it leaves one quite vulnerable.

Division of the Body: Whenever you take a wound, you may instead choose to eject one of your body parts. This body part is thrown up to 10 spaces away in a random direction. This wound cannot be healed until your body part is regained. For every wound after the first, you must discard an additional body part, starting with one additional then two and so on. If you do this, you may continue rolling your wounded dice as if you still had them equipped, and you are only killed if your head is smashed.


Profane Uraden

Belief - Profane

We were taught the babbling of the ocean’s waves contained nothing but death and lies. The reason the ocean’s water burns us is because it is intermingled with the collected filth of the world. The grand drain beneath the Second Lamina functions as a means by which our world is cleansed of its inherent taint.

And yet. Our order has accepted that we are tainted.

Watercasting: Roll to Dye to begin channeling water around you. If there is a body of water, add 1d6 to your result. If there is not, pay 1d6 HP to strain moisture from the air or yourself. Record the number rolled during this Roll to Dye. You may, at any point, perform any action recorded on this gift with an equal or lower Casting number as a free action. You may continue to add to this number by Rolling to Dye. If you sustain more damage than your last Roll to Dye roll for this ability, reset your casting total to 0.

Water Burst 10: Fires a line attack with a +2 bonus for every 5 over the initial cast

Focused Heal 20: Restores HP with a +2 bonus for every 5 over the initial cast


First Focusing Staff

Weapon

A channeling staff granted to those who undertake a pilgrimage to the world above. The markings are simple and reminiscent of a gourd overflowing with fresh water.

Weapon Proficiency: Grants a +6 to all Rolls to Dye to cast.


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