Project Istari: Difference between revisions

496 bytes added ,  15:55, 15 May 2023
Tag: Reverted
Line 2,262: Line 2,262:


== Adventuring Gear ==
== Adventuring Gear ==
==== Acid Vial ====
''4 Gold. Gear.''<br>
Bundled (3). You can spend 1 Action to throw this vial of acid at a Space within a number of Spaces up to your Might or Agility. (then acid is on the ground D:.)
<br><br>


==== Battle Standard ====
==== Battle Standard ====
''6 Gold, One-Handed''<br>
''6 Gold. Gear. One-Handed.''<br>
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.
You can spend 1 Reaction to allow an Ally to Reroll a Defense Roll.
<br><br>
==== War Horn ====
''4 Gold, One-Handed, Audible''<br>
You can spend 1 Action to blow the horn and make an Intimidation Check. All Foes within a number of Spaces up to your Might make a Contesting Grit Check. If you succeed, that Foe gains the ''Disoriented'' Glancing Wound. When you blow the horn, Creatures up to approximately 1 Kilometer away can hear it (depending on terrain, this could be longer or shorter).
<br><br>
<br><br>


==== Hunting Trap ====
==== Hunting Trap ====
''4 Gold, Consumable, Trap.''<br>
''4 Gold. Consumable. Trap.''<br>
Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target's Choice) against an Attack Roll of 7.<br>
Bundled (3). You can spend 1 Action to set up a trap in an adjacent empty Space. When a Creature enters a Space containing the trap, they make a Defense Roll using Might or Speed (Target's Choice) against an Attack Roll of 7.<br>
A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check's result can no longer see the trap unless they take specific acts to investigate the area. ''(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)''
A Creature can also spend 2 Actions to attempt to hide the set-up trap, making a Dexterity Check. Any Creature whose Search Bonus is less than the Dexterity Check's result can no longer see the trap unless they take specific acts to investigate the area. ''(If you spend 1 minute attempting to hide the trap, maximize your Dexterity Check.)''
<br><br>
==== Torch ====
''2 Gold. Audible. Gear. One-Handed''<br>
Bundled (3). You can spend 1 Action light the torch, producing Bright Light out to a Range of 5 Meters. This lasts for 1 Hour, after which the Torch is extinguished. [Torches also give you an Attack?]
<br><br>
==== War Horn ====
''4 Gold. Audible. Gear. One-Handed''<br>
You can spend 1 Action to blow the horn and make an Intimidation Check. All Foes within a number of Spaces up to your Might make a Contesting Grit Check. If you succeed, that Foe gains the ''Disoriented'' Glancing Wound. When you blow the horn, Creatures up to approximately 1 Kilometer away can hear it (depending on terrain, this could be longer or shorter).
<br><br>
<br><br>