Omnitopia - Armory

View information about the various in-game locales.

Moderator: Game Masters

1 post Page 1 of 1

Omnitopia - Armory

Quote

Post by Ashley »

Omnitopia's Armory

Last Updated: 8/21/2021 (Packie)

Omnitopia's armory is a large room filled with metallic weapon stands & dark-brown metal lockers in short hallways, as well as a number of hangers lining the walls where suits of armor can be hanged, as well as a firing range to test the effectiveness of firearms and a workbench to perform simple repairs on damaged or defective equipment, maintained by the DW on a regular basis. There is also seating available to lounge & read if one so desires.

Rules for Use
When taking something from the armory, please send a PM to a GM (I'll try to be as responsive as I can).
In the case of Materia, if you return a Materia you have used, denote the AP the materia has; otherwise it will be treated as a baby if no (master) or AP Amount: is placed next to it.
If adding something, let one of us know so we can add it.
_________________________________________________________________________

General Fund

1,529,838 gil

Weapons
Note: "All types" refers to materials leading up to the specified level, in abundance. These can be taken freely and form "baseline" equipment.


Melee Weapons

Swords (Weapon Proficiency: Swords)
All types up to Denzium material.

Name: Kunzite Sword
DC To Make: 6080
Skill Level To Use: 25
Price: 270,000
Augmentation Slots: 5
Roll Bonus: +40
Damage Mod: 40

Chakram (Weapon Proficiency: Chakram, Throwing Weapons)
All types up to Denzium material.

Scythes (Weapon Proficiency: Scythes)
All types up to Denzium material.

Sword Hammers (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

War Hammers (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

Battle Axes (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

War Axes (Weapon Proficiency: Axes and Hammers)
All types up to Denzium material.

Javelins (Weapon Proficiency: Polearms, Throwing Weapons)
All types up to Denzium material.

Tridents (Weapon Proficiency: Polearms)
All types up to Denzium material.

Polearms (Weapon Proficiency: Polearms)
All types up to Denzium material.

Clubs (Weapon Proficiency: Clubs)
All types up to Denzium material.

Maces (Weapon Proficiency: Clubs)
All types up to Denzium material.

Flails (Weapon Proficiency: Clubs/Whips)
All types up to Denzium material.

Meteor Hammers (Weapon Proficiency: Whips, Martial Arts)
All types up to Denzium material.

Whips (Weapon Proficiency: Whips)
All types up to Denzium material.

Swallows (Weapon Proficiency: Staves)
All types up to Denzium material.

Staves (Weapon Proficiency: Staves)
All types up to Denzium material.



Daggers (Weapon Proficiency: Daggers/Knives)
All types up to Denzium material.

Name: Garnet Dagger
DC To Make: 5148
Skill Level To Use: 25
Price: 140130 gil
Augmentation Slots: 4
Roll Bonus: +55
Damage Mod: 18.5

Name: Garnet Dagger
DC To Make: 5148
Skill Level To Use: 25
Price: 140130 gil
Augmentation Slots: 4
Roll Bonus: +55
Damage Mod: 18.5

Gloves (Weapon Proficiency: Martial Arts)
All types up to Denzium material.

Claw Edges (Weapon Proficiency: Martial Arts)
All types up to Denzium material.

Energy/Vibro Weapons (Weapon Proficiency: variable by weapon type)


Ranged Weapons

Shortbows
All types up to Denzium material.

Longbows
All types up to Denzium material.

Crossbows
All types up to Dah'tan Manufacturing Spikethrower Crossbow

Pistols
All types up to Elanus Risk Control Services M-3 Predator

SMGs
All types up to B. Bauer K-Volt

Shotguns
All types up to Remington 7188

Assault Rifles
All types up to Devlon Industries Raptor

Battle Rifles
All types up to Lisunov Arms Grendel

Sniper Rifles
All types up to Haliat Armory Equalizer

Anti-Materiel Rifle

Machine Guns
All types up to Kalashnikov RPK LMG

Anti-Vehicle Launchers


__________________________________________________________________________

Armors

Light Armor
All types up to Denzium material.

Medium Armor
All types up to Denzium material.

Heavy Armor
All types up to Denzium material.

- The Draconic Empress' Heavy Assault Armor
Aetherium Mail
Price: 10,435,000
Physical Soak Bonus: 7990
Magical Soak Bonus: 3706
Natural Property
Dragon Scale: +20% soak
Flameward:
Augmentation Slots
Statistic:
4/4
+400 ExoSkeleton
+160 Dex
+160 Str
+120 Willpower
8/8
1:+40 Sword Proficiency
2:Crystal Gel Polymer: +50% soak
3:Internal Shielding IV: 20,000 HP shield, regens 5k over 4 rounds. On KO 3 rounds to restart
4-5:Variable Pressurized Suit
6: Cardioverter Defibrillator: Will automatically raise the wearer from KO once per diem
7: Biosuit - Nanite Infusion IV
- Nanite Bioetherium Stimulation Program: Exoskeleton may choose willpower/Magic Affinity
- Nanite Antibodies Program: Provides 25% resistance against the Plague, Poison, and Disease families of Status Effects.
- Nanite Regeneration Program: a user is restored to a maximum of 25% maximum HP. If user is above 25% HP, no effect.
- Nanite Repair Program: Lowers the severity of armor damaging status effects by 1 per round.
8: Heavy Assault Uniform: +10 to intimidation

Kunzite Mail
Price: 337500 gil
Physical Soak Bonus: 5900
Magical Soak Bonus: 2900
Crafting DC: 6688

Light Shields
All types up to Denzium material.

Heavy Shields
All types up to Denzium material.

__________________________________________________________________________

Accessories

6xDivine Amulet II(SOS Wall)

Name: Garnet Amulet of Fire Resistance
Price: 233550 gil
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property:
Dexterity stat +50
Fire Damage -40%

__________________________________________________________________________

Items

Grenades



Curatives

25 Cryo Rations
5 M-Potions
3 Beta Elixir

4xGreat Lion Ribeye Steak(A Great Lion steak can be resold to any gourmet chef for 5000 gil or added to any meal to double any strength bonus given by the meal.)
2xRage Juice(Fills 25% of the limit break/trance gauge. Can only use 1 per gauge.)

__________________________________________________________________________

Magic

Spellbooks

Glyph of Warding, Greater(L6 Divine Arcana)

Materia
Note: All Materia are considered 'baby' materia at 0 AP unless otherwise indicated.)

1xFire
1xIce
1xEarth
1xRestore
1xHeal
1xBarrier
1xHP+
1xRegen(Mastered)

__________________________________________________________________________

Miscellaneous


Materials

303xDragon Scale(2 can be used to add 20% to an armor's soak values upon crafting. Sells for 7,500 gil.)
6xImproved Archer's Resin(+3 to damage modifier & +12 to-hit when applied to a bow. Sells for 30,000 gil.)
7xDread Blossom Petal Bundles
9xDread Blossom Pollen Extract(If one is lucky enough to collect an intact Dread Blossom, the pollen of 5 can be carefully extracted into a fine powder that, when used in armor, provides Moderate Shock-Barrier to any armor it is applied to, or Moderate Shock Strike to any weapon, or one will sell for 2000 gil on the black market to possible assassins.)

Enchantment Orbs



Casting Aids



Miscellaneous



Warframe Spoils



Monster Hunter Spoils



(((NORTHERN HIGHLANDS)))

Hairookami Gear
0/10 Hairookami Pelt
0/5 Hairookami Shell
0/1 Hairookami Oil
Weapons: Solinium level, natural Flamestrike
Casting Focus: Neosteel level, Natural Flamestrike
Accessory: Solinium level, Natural Flameward, Water deals 20% more damage.
Shield: Solinium level, Natural fire ward, 20% water weakness
Armor: Solinium, 50% fire resistance, 50% water weakness.

Hairosama Gear
0/1 Hairookami Armor
0/5 Hairookami Pelt
0/5 Hairookami Shell
0/5 Hairookami Oil
0/1 Hairookami Fuelgem
Weapons: Orichalcum level, Natural Flamerend, May be activated once a battle to add 4000 damage to physical attacks for three turns as a free action.
Casting Focus: Neosteel Level, Natural Flamerend & Burnstrike(Mild Burn)
Accessory Orichalcum Level, Natural Fire barrier, 20% Water weakness
Shield Orichalcum level, Natural Fire Barrier, 20% water weakness
Armor: Orichalcum, Fire immunity, 50% water weakness. May be ignited once a battle for three turns, adding 4000 fire damage to physical attacks.

Arzuros Gear
0/10 Arzuros Pelt
0/5 Arzuros Brace
0/5 Arzuros Carapace
0/1 Arzuros Shell
Weapons: Starmetal, Natural Autocast: Cure(Triggers only on a critical hit) & Sprainstrike(Mild Sprain)
Casting Focus: Neosteel, Natural Autocast: Cura (Triggers only on a critical cast.)
Accessory: Starmetal, Natural -10 to resist status effects & healing items have +50% effect. This added 50% is divided among the next 3 rounds.
Shield: Starmetal, Natural HP +10%, -10 to resist status effects.
Armor: Starmetal, +1000 physical defense, mild regen, -10 to rolls to resist status effects

Gypceros Gear
0/10 Gypceros Hide
0/10 Gypceros Claw
0/5 Gypceros Membrane
0/1 Gypceros Light Gem
Weapons: Orichalcum, Natural Poisonstrike(Moderate Poison). Reduce mana costs by 5%, Reduce mana replenishment effectiveness 5%
Casting Focus: Neosteel, Natural Autocast: Prism (Triggers only on a critical cast), Poisonstrike(Moderate Poison)
Accessory: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce Mana replenishment 5%.
Shield: Orichalcum, Immunity to Mild/Moderate Poison, Reduce mana cost 5%, Reduce mana replenishment 5%.
Armor: Orichalcum, Reduce Mana costs by 15%, Immunity to mild and moderate poison, reduce effectiveness of mana replenishment by 20%.

Khezu Gear
0/10 Flabby Hide
0/10 Pale Bone
0/5 Electro Sac
0/1 Thunder Pearl
Weapons: Orichalcum, Natural Aerorend, Ignores mild/moderate invisibility
Casting Focus: Neosteel, Natural Aerorend & any lightning spells cast split their damage equally among all combatants in the same area, even allies.
Accessory: Orichalcum, Lightning Ward, Allows control over Khezu Armor's trait
Shield: Orichalcum, Lightning immunity, if there are allies in the same area then this lightning damage is split evenly among them instead.
Khezu armor: Orichalcum, Splits recovery items and spell effects evenly among nearby allies, Positive status effects are split, but reduced by one severity per extra person, minimum mild, Lightning Immunity, If there are allies nearby lightning damage is split evenly among them instead.

Basarios Gear
0/10 Basarios Shell
0/10 Basarios Bone
0/5 Basarios Wing
0/1 Basarios Tear
Weapons: Aetherium: Natural Flamerend, +10 Block/Dodge, -10 to hit.
Casting Focus: Duralloy, Natural Flamerend & Burnstrike (Moderate Burn).
Accessory: Aetherium: Natural Flame Ward, +10 Block/Dodge, -10 Athletics/Swimming/Acrobatics/Reaction
Shield: Aetherium: Natural Flame Ward, +15 to Hide checks in natural environments
Armor: Aetherium: 50% Fire Resist, +15 Defense/Dodge rolls, -15 Athletics/Swimming/Acrobatics/Reaction.

Duramboros Gear
0/10 Duramboros Shell
0/10 Duramboros Tailbone
0/5 Duramboros Horn
0/1 Hard Mossplate
Weapons: Aetherium: +2 Damage mod per KO suffered during mission, capping at three stacks. Knockdownstrike(Mild Off Guard), Unable to crit, only Divine.
Casting Focus: Duralloy: +1 Spell damage mod per KO suffered during mission, capping at three stacks. Unable to crit, only divine
Accessory: Aetherium, +1000 physical and magical soak per Ko suffered during mission, capping at three stacks. Unable to crit, only divine
Shield: Aetherium. Mild Endure to start a battle, usable once per mission. If you have previous KO bonuses from other Duramboros gear that are granting you bonuses, you can spend each 'KO' to increase the severity of this Endure by +1 per charge. Unable to crit, only divine.
Armor: Aetherium Armor, +10 to attack and defense rolls for each KO suffered during a mission, capping at three stacks, Mild Regeneration, makes it impossible to crit, only Divine.

Kirin Gear
0/10 Kirin Hide
0/10 Kirin Mane
0/5 Thunder Tail
0/1 Kirin Horn
Weapons: Amber: Natural Aerorend. Deals 10% extra damage as lightning.
Casting Focus: Amber: Natural Aerorend, +20 bonus to accuracy of lightning spells
Accessory: Amber: Lightning ward, Provides protection from extreme thunderstorms.
Shield: Amber: Lightning Ward, can block lightning-elemental attacks.
Armor: Amber, Lightning Immunity, Raises elemental damage by .5, Positive status effects last one less turn(Minimum one)

Platinum Kirin Gear
0/10 Shiny Kirin Hide
0/10 Platinum Kirin Mane
0/5 Shining Tail
0/1 Platinum Kirin Horn
Weapons: Garnet, Natural Aerorend, once every 3 rounds it can be used like a Platinum Kirin's teleport charge, making the attack unsoakable.
Casting Focus: Amber, Natural Aerorend, gains a charge every time a lightning spell is cast, up to 5. Charges can be added to empower a lightning spell's spell damage (+1 to spell modifier for every charge spent).
Accessory: Garnet, Lightning Immunity, restores 1/50th of lightning damage absorbed as MP.
Shield: Garnet, Lightning Immunity, on successful defense against lightning, can redirect attack using original attack roll.
Armor: Garnet, Raises Elemental Damage by *1, Immune to Lightning/Lightning damage is absorbed up to 100,000 points which can then be unleashed to power up a physical or lightning elemental attack, -20% all other elemental resistances.



(((JHEN MOHRAN)))

Jhen Mohran Gear
0/10 Mohran Carapace
0/5 Mohran Brace
0/2 Sturdy Fang
0/1 Earth Dragongem
Armor: Amber Quality, 20% Earth Resist, When Ore is found, Make a luck roll, on 750+ it is one quality higher, -10 to Artisan Skills
Weapon Amber Quality, Earthstrike, Improved Critical,
Casting Focus: Amber Quality, Earthstrike, Improved Critical
Accessory: Amber Quality, Can be used to 'swim' through sand and soil, allowing swimming to be used in place of athletics... does not provide oxygen. Immunity to sound based status effects.
Shield: Amber Quality, 50% Earth Resist, 50% Wind Weakness, can block 20,000 HP worth of otherwise unsoakable/unblockable damage before being sundered and requiring repairs.



(((DESERTED ISLAND)))

Jaggi Gear
0/10 Jaggi Hide
0/10 Bird Wyvern Fang
0/3 Great Jaggi Hide
0/1 Great Jaggi Claw
0/1 Bird Wyvern Gem
Armor: Solinium, +5% HP, +20% fire damage.
Weapon: Solinium, +10 to hit
Casting Focus: Neosteel, +10 to hit
Accessory: Solinium, +5 to any action ordered by an acknowledged superior/someone wearing the Velocidrome Accessory. +5% HP, +20% fire damage.
Shield: Solinium, +5 to block. If an ally is equipped with Great Jaggi gear, +20% fire damage.

Great Jaggi Gear
0/10 Jaggi Hide
0/5 Great Jaggi Hide
0/2 Great Jaggi Claw
0/1 King's Frill
0/1 Bird Wyvern Gem
Armor: Solinium +10 to dodge, +50% lightning damage
Weapon: Solinium: +5 to hit a target attacked by someone with a Jaggi weapon in the last round.
Casting Focus: Neosteel +5 to hit a target attacked by someone with a Jaggi casting focus in the last round.
Accessory: Solinium, Grants +5 to any action ordered to a subordinate/wearing any Jaggi Gear. This is one-shot, not cumulative.
Shield: Solinium, +5 Block for every ally in battle with a Jaggi Shield, capped at +15. +50% lightning damage.

Yian Kut-Ku Gear
0/15 Yian Kut-Ku Hide
0/5 Yian Kut-Ku Claws
0/1 Large Beak
Armor: Starmetal, Fire Barrier, +20% Water/Wind damage.
Weapon Starmetal, additional 1500 Fire magic damage on each hit.
Casting Focus: Neosteel, Flamestrike.
Accessory: Starmetal, Once per diem, look so pathetic a target attacks a real threat instead. Activated as a free action.
Shield: Starmetal, +10 Perception. +20% Water/Wind damage.

Quropeco Gear
0/7 Vivid Feather
0/7 Flintstone
0/7 Peco Down
0/2 Strange Beak
Armor: Orichalcum, +10 Perform, +10 Diplomacy, +50% lightning damage
Weapon: Orichahlcum, Melodic: When achieving Maximum Combo, cast cure on self (10% heal).
Casting Focus: Neosteel, Musical: Spreads single-person buffs to a second target.
Accessory: Orichalcum, Call of the Wild: Summons another encounter worth of monsters on a hunt.
Shield: Orichalcum: Mild provoke on successful block, afflicting the attacker for 1d5 rounds.

Rathian Gear
0/10 Rathian Hide
0/10 Rathian Spike
0/2 Inferno Sac
0/1 Rathian Ruby
Armor: Amber, Poison Immunity, Fire Barrier, +50% lightning damage
Weapon: Amber: Flamestrike, +5 bonus when paired with Rathalos Weapon.
Casting Focus: Amber, Flamerend, +5 Bonus when paired with Rathalos Weapon.
Accessory: Amber, may spend an action coating a weapon in Rathian poison, causing it to inflict Moderate Poison on next strike.
Shield: Amber, 50% Fire Resistance, +5 to protecting younger allies, +50% lightning damage

Rathalos Gear
0/10 Rathalos Hide
0/10 Inferno Sac
0/2 Rathalos Plate
0/1 Rathalos Ruby
Armor: Amber: Fireproof, Ignore climate heat, take +100% damage from lightning.
Weapon: Amber, Flamerend, +5 Bonus when paired with Rathian weapon.
Casting Focus: Amber, Flamerend, +5 Bonus when paired with Rathian Weapon
Accessory: Amber, Spend 250 MP, cast a trio of fireballs at range suitable to character's normal attack, using their regular attack roll. 10,000 damage each, 1d3 hits.
Shield: Amber Fireproof, +5 when guarding someone in Rathian gear. Take +100% damage from lightning.

Lagiacrus Gear
0/10 Lagiacrus Hide
0/10 Shell Shocker
0/1 Lagiacrus Sapphire
Armor: Garnet, Lightningproof, +10 to swimming, +100% fire damage.
Weapon Garnet: Aerorend. When struck by a lightning-elemental attack, half of unmitigated lightning damage taken is added to damage done for 2 rounds.
Casting Focus: Amber. Aerorend. When struck by a lightning-elemental attack, half of unmitigated lightning damage taken is added to lightning spell damage for 2 rounds.
Accessory: Garnet. When struck by lightning, or activated using an action, gains a thunder charge, up to 4. May expend all thunder charges to launch a 1d410+200 attack, that fires one 20,000 damage thunderball per charge.
Shield: Garnet, When struck by lightning or activated using an action, gains a thunder charge, up to 4. May expend all thunder charges to electrify the shield, inflicting mild magnetize for chargelevel turns to attackers on a successful block. Lasts 2 rounds, shares charge pool with Lagiacrus accessory.

(((FROZEN TUNDRA)))

Baggi Gear
0/10 Baggi Hide
0/5 Baggi Scale
0/1 Baggi Claw
Weapons: Neosteel, (Sleep)Touch Mild.
Casting Focus: Neosteel, (Sleep)Touch Mild.
Accessory: Neosteel, Water Ward
Shield: Neosteel, Sleep Ward
Armor: Neosteel, Water Ward, Sleep Barrier, Fire deals 20% more damage.

Great Baggi Gear
0/1 Baggi Armor(DA)
0/5 Baggi Hide
0/5 Baggi Scale
0/5 Baggi Claw
0/1 Sleep Sac
Weapons: Solinium, (Sleep)Strike Mild
Casting Focus: Neosteel, (Sleep)Strike Mild
Accessory: Solinium, Water Barrier
Shield: Solinium, Sleep Barrier
Armor: Solinium, Water Barrier, Sleep Antibody, Fire deals 50% more damage. Once per battle, can spit out a giant glob of sleeping toxin, DC150 React to avoid, causes Mild Sleep.

Lagombi Gear
0/10 Lagombi Pelt
0/10 Lagombi Claw
0/5 Lagombi Plastron
0/1 Lagombi Ear
Weapons: Orichalcum, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Casting Focus: Neosteel, Natural Aquastrike, Soaked(Strike) Mild/stacking.
Accessory: Orichalcum, Can be activated to summon a giant snowball. Using Wielder's attack roll, and inflicting 20,000 water damage and Chronic Soaked
Shield: Orichalcum, spreads status effects (positive and negative) to allies targetted with a cover action.
Armor: Orichalcum, Increases duration of items and effects by 2, Raises Athletics/Dodge/ by +15, fire deals 50% more damage.

Akura Shimo Gear
0/10 Shimo Carapace
0/10 Shimo Crystal
0/5 Shimo Claw
0/1 Shimo Crystal Gland
Weapons: Duralloy, Mild Clod(strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non-magnetic, +10% to sell price, -20 Stealth (GEMS)
Casting Focus: Duralloy, Mild Clod(Strike) Alternate or Mild Soaked(Strike) (choose one on creation), Non Magnetic, +10% Sell price -20 Stealth(GEMS)
Accessory: Duralloy, Once per fight allows the owner to burrow suddenly into the ground for one round becoming untargettable and regenerating 50% of HP, at the cost of being unable to otherwise act.
Shield: Duralloy, Non-magnetic. Can be activated to Armor Up (requires using an action), granting +5000 physical soak for 1d3 rounds. +10% sell price, -20 Stealth(GEMS)
Armor: Duralloy: 50% resistance to Clod/Soaked, Non-Magnetic, +10% sell price, -20 to stealth checks(Due to GEMS)

Gigginox Gear
0/10 Flabby Hide
0/10 Uncanny Hide
0/5 Unnerving Talon
0/1 Fearsome Maw
Weapons: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Casting Focus: Duralloy, Increase reach/range by 1 area, 5% of damage done as vampiric healing
Accessory: Duralloy, Thermographic vision, Spider Climb.
Shield: Duralloy, Can release a Moderate Poison as an alternative Counter (must still be rolled).
Armor: Duralloy, Poison Antibody, makes wearer's status effects 1 severity stronger, reduce maximum health by 15%

Barioth Gear
0/10 Barioth Shell
0/10 Barioth Pelt
0/5 Barioth Claw
0/1 Amber Tusk
Weapons: Amber, Water/Ice Rend, Freezetouch
Casting Focus: Amber, Water/Ice Rend, Freezetouch
Accessory: Amber, Activate to launch a frozen tornado at a group of 3 enemies, 1d410+200 accuracy, inflicts 20,000 cold damage, and inflicts mild freeze or increases severity of existing freeze by 1, and refreshes duration. May be done once per battle.
Shield: Amber: Can inflict moderate Freeze as an alternative Counter (must still be rolled).
Armor: Amber: 50% water Resist, environmental cold resistance, Off Guard(Barrier), fire deals +50% damage.

Giaorugu Gear
0/10 Giaorugu Hide
0/10 Giaorugu Horn
0/5 Giaorugu Bone
0/1 Giaorugu Tailblade
Weapons: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Casting Focus: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip.
Accessory: Amber, While empty, provides +20 to resist an elemental attack, on success, is filled with enough of that element to imbue other Giaorugu equipment.
Shield: Amber, Can be immersed in an element pre-mission or pre-hunting trip to gain that element-strike for the duration of said mission/hunting trip. This element can also be added to counterattacks and shield bashes.
Armor: Amber, If struck by an element 4 consecutive times gains a Barrier to that element, only one can be active at once.


Grimclaw Tigrex Gear
0/10 Grim Tigrex Hide
0/10 Grim Tigrex Claw
0/5 Grim Tigrex Fang
0/1 Grim Tigrex Onyx
Weapons: Amber, Mild Sharpen at start of battle(1d5 rounds), Cleave attacks always hit maximum targets, adding allies if there aren't enough enemies.
Casting Focus: Amber, Mild Sharpen at start of battle(1d5 rounds), AoE spells always hit maximum targets, adding and including allies.
Accessory: Amber, Activated as a free action once per battle: Focus on a single enemy, gaining +15 to rolls against them, but cannot target anything else, and recieve -15 to defensive rolls against other targets. Willpower DC150 to escape effect before enemy is defeated. Effect wears off after the 'focused' enemy is defeated.
Shield: Amber, Can inflict Mild Provoke + Moderate Fury for 1d5 rounds as an alternative to Counter.
Armor: Amber, Reduces enemy attack rolls against allies by -5, Moderate Fury for 1d5 rounds at the start of battle, Double flee requirements


Oroshi Kirin Gear
0/10 Oroshi Kirin Hide
0/10 Oroshi Kirin Mane
0/5 Frozen Tail
0/1 Kirin Icehorn
Weapons: Garnet, Water/IceRend, Deals 10% bonus damage as cold.
Casting Focus: Amber, Water/Icerend, adds +20 accuracy to ice based attacks.
Accessory: Garnet, Can be activated to raise an icy pillar from the ground, forcing enemies to make a DC120 reaction each round to avoid Mild Freeze and mild slow. Each additional pillar increases the DC by 30, and the severity by 1. Pillars have 50k health and 5k soaks. Can be used thrice per diem.
Shield: Garnet, Ice Ward, after blocking an ice attack, raises soaks by 2,000 until hit or until fire is blocked.
Armor: Garnet Water/Ice immunity, Immunity to environmental temperature, -100 to luck rolls



Spells
General Spells
Anyschool can learn general spells
Last edited by Strato on August 22nd, 2021, 6:45 am, edited 10 times in total.
Ashley
Posts: 22
Joined: January 13th, 2017, 5:10 pm

1 post Page 1 of 1