Rutilus Luna RP Systems

An overview of our D20 RP systems and perks.


Rules and Systems

Here you will find an easily laid out overview of how our system works in simple and clear-cut terms. Its designed on a very basic homebrew D20, as many are. We use some minor 5E mechanics with our own twist of perks and item enhancements. Each section early on will explain basic stuff, everything hereafter is answers given for questions before they are asked. If you have any further questions, needs or wants for help, you can contact a @Guardian in our discord and request assistance.

Character Sheets

The following is a very quick & easy way to set up a character sheet using a simple note pad or your TRP notes - this can be complete in less than 5 minutes, but do take your time.

Name:
(Example: If I need to tell you, we have big problems.)
Class Type:
(Example: Are you a Tank? A Dps? Perhaps a Healer? Support?)
Rutilus Luna Rank:
(Example: You will place your mechanical rank which range from 1-5. You can also place your in-character rank in the guild if you have one too!)
Perk Powers:
(Example: You will place as many sockets as you possess from the rank, and within them the perk you have chosen to wield. You can interchange this at any time but it must be done before a session. You can find our entire archive within Rp-Directory-->Perk Directory in our discord or on our handy Carrd! Keep an eye on the amount of sockets you are allowed per rank and how much each perk costs!)
Perk Name Example
Perk Name Example
Artefact Inventory:
(Example: Your mechanical rank determines how many can be brought to each session unless Dm declares otherwise. However you can still possess many items, but only few can be holstered per event. Please post each and every item you possess here. How do you get items? They are rewards and discoveries.)
Character Proficiency Information:
(Example: This will be an information blurb for what skills you possess, traits, personality, etc. This helps give the Dm a flavour of your character type, this is purely for flavour and helps them either prepare situations for your sort of ways you can have synergy with others.)


The Goodie Bag

All agents are provided new standard issue packs that have been dubbed 'goodie bags'. They contain a number of useful consumables and provide an excellent alternative for those lacking in items or the veterancy power during early missions. Each pack contains the following:2 D3 + Extra Atk 'Invigoration' Healing Potions For 1 turn (May contain trace amounts of [REDACTED])1 D12 'Kraken Black' fragmentation powder bomb. (Developed by Trident Bay for anti-personnel blasts with knock-back.)2 D2 'Oak Seeds' (Use these to attempt to grapple or stun targets. Dm discretion.)1 Gob-Medivac Homing Beacon (Activate one to evacuate a comatose or dying agent.)


Class Operations

Tanks
• You deal 2 damage per hit average
• You roll a D3 for a minor heal
• You have 1 AoE attack charge average
• You have an average of 10hp
• You have 2 free Intercepts average. Call these to take the hit for somebody instead. You must have Line of Sight on them. This is also DM discretion depending on situation.
DPS
• You deal 3 damage per hit average
• You roll a D3 for a minor heal
• You have 1 AoE attack charge average
• You have an average of 8hp.
• You have 2 free best out of 2 ATK re-try average. Use them wisely.
Healers
• You deal 1 damage per hit average
• You roll a D4 and apply +2 to heal.
• You have 1 AoE heal charge average
• You have 1 AoE attack charge average
• You have an average of 6hp
• You heal 1 hp naturally every 2 rounds
Support
• You deal 2 damage per hit average
• You roll a D3 for a minor heal.-
• You can buff a party member for +2 extra damage on a call of their attack. ( Twice an encounter )
• You have 2 self-shield charges average. Use it wisely. This will absorb an attack. You may direct it at another
• You have an average of 6hp
Pets ( Hunters/Warlocks/Etc-Specifics)
• Pets have an average of 3hp
• You can have 2 pets out at any time
• Pets deal +1 damage when they attack
• Any summoned pets roll out of D3 for how many rounds they stay helping


Knockouts and/or Death

Knockout Character's hp is at 0, you are out of commission until healed and unable to act.Bleed Out Character's hp is below 0 and in negatives.Death Characters hp achieves negative mirror of pool. In field resurrection is sometimes possible. Otherwise you are done for the fight and session. You can be considered comatose if you do not want to 'die' but you are critically wounded and in a bad way.We will not force death on characters, but we will also not allow you to be invulnerable and untouchable. Take your licks.


Rolls of Engagement

Combat Rolls You may have to roll D2's for stuns. D10s for specific damage counters. You will often roll D20s to hit and apply average damage of your class + whatever items & perks may apply. Sometimes you may roll a D100 for major type of attacks. This is dm dependent.Utility Rolls You may have to roll things like Perception, Investigation, Insight, History and so on. These are all often done entirely in D20 and D100s. Should you roll a Nat20, you are awarded a further action. Should you roll a Crit Fail 1, you are done for that attempt and turn entirely. You may even blunder it poorly.Conflict of Rollterests
• 20's on ATK deal 2x Damage
• 20s on DEF allow a parry counter attack for free
• 1s on ATK allow the enemy a parry counter attack for free
• 1s on DEF will cause you to take 2x damage
• Tied rolls always go to the defender, you are locked in glances or blows with no damage
Ac Checks
• Most enemies will have a certain defensive mark of AC to beat on an attack roll. These are entirely the Dm's discretion and will be told when you make your attack. The average is typically 10-12-15-16-18-20
• Sometimes what we call an Adversarial Roll will come after you. This is a simple D20VD20 or D100vD100 roll. The enemy is targetting you hard.


Initiative Rolls / Orders / Turns

Classical Style The party or raid rolls out of 100, Dm takes count.Raid Order The party or raid goes in order as the DM see's. This is often favoured for efficiency.Situational Order Very dm dependant on situation, you will be told if this is active.


AoE Attacks & Heals

When using an AoE attack, select up to three targets and proceed to roll attacks on them. You can additionally use three attacks on a single target, or two on one and the last on another. So on, so forth, etc. You get the idea.When using an AoE heal, roll your D4+2 and apply the results to the ENTIRE party.


Interrupts and Taunts

Interrupts are entirely at dm discretion at this time. You may ask to try and the Dm will say yes or no, then have you roll.
The dm may announce things can be interrupted or stopped depending on situation. This is entirely user dependent.
We do not have legitimate taunts at this time, potentially ever. There are some specific perks that can force the targets to pay attention to you however. In a sense of a D20 lite home-brew system, most enemies will have agency and consider taunts to be stupid. Why would they stop what they are doing and go after you? This however does not draw away agency entirely from the player. If you can think of something unique that touches on the 'rule of cool' and ask the dm, do try. We await with eager anticipation of creativity.


Rp Etiquette

Common Sense & Etiquette

Don't be a shitass.
Don't be a sexpest.
Don't be a LEAFLOVER! FOR ROCK AND STONE!
No really, in a further detailing of what we ask, consider being polite and thinking of those around you. That doesn't mean your character has to be subservient or tolerate things that would otherwise agitate or drive them up a wall of course. We ask you to consider the situation of every event or interaction, we ask that you consider to read a room, a vibe and general setting. We don't ask that you butcher your characters personality or beliefs to accommodate ours, but we ask you write in a way of how they handle it. There's many ways to approach these situations and many ways to even write character development interacting in situations like these.If you cannot meet any of these simple asks and frequently cause issue or start drama the moment a word is uttered. Then we ask you do not bring that character around any further, as the issue may not be anything we can help solve or work with. Perhaps even some divisions or groups within our guild may not be fitting, that's fine as we already have characters who don't get along. They do work together and do shed blood for one another when the time calls for it though.


PvP Combat

During Player vs Player combat, should it arise, all Artifact Items are nullified, and there are no perks. You are both reduced to base states until confrontation is over.*This does not affect Guardian ranks or higher. Engaging a Guardian has consequences.

Be Cool

The Skill Of Cool
Every character in the system, no matter what class they may be, is allowed a unique one of a kind 'ability' or 'skill' or 'circumstance' that gives them an edge in a very specific type of situation. This can be a combat thing, a utility thing, a passive social thing. The deal is you create it, then contact @𝔼⁵⁰ or @Jazziks to discuss stating and applying it mechanically to our system. Consider the age old 'rule of cool' and let your imagination go. Consider the fairness and balance however too. Does it cost you something? Does it tire you? Many specifics, up to you, we'll fix it up when ready.
The Rule of Cool
Sometimes the Dm may say 'nay, to hell with the rules, go fucken get em' or be so amazed at your attempts to do something they simply allow it. That said consider unique or interesting approaches to dealing with something. While we encourage following the rule-set, we also encourage -ASKING- if you can try or do something. Most Dm's will listen to your request and most of the time go with the ole 'Roll it and if you succeed, go for it.' Do consider however the consequences sometimes. Either way creativity can gain some great leverage or advantages in situations. Just ask your fellow veteran players for what bullshit they have pulled off sometimes.-

Perks & Items

The Perks & Items

We use a secondary main system attached to our baseline set called 'Perks & Items'. All information of that can be found in the directory elsewhere. I'll explain a bit here however. Every character sits in a rank that can go up to 5. Anything past that is Guardian/Division Leader. You have a certain amount of 'perk slots' and 'item slots' that you socket things into. Perks can be selected from our Perk Directory. Some have 1 slot, some have 2, do the math carefully and socket accordingly. You can create some very cool combinations or find stuff fitting of your character. Have suggestions? Let a Dm know, we take down concepts and consider them for future additions.-The usage and obtainment of items are considered treasures or better yet, Artefacts or Mechanical Practicals. We have an archive that explains all owned and known items in circulation in our system. You can both read who has what and what each item does with detailed sheets. All of this can be found in the Rp-Directory forums, see Item Directory and Item Synopsis. We do not encourage people to beg or ask for items. We do not ignore people or play favorites, all active characters are considered and in time you may find something shiny in your sweaty loot palms. I'd like to also add that existing characters can give away items to another if they choose.


• Artefact items are interchangeable before events start, locked in once you are in character.

Perk Directory

This page contains a comprehensive archive of perks that are currently available or in-use for characters.

All-Class Perks

Relentless Strikes
1 Slot
AoE Attack slots are increased by 1
Deadeye
1 Slot
Ranged attacks do an additional 2 points of damage if connected
C.Q.C-'Close-Quarters-Combat'
1 Slot
Melee attacks do an additional 2 points of damage if connected
All Or Nothing!
1 Slot
Once per event, risk a massive attack of 10 damage. However if you fail to hit, enemy advantage of 2 attacks against you
!@#!@# YOU YA !@#!@#!@$$%&*#@! AND !#^!@#!@&$
1 Slot
This perk will allow the user to try a very.. convincing taunt on single target enemies once every two rounds. D2 to focus on that person, D3 for the amount of rounds.
Full Counter
1 Slot
You will have two Counter-Attack rolls that can be used at any time during a session. They can be only activated after an enemy misses you.
Endurable
1 Slot
Your hp is increased by +3, but your damage is reduced by -1
Dodge-a-holic
1 Slot
Your dexterity and years of training have made you wiry and able to dodge on a whim. (+2 defense rolls)
HERO'S USUALLY DIE!
2 Slot
Once per event, should a full party wipe happen, restore everybody to full health. You are K.O now.
Arcane Gourmet
1 Slot
One Additional Magic item Slot
Veteran Bullshitter
1 Slot
+5 to all bluff, negotiation, speech and otherwise conversational rolls
Oh Lord't yous'e scary
1 Slot
5 to Intimidation Bluffs with 2 charges

Second Wind
2 Slots
Roll a D4 and lock that number down. When you are K.O'ed or put into negatives, trigger 'Second Wind' to automatically heal back up of that number.
Cha Cha Slide
1 Slot
You know how to move, and that's mostly it, quick on your feet but not the greatest with attacking or much else in the long-run. +6 to all dex checks. ( Not Defence )
I Can See Through You
2 Slot
If it's arrows, bullets or magic your aim is true! Pierce through a enemy to hit another for regular damage, however the first target hit suffers a bleed of 2 damage for a roll of D3 rounds.
I Spy
1 Slot
Surpass general knowledge even perception checks for your eyes are sharp your brain sharper still. You see things coming miles away before most can. Have two nat 20 perception checks once per session, player is immune to sneak attacks.
My Great Grandpappypafather Mighta Been a Troll
1 Slot
For every turn you do not get damaged by a target or receive any sort of damage, regenerate with an odd healing factor +1 hp.
You Better Not Miss
1 Slot
You are a master in melee combat, your experience gives you a edge perhaps even the upper hand. Have a attack of opportunity for 3 missed attacks against you once per combat encounter. If a successful hit is landed against your enemy roll a D4 for extra damage to your already damage.
Natural Denial
1 Slot
The user is gifted a specially grown seed from the aged gardens of Luna's druid workings. Empowered by the realms of Life and Death, the user can activate the seed to completely ignore an attack of any kind replacing themselves with a wood doll. They will briefly be moved ten feet away. Once per session usage, consumes your next turn leaving you stunned but you are safe from damage.
A Will Forged In Iron, Never Falters!
2 Slot
The discipline, volition, & conviction of your life have given you an iron will of mental fortitude. You are immune to mental control, psychic manipulation & fears. You have three charges of this per session.

Extra Wiggly Woggly
2 Slot
You are a slippery little shit at times and often squeeze out of the toughest situations or stickiest messes. Sometimes through loopholes of movement, other times through sickening displays of breaking limbs, dislocating or what not. You can re-attempt any CC break once per round on yourself. This can be attempted even in non combat situations too.
Rules, are Made To Be Broken!
1 Slot
You tend to be reckless abandon and cause a ruckus or issue with authority, command or general vibe. Sure as shit aren't very patient either. Twice a session take the initiative and siege an enemy during its own turn with a free action attack, if you land it deal your damage +1. However they are allowed immediate counter attacks against you.
Inspirational Rally
2 Slot
The presence you bear around others inspires a bolstering to those about. That or they tolerate you at best. Once a session execute a rally cry to bolster a free +2hp / +2 damage / +2 defence. This lasts two rounds.
FIRE IN THE HOLE!
2 Slot
You have a bit of an obsession with pyrotechnics & explosives.. and powder in general. Once a session select up to 2 targets or all on one and begin lobbing all manners of bombs and other things that go bang. Roll 1D10 damage 2 times and 1D10 damage to yourself.
Analysis Complete
2 Slot
You have an eye to catch faults or blemishes in many things as well as hairline cracks even. This has expanded in years into many ways of simply watching for things to exploit. Gain a +5 to Perception & Investigation rolls. Once per session, call an Analysis on a target in combat to gain an advantage on a boss. (Dm's discretion of flavor and what happens.)
Combat Redeployment
1 Slot
Sometimes the situation just calls for another to take the charge or have a better advantage. You know this well after many years or at least jobs of battle and fighting. Twice a session issue the baton pass to another party member to either have a turn early or take a turn AGAIN. This will clear your turn until the next round.

Fury of the Crimson Moon
2 slot
You march with the weight of the Luna behind each blow. Deal +1 damage with each attack, growing stronger with each attack up to +5 dmg amplifier. Resets upon missing an attack or receiving damage.
Ricochet
1 Slot
Your ranged attack missed! You get 2 re-roll charges per session to use any time you missed your shot as you bounce it off a nearby surface. Successful ricochet attacks get +1 damage because you totally meant to do that.
Gearhead
1 Slot
Your prowess with repairing and analyzing mechanical enemies or devices is unparalleled. Get +5 to checks involving fixing or disabling machinery/technology. +2 to attacking mechanical enemies.
Spell Savant
1 Slot
You're a huge nerd and love to study all things magical. You get +5 to checks involving magical puzzles, barriers, curses, traps, ancient languages etc. +3 Damage to breaking magical barriers.
Never Gonna Give You Up, Never Gonna Let You Down
1 Slot
You can choose an enemies successful attack of an ally to interrupt. The enemy re-rolls their attack but against you at a +1 instead! Good luck! Will stack with other interrupt abilities. 1/per encounter.
Fiends or devils, I'll crush them all!
2 Slot
You've a distinct hatred and expertise in dealing with creatures or people of the Void, Shadow and Fel. Deal a passive bonus +2 damage to anything in that field of creature or individual imbued enough to be part creature. You also gain a bonus +5 to perception / investigation / insight against said creatures
Holier than thou and overconfident casters, kick them down!
2 Slot
You've a distinct irritation, hatred or just annoyance and expertise in dealing with creatures or people of the Light, Arcane & Nature. Deal a passive bonus +2 damage to anything in that field of creature or individual imbued with enough to be part creature. You also gain a bonus +5 perception / investigaton / insight against said creatures
Anaconda Vice
1 Slot
You snag the enemy up into a vice like hold, preventing them from attacking or taking an action. Player gets no actions/attacks during hold. Enemy must beat a DC 15 to resist. Next turn DC 10. Next Turn DC 5 as your grip weakens over time. Enemy will auto-release after three turns of being held.


Tank Perks

Selfless Intervention
1 Slot
Add another Intercept charge to your character.
I DIDN'T HEAR NO BELL!
1 Slot
Once per event, if you reach a K.O, roll out of 2 to revive with 2 hp with a damage immunity for 1 round. Can be triggered every round to try and revive if nobody else gets you up.
Protect the Line
2 Slots
Twice per session, you may roll an additional D4 to bolster one friendly target and yourself against an enemy. This only works for single target, for an AoE usage, you will have to apply all two charges or as many remaining. You may call this usage on any defence immediately after roll fails. This will not create a nat 20.


DPS Perks

I don’t think I will, Just kidding!
1 Slot
Disappear from the chaos of combat to try and sneak attack to the target. +5 to attack rolls. Doesn’t eat up an action 1 charge per session. Free action on attack.
Shatter the Line
2 Slots
Thrice per session, you may roll an additional D4 to bolster your attack against an enemy. This only works for single target, for an AOE usage, you will have to apply all three charges or as many remaining. You may call this usage on any attack immediately after roll fails. This will not create a nat 20.


Healer Perks

Vitamin Shot
1 Slot
Once per session, overbuff the party with +2 health regardless of hp pool. Does not stack with others who have this.
Vitality Guru
1 Slot
On a successful heal on an individual your masterful healing locks an extra little boost for that person to heal themselves with +D3 whenever they’d like. Doesn’t use up their action to be used. Caster may only use the guru affect twice per session on two different individuals. It may be used during an AoE heal.
Mending Cascade
1 Slot
The individual heal you give someone has a cascading effect that trickles down the party, via members of their choice. This cannot hit a player twice. Example ( heal roll 5 hp - the next person called heals for 4 hp, the one after that 3 hp and so on.) Used once per encounter.
Lifegiver
1 Slot
Your heals are always +2 to all rolls, however you have a -2 hp reduction in max health.
Emergency Restorative protocol
1 Slot
AoE healing slots are increased by +1


Niche / Specific Perks

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHH!
1 Slots
Melee Users Only: All attack to hit rolls are increased by +4, all defense to block rolls -4
Frost-fire Detonation
1 Slot
Magic Casters Only: Twice per session cause an eruption of fire and ice magics allowing a D2 for Burn and Freeze that last a round each. Burn dot damage based on a D3 roll
Arcane Prodigy
1 Slot
Magic Caster Only: Spell slinging and talking like a nerd is your bread and butter. All spell-work has a +2 added to attack/defence rolls. You also have a +5 multiplier to wisdom or intelligence checks.
Bulwark From Nothing But Something
1 Slot
Magic DPS Caster Only: You excel in Abjuration and often form stronger shielding out of thin air than the strongest metals. Let none move you if you can help it. +2 to all defense rolls.
Bulwark From Nothing
2 Slots
Magic Tanks Only: You excel in Abjuration and often form stronger shielding out of thin air than the strongest metals. Let none move you if you can help it. +4 to all defence rolls.


Support Perks

Shot Through The Heart, But You're Still Safe
1 Slot
Choose a player to give instant +3 HP to as an interrupt to negate damage dealt. This can be done only twice a session
I Need A Hero
1 Slot
Choose 1/2 your rank in Allies (min of 1) to get an extra attack on their next turn. 1/p encounter.
You're a Heartbreaker
2 Slot
Choose one Tank to reflect a successfully blocked attack back at the attacker. Attack roll must be made by Tank. # of charges 1/2 your rank. (min of 1)
Master of Barriers
2 Slot
You are quite adept of shielding others from harm. When you use your Shield ability, you can shield two allies, rather than one. 2 Charges
Hit Them!
1 Slot
Grant an ally better chances to hit. Give an ally +2 to their ATTACK rolls (not damage rolls) for 1d3 rounds. 2 Uses per Encounter

Defensive Boost
1 Slot
You bolster an ally's ability to defend themselves. Use your action to grant an ally +2 defensive rolls for d3 rounds. 2 uses per encounter
Healing Boost
2 Slot
You boost the healing potential of another ally. Grant them +2 to their next 2 instances of casting/applying a heal. If it's an AoE, they can choose who to apply it to. 2 Uses Per encounter
Damage Recursion
2 Slot
Buffing your allies isn't the only way to support! Select an enemy. After one full round, 1/2 (Rounded Down) of damage taken by them is repeated on your next turn. 1 Use per Encounter
Fortified Wager
2 Slot
Call an absolute denial of a large scale attack that would otherwise harm many of your allies. You may use this ONCE per session. Choose wisely. Flavour it as you wish.
Stand Still!
1 Slot
Slow an enemy down, making them easier to hit. Roll as if attacking an enemy. If successful, they have a -2 to their defensive rolls for 1d3 turns. 2 Uses per Encounter.


Pet Perks

Pet classes may only select ONE Command Mastery Perk and ONE Pet perk. These can be changed at any time - but you are limited to ONE of each.

Command Mastery: Ferocity
2 Slot
The creatures under your command hold an inspirational ferocity giving the the party a +2 to damage.
Command Mastery: Tenacity
2 Slot
The creatures under your command hold an inspirational clarity of attack, giving the party +2 to hit.
Command Mastery: Cunning
2 Slot
The creatures under your command hold an inspirational dexterity and defence, giving the party a +2 to dodge/defend.
Skull Bash
(Pet Only)
Stun 1 enemy for their next turn. OR disable their next attack (as many baddies have multiple attacks. DM discretion if this will work at all)
Spirit Heal
(Pet Only)
Heal one player for 1d3hp
Frenzy
(Pet Only)
Pet does AoE this turn (3 attacks)

Break Free
(Pet Only)
Pet can break free of a stun/hold and break an ally free this turn
Indicate Target
(Pet Only)
Pet provides +2 to attack +1 damage for the next chosen allies attack
Heightened Senses
(Pet Only)
Pet grants +5 on perception check. Useable once per session
Second Pet
(Pet Only)
Summon a second pet for 3 turns. This pet has no perks but does have 3hp and 1 Attack
Body Block
(Pet Only)
Your pet takes the hit for the player or an ally, useable as an inturrupt.
Enrage
(Pet Only)
Pet does +1 damage for their next three attacks
Toughness
(Pet Only)
Pet is extra tough! Choose 2 attacks to reduce damage by 2


Character Ascensions

Ascensions

These are high-tier rewards for long playing characters who meet the pre-requisite requirements. They are custom made with a graphic and unique design to your character's background, personality, power and more. They are one of the highest forms of treasure and power we are able to give a character. When obtaining one, you will be given a custom one-shot campaign of empowerment or unlocking the sheet. No ascension plot or sheet is the same. Consider them to be 'Limit Breaks' that must be triggered by specific circumstance or meeting rolls and situations. You can learn more about these in the Character Ascension Sheet Archive. This can be found in the Character-Info channel, or here in this gallery.

Click each image below to expand the Ascension sheets and view some of the perks our existing players have obtained.



Character Ranks

Events that earn points towards rank:

• Naval Division
• Pathfinder
• Garrison Missions
• Training Nights
• Special One-Off Campaigns ( Dm Dependent )
• Arcane Division
• Primary Overarch Guild Plots
• Necropolis Division


• Ranking characters will be done by every 10 events attended from 1-3• Ranking characters will be done by every 15 events attended from 3-5


RankStatusArtifiact ItemsPerk Slots
1Novice Agent12
2Competent Agent23
3Proficient Agent24
4Expert Agent35
5Veteran Agent36
6Guardian37
7Division Leader58
8Commander  
CharacterExpRankStatusArtifact ItemsPerk Slots
Theirsa OaksongComplete8Commander58
Sera CrosswindComplete7Division Leader58
Baalthemar DawnsorrowComplete7Division Leader58
Muji FirestoutComplete7Division Leader58
RaljiriComplete7Division Leader58
RoharuComplete6Guardian37
SoneshiComplete6Guardian37
NikkomaComplete6Guardian37
Jae DawnsorrowComplete6Guardian37
RissuComplete6Guardian37
Kotali DawnsorrowComplete6Guardian37
ElohraComplete6Guardian37
TarkusComplete6Guardian37
FenekComplete6Guardian37
TeaganMAX5Veteran Agent36
GerilandMAX5Veteran Agent36
Zeshog BloodgrinMAX5Veteran Agent36
JexdellMAX5Veteran Agent36
RelanoreMAX5Veteran Agent36
ErrisMAX5Veteran Agent36
YuyanniMAX5Veteran Agent36
DezzminMAX5Veteran Agent36
Bob'gar MasonhandMAX??Super Peon????
Yin RiverheartMAX5Veteran Agent36
RotbladeMAX5Veteran Agent36
TalandariaMAX5Veteran Agent36
Ryder YatesMAX?????????????
JinzzoMAX5Veteran Agent36
AzzmizzaniMAX5Veteran Stoner36
GrizziksMAX5Veteran Agent36
Fif'teah Sence[REDACTED]5[REDACTED]36
VitaniMAX5Veteran Agent36
YorichiMAX5[REDACTED]36
Ian Law[REDACTED]?????[REDACTED]??????????
Ceiba5/15 EXP4Expert Agent35
Yo'Hao Sunbelly3/15 EXP4Expert Agent35
Chie1/15 EXP4Expert Agent35
Risso3/15 EXP4Expert Agent55
Chakkal2/15 EXP4Expert Agent35
Seraen3/15 EXP4Expert Agent35
Kutaki5/15 EXP4Expert Agent35
Remy Bloodgrin1/15 EXP4Expert Agent35
Nunka2/15 EXP4Expert Agent35
Yang Riverheart2/15 EXP4Expert Agent35
Hyejin Jellydrop1/15 EXP4Expert Agent35
Nasatra4/10 EXP3Proficient Agent24
Akoda8/10 EXP3Proficient Agent24
Rinzlow Von Rizzington1/10 EXP3Proficient Agent24
Sookie-Bae & Mul1/10 EXP3Proficient Agent24
Hyejin Unit No.421/10 EXP3Proficient Agent24
Septu2/10 EXP2Competent Agent23
Zurnath2/10 EXP2Competent Agent23
Roxith3/10 EXP2Competent Agent23
Ilni1/10 EXP1Novice Agent12
Xemith1/10 EXP1Novice Agent12
Work In Progress - Standby for rebuild     

Item Directory

The Rp Artefact & Other Item Directory

The following is a list of all existing items in circulation among the members of Rutilus Luna. These items are objects of power or usage used in our campaigns, missions and general play among guild canon.The items are often rewards, discoveries, or creations through numerous methods within storylines. Think of them as collectables that can give a good UMPHF to your characters power in a pinch.The types of items currently exist in three classifications.The Magical Artefacts, which are any singular object containing a cosmic power somewhere in WoW's cosmology chart. We call them MA's for short.The Machine Practicals, objects of construction, forgery and otherwise. This covers mechanized items, practical items and anything that works but is special without magic power. We call them MP's for short.The Magical Machine Hybrids, objects of both engineering creation and magical properties capable. These are typically one or the other first and one or the other second. We call them MA/MP's for short.

Tier 1 Items: Rare Class

The following items are rare and useful class of objects of utility, boosts in power and capable of great futures if one pursues them to an end. They are delicate to an extent however so be warned.


Light Blessed Blade - MA

Status: Asherial
A simple elven blade forged in the lands of Eversong and blessed through the power of the Blood Knights average ceremony.
Passive Effect: +2 to all attack rolls.


The Blessed Iron Anchor Necklace - MA

Status: Eevee
An old Kul Tiran necklace, worn presumed by tide sages and given a bit of their power.
Passive Effects:
• All rolls against shadow or otherwise manipulative things are given a +5
• You are immune to mind control.


The Goldmetal Rose - MA

Status: Vitani
A rose of seemingly real nature but coated in a thin gold substance. Its real gold! You feel a bit more charged having it around.
Passive Effect: +2 to Hp


The Hat of Spectral Flamefeathers - MA

Status: Vitani
An old pirate hat that's part ghostly, part physical. It appears to have feathers burning with a phantasmal flame eternal blue and white. They may be phoenix feathers but you aren't certain.
Passive Effects:
• +2 to attack
• +2 to defence


Arcano Pistol - MA

Status: Vitani
A flint firearm pistol with modified arcane runes giving it some extra bang, pow, poof with its shots.
Passive Effect: All shots from this gun deal +2 damage if successfully hitting.


Ravens Eye Gem - MA

Status: Raljiri
A strange gemstone that appears to be fashioned like that of a ravens eye. You swear it follows you no matter how or where you look at it from.
Ability:
One free re-roll of any attack or defensive failure per session.


The Wand of Lost Tides - MA

Status: Elohra
A wand made of bubbles, water that swirls and forced currents rolling along your hand. Its comfortable to hold and gives a feeling of calm, but bears an underlying sadness for some reason.
Passive Effect: +1 Hp to health pool
Ability:
Oceanic Lock Call targets and cast the lock to chain them with bindings of an ocean that remembers. Roll a D4 for how many you can target. Then roll a D3 for turns. The targets have reduced damage and def of -2.


Jade Inlaid Ring - MA

Status: Roharu
A ring of jade that holds a healing nature property.
Passive Effect: Heal +2 every 3 rounds


The Seashell Ring - MA

Status:
A ring made of pretty multi-coloured seashell, you can hear the ocean within it, and maybe a small tiny hermit crab.
Passive Effect: Once per turn, roll a D2, if successful, heal 1 hp


The Blue Ice Sash - MA

Status: Eevee
A chilly wrap of fabric that flakes off snowflakes occasionally.
Passive Effect: You can call three charges of immunity to any ice/cold based attacks.


The Finger-Bone Talisman - MA

Status: Roharu
A strange finger bone that switches and changes its tip to match most locks.
Passive Effect: Twice per session, pop any lock that isn't magical.


5th Fleet Officers Luxury Pistol - MP

Status: Roharu
A decorative gold planted pistol from the Kul Tiran navy. It has a runic barrel with a special enchanted effect per shot.
Passive Effect: Once per turn, roll a D2 for a free action shot of the pistol, if landing, deal +4 damage.


Ode to Salt - MA

Status: Chie
A seashell with crusted saltcrystals along its surface, its the size of a humans hand too. You can hear the ocean in it of course, and a song from a far off place.
Ability:
Oceanic Revival Two charges per session - Revive a character to full hp but reduce ATK rolls by -5 for 2 rounds, and increase by +5 on the third.


Rose Tinted Lens - MA

Status: Roxith
The world looks just a bit better through this.
Ability:
Oceanic Revival +1 to all Perception Checks.


Tier 2 Items: Master Class

The following items are high class objects of decent power or use. They are capable of being tweaked and upgraded to a T3 object through specific means. They do face easier destruction, however, so be advised and cautious of it.


Ouroboros - MA/MP

Status: Rotblade
On first appearance it appears to be a tightly coiled metal cord of rope. On second look its more so a magically coiled -whip- of a death runed snake. The delicate metal scales and flexability almost feels like a real one. The smithing is something from the other side, specifically from the lands of the dead. There's a bit of Broker tech engineered along with it.. are those restraints? Just what was this? Either way, whip it good.
Release the clasp and wield a six foot runic whip of Shadowlands power, fit for a deathly individual.
Abilities:
Chase Its Own Tail Two free disarm or limb restraint attempts per session. Disarming will be Dm dependent on what you aim for and what it does to the enemy you've disarmed. Limb restraint will be a be specific to arms or legs. Arms being a D4 to reduce hits, legs being a D4 to reduce defensive/dex.
A Song of Life and Death Once per session, use your entire turn to whiplash the target in a free AoE attack. Successful hits will restore your health by a D4 each lash and deal that in damage to the enemy. If you land all 3 hits successfully, the target will have its entire HP bar reduced by 10%


Ashen Bandages - MA

Status: Yin
A roll of regenerating bandages embered with the elemental fire of an isle in ever contestment over the next lord. Rest now with these weary traveler and ease a bit.. if not spicy.
Passive effect: Twice per event may this item be used to break extremely treacherous or annoying dot effects. This cannot be used on the wielder however.
Ability:
Ashen Embrace Once per session the wielder can forgo being K.O'ed by having the bandages wrap around them and keep them from being downed. You will be immobile and in only 1hp until it eases up.


Chosen's Bulwark of Manipulation - MA

Status: Soneshi
A shield forged of maldracite quartz and an unknown creatures calcified bone. For a defensive item of the deadlands its very practical and very clean presenting. Little bit crude.
Choose an ability once per session.
Abilities:
The Boned Defense Once per session, deploy mini orbiting magic bucklers that break apart from the main shield. These will deflect one blow from each individual in the party. Unless something of a massively grand nature is about to hit. These will last two rounds or until used. If not a single one is pierced within two turns, you gain a free 1D6 of damage hit.
The Crystalline Defender Buff user for 2 turns, giving +4 to defense rolls


Amulet of Myriad Minerals - MA

Status: Eevee
A necklace containing a sampling of many different gemstone rough cut hewn minerals bearing the elemental energies of which they have been touched or graced by. Some of them do not get along at times.
Abilities:
Gemstone Roulette Twice per session, Roll D6 as this amulet changes into a different gemstone.
• 1 - Fire Ruby: shoots a flamethrower spout of fire doing 3 roll AoE attack for 2 damage each +2 burn damage next round. Does not stack.
• 2 - Ice Sapphire: successful attack traps target in a frigid cage preventing movement unless breaking out with DC 12 roll. Does 2 frost damage
• 3 - Poison Emerald: Target is lashed with many poison vines, the poison reduces next attack roll by -2 and does 2 damage
• 4 - Onyx Shadow: User is teleported up to 50 yards to a location of their choosing and may attack as normal.
• 5 - Diamond Shield: User gains glittering diamond armour absorbing the next 4 points of damage dealt. Lasts until end of encounter.
• 6 - Inert Stone: Forfeit Turn


The Phoenix Lucidity - MA

Status: Talandaria
A set of rings connected by small delicate elementium chains. They are designed to adjust size based on individual's finger size and can adjust if they morph or shift. Each ring bears an emerald holding the energies of the Dream with a questionable blaze within them.
Passive Effect: All nature magic abilities be they healing or damaging increased by +1
Ability:
Blazing Renewal Once per session, if somebody is hit with a K.O, make a call to instantly put them back to full health with +2 increased damage. The negative is they burn for +2 health per round until the amount of health they have naturally is healed in total.


Zao's Defiance - MA

Status: Fenek
The old and hardened by ancient tree-pine resin Pandaren hat still holds up these days. It seems to work even if attached on your armor or belt for the power it still bears. Maybe wear it for a fashion statement, or hit somebody with it, up to you. The hat is capable of remembering and absorbing the force of a fierce strike, a nasty magic or a horrible blast and replicating it later.
Ability:
Yak Never Forgets Twice per event hat can absorb two specific rolls against them such as raid-wides, adversarials or other. Save this roll and re-direct its energies later against the enemy. These can also be used as a force projection defensive on yourself or an ally if desired.


Electromagnetic Shield - MA

Status: Ash
An electrified shield with magnetic capability, it clings to the surface and shapes or adjusts itself to an already existing shield or buckler.
Passive Effect: +4 to all defensive rolls


Quartzcoral Earpiece - MA

Status: Relanore
A decorative deep-sea earpiece made of quartz crystal and colorful coral crustings. There's bits of water droplets that float upwards and away from it in the form of small bubbles.
Abilities:
Flip The Tides The user is capable of utilizing this strange earpiece/earring to 'adjust' someone's gravity. In combat you may roll a D4 on call to lower both the attack and defense of a selected target. Then roll a D3 for the amount of turns. One use per session.
Restorative Warter The water that seemingly drips up and away from the piece has healing properties, its also not 100% water - don't ask. Twice per session be it combat or peacetime, call a use of a D3 of healing to self. This is a free action.


Warthunder, A Fateless Offence - MA/MP

Status: Roharu
A gauntlet fit for a knight commanding great followings and commanding the seas. Or you know its just cool to wear and you got it as a trophy, from a flea market, maybe an auction. The knuckles are fit with rivets bearing little anchor emblems and elemental conduction. The scale-mail of the gauntlet itself is cold to the touch but warm to wear, decorative and also practical.
Passive Effects:
• +2 to all attack rolls on cast with +1 damage when using Elemental powers.
• +3 to all attack rolls on melee with +2 damage when using Elemental powers.
Ability:
Advance, Forward! Twice a session command another to advance once more if they fail horribly or get themselves in a counter-attack situation.


The Returning Fangs - MA

Status: Dezzmin
A pair of toothy daggers with bronze hilts and hints of sand magic imbued. Wait a moment these are dragon teeth.. pulled dragon teeth. Whatever, they work and seem to always return to the mark you find. Also smell minty.
Passive Effect:
All attacks are given +3 for the first 3 times you attack in a session.
Ability:
Time & Time Again You Strike When landing a successful hit, apply the 'Returning' effect to call bonus free damage of a D4 each of your turns. The daggers will guide you back to strike even if you miss your other attacks.


Allura's Call - MA

Status: Teagan
An old coral amulet encased in a clockwork amulet of engineering prowess, when opened the interior reveals a misting oozing entity of sea-like origins that swirl about. The entity refers to itself as 'Allura' and takes the form of your preference of partnered individual, pleasing or amusing your every whim. They can even look like those you know. Eerie thing she is.
Passive Effect:
Allura will protect you from Charm/Fear/Sleep for two calls of denial.
Abilities:
Invigoration, Then Exhaustion Upon activation, the siren-like entity will grant a boon of haste and increase your adrenaline tenfold. You will gain two attacks per turn, deal +2 damage and be allowed a re-roll of your defenses. This lasts for two rounds. Upon completion of usage, for two rounds now you re-roll all attacks and take the worst, re-roll defenses and take the worst. Seems your stamina couldn't keep up.
Sweet Melody Of The Depths Use the allure of Allura to charm up to three targets into a paralytic state of euphoria. She has a way of reaching most people. May not work with monsters. Roll a D4 for rounds lasting. Dm's discretion on targets it works on. May use once per session.


Planther Leaf - MA

Status: Jae
A single shimmering leaf left behind by this majestic guardian nature spirit. A one time use to summon the Planther to your side for one action to help guide, attack or defend you.
Ability:
Planther Call The creature takes a panther form, is put together by the appearance of many types of different leaves that swirl around and gust with its movements. Comparable stats to half power of its opponent upon creation.


Witchfall Bow - MA

Status: Ceiba
A bow with a history of terror, dramatic combat and overall sharp tongues. The bow itself is imbued with high arcane power and its metal working warped into that of a wing with bladed feathers. It even has a small initial of who did the design, by the name of 'A.K'
Passive Effect:
When cutting into an enemy physically, can use a 1D2 every two rounds to attempt a bleed proc.
Bleed proc deals +1 damage for three rounds if applied.
Abilities:
Fiya Shot Allows for two uses per combat session. They deal +2 to normal damage and allow for a 1D2 for setting aflame. Target will take 1+ damage per turn for three turns.
Light In The Dark Limited Usage. 8 Shots Avail Until Recharge as you will need a holy user to recharge the bow. You have eight shots, each act as a smite and deal +2 to a normal hit, they deal +3 to undead targets.
Additionally one shot can be sacrificed to heal an ally Healing +2 hp


Chillfire Handgrips - MA

Status: Roxith
A small pair of Elementium forged gauntlets with soft leather inlets made for vulpine-sized hands. Built by the odd elemental smith, these gloves are chilling to touch outside but comfy and insulated inside. The cold essence of them seems odd, so cold its blazing hot.
Passive Effect:
The user can reduce all Fire and Ice damage to them by half. This effect only works if still 1hp and above.
Ability:
Frostfire Combustion Engine
The user may use the FCE after successfully landing 3 or more Ice or Fire spells on a target. This will ramp up your spell damage for a D3 of turns, dealing an extra +4 to your spell damage with a +3 to attack. You may use the FCE twice a session.

The Runic Discipline - MA

Status: Geriland
The security billy-club mace built by a dwarf used to knock some sense into the unruly. Be they street problems, workers who tried to unionize, or worse, auditors. The mace is capable of extending and closing with sliding slottage upon its rings and hefty design. It even packs a wallop of a pulse when clobbering the latest problem.
Passive Effect:
All attacks against the wielder will cause enemies to take 1 damage every time. This is thanks to the discharge of runic exhaust.
Abilities:
The Big Badda Bonk Upon activation, overcharge the R.D and give a hearty bonk to a selected enemy. Roll a D2. On a 1, deal a D10 of damage. On a 2, deal a D10 of damage and D2 of turns stunned. This may be done once per session and is a bonus action.
Denial Field Upon activation, project a field of runic distortion making it difficult to approach the wielder. All attacks against them will have to be rerolled taking the worst of two. All AoE raid-wide effects will be reduced by -2 against them. Roll a D3 of turns for lasting effect.


Vial of I'duntin'klwll - MA

Status: Vitani
A strange vial of ancient troll mojo. It does some crazy voodoo mon, you should not stay away from it.
Ability:
Punch-Drunk Take a sip of this vial and gain a special effect off a D50 roll. (Dm has list, dear god we are not posting it here.)


Jacket O' War - MA

Status: Sera
The coat of Sera Crosswind, fitted and ever regenerating its damages. Its always cleaning itself and mending any cuts, tears, bullet wounds, burn wounds, explosion wounds, acid wo-thelistgoesonandon...
Passive Effect:
+6hp to health pool


Richter's Heart - MA

Status: Chie
A beautiful red and purple piece of bismuth encased within a large amulet for holding. Some say you can feel it continually shifting different seismic movements.
Ability Passive:
You are immune to being prone or CC'd when upon natural land/rock. This does not protect against mental/visual, only physical/magical 'restraint' types
Ability:
Hands of the Land Once per session, call the hands of Richter to support you. Thus so will two large elemental earthen hands provide additional regular attacks and take damage for you. They each have 6/6Hp


N.I.R. Armor - MA/MP

Status: Soneshi
A unique custom set of goblin designed armour which utilizes bits of titan reverse engineering. The plates shift and move to adjust into patterns and positions to the users preference. Its a cosmetic dream come true! The designer of N.I.R met a fatal end, mysteriously, and the Mk2 was never successful. Thus so, all sets of the original N.I.R Mk1 remain extremely coveted and rare.
Abilities
Plate Sandals of Hu Springstep
Twice per session, automatically call an attack avoidance. On rare occasion, may be unavoidable due to situation.
7th Legion's Fury Thrice per combat, perform an attack that deals +2 damage and inflicts a burn DoT on single or AoE target. Burn DoT lasts d3 Turns.
N.I.R Lockdown Lockdown enemy for d4 turns, forcing them to only attack you. Reduce atk/def rolls of said target by 4.


Truthripper, Ring of Secrets Torn - MA

Status: Remy
An old ring of Mogu crafted origins. It seems to encourage the wielder with odd whispers to demand the truth from others. Then it does so, to others, via you forcing them to admit things.
Passive Effect +5 to all speech checksAbilities:
Tell me your desires Twice per session, you may force a truth, information, anything of what somebody withholds.


Bracer of Cat's Grace - MA

Status: Teagan
Abilities:
Twice p/encounter avoid an incoming physical (meaning not psychic) attack with astonishing quickness and agility in cat-form.
OR
Twice p/encounter succeed with a non-critical attack against an opponent.


Onyx Necklace - MA

Status: Roharu
A smooth and well crafted necklace of Onyx stone, beaded and strewn with thin silvery wire. They conduct and course with elemental energy of the storms.
Passive Effect: +2 to all damage with Lightning basis


The Immolation Blade - MA

Status: Vitani
Passive Effect:
The first 3 successful landed hits if called, will deal +D4 flame damage, and apply a D3 flame tick dot. This can be re-applied if chosen every hit to maintain continual dots per rounds.


Amulet of Ley'aya - MA

Status: Soneshi
Passive Effect:
Once per session, can fully restore someone's HP. Two charges left before disintegration.


The Vein Blade (Cursed Object) - MA

Status: Yang Riverheart
Passive Effect:
2 Attacks if using the blade
Damage +1 to your own damage
Successful strike d3 healing (2 uses per session)
Return to hand with connecting veins if disarmed.
DC 10 per turn or the blade compells the holder to attack an ally to 'feed'


Tier 3 Items: World Class

The following items are max upgraded, as-powerful-as-they-will-get objects. Many of these come from legacy campaigns and have the best stats and capabilities already. It is ill advised to use them against other character players. These items cannot be destroyed unless very special circumstances apply, and a user wishes so upon story reasons. They will still need upkeep/mend to keep power stable.


White Fulmination - MA

Status: Fenek
Forged of ghost iron and trillium composite mixtures, this cold metal spear conducts a constant spark of the heavens above with electricity. Said to change its shape to the users will, this lance graced and given a single charge and scratch from the Celestial Xuen himself..supposedly.
Passive User Effect: Twin Storms
Effect 1: White Fulmination builds three charges of 'Thunder Fury' every time the user is counter-attacked. When fully charged, allows user to conduct a large scale attack on enemy forces. This acts as a large AoE that can consist of 6 individual attacks per 3 unique targets, or 18 attacks on one single target.
Effect 2: White Fulmination reduces all damage done to only 2 damage per hit unless otherwise bolstered by another party member. Nat 20s will only cause damage to reach a normal attack threshold. In return, every turn you have an additional two attacks with your one attack, amounting to 3 attacks per turn.


Knightfall, Rifle of the Frozen War - MA/MP

Status: Jexdell
This rifle was supposedly left behind or 'sold' to an arms merchant many years ago after the great frozen war against the scourge. Each merchant to sell it here-after has claimed it came from one of the great Hunter champions of our world. Allegedly.
Passive User Effect: Lock N' Load
Knightfall will use any type of special ammunition and work tandem with consumable magic ammunitions. The barrel is capable of expanding and condensing to match calibur, a marvel of dwarvern gunsmithing and rarely seen. All regular damage is increased by +2
Ability:
Special Reserves
Knightfall includes an ammo pouch which produces its own special ball bearing ammunition. There is generally at least 3 a day. When firing the gun using one of these, roll a D3 for what happens.
• D1 result: Blessed Shot - Deal straight Light burn damage, +3 to already damage. Bonus +5 if targets undead.
• D2 result: Arcane Shot - Deal magical Arcane blast damage, +2 to already damage. Roll a D2 for ricochet effect, if 1, fail, if 2, deal additional 2 damage to other targets nearby. If no targets, additional 2 to primary target.
• D3 result: Elementium Shot - Deal a blast of primal energies, applying a frostflameshock combination. Target takes base dmg. Burns for 2 rounds, Atk lowered by 2, Def lowered by 2.


Save.The.King (S.T.K. Trickblade) - MP

Status: Jexdell
A masterwork of craftsmanship in mechanical weapon capabilities of its time. Its said to have belonged to an SI:7 agent who guarded the King of the Alliance once upon a time. Now? Its yours for whatever fuckery you get into.
Passive User Effect: Show me a Good Time Bucko!
Wielder may re-roll all defiance rolls against them so long as the attacker is using physical. ( Better of two ) ( Twice a session )
Or
Wielder may re-roll all attacks against an enemy so long as they use this weapon as primary ( Better of two ) ( Twice a session )
Wielder may once a session, free action for this blade to meet and block a physical attack, critical or not against an ally. The user can hurl it and will the defense, the blade will then return to the user


Elemental-6 - MP

Status: Jexdell
Forged from the makings of a elemental infused revolver on stranger shores in the far veiled sea. This gun has been rebuilt and remade thanks to the efforts of an even stranger smith. Once possessing the primordial fire, now it is chambered with six elements and a pristine core.
Abilities:
Storm, Earth & Gunfire
Bring about the gun to fire all six rounds in a rapid pace, hammering it and rolling 6 D4s for damage. Roll a D6 extra.--- D1: Windsear: The target has elemental wind whirling about them. It deals +1 damage per round for 5 rounds, however, you may call a free interrupt on an attack. This will consume it immediately. --- D2: Blaze: +2 burn damage for 5 rounds. --- D3: Frost: +2 ice damage for 3 rounds and AC reduction by -2 --- D4: Quake: The target cannot maintain casts for 2 rounds. AC reduced by -2 as well. ---D5: Hydro: Select a friendly and heal them for 1D5 D6: Jackpot: Spin the chamber with a D10 for extra damage. After using this ability, you are exhausted for 2 rounds with a -5 Def/Dex reduction.
Ace In The Hole
This is a two-use ability.Either use it as a reactionary call to defend yourself or an ally with a quickdraw and deflect of damage ( flavour is up to you )ORRoll as many targets as you see in clear view and avail without blockage, then roll a D2If D1, roll 2D10 for damage to all.If D2, roll 3D10 damage to all.Either use of the abilities methods above will consume the charge for that session.


Silver Star Sapphire Earring - MA

Status: Roharu
*An old silver earring with a pretty sapphire. It's got some bite to it.
Ability:
Guaranteed Critical Hit (20) once p/session


Da Capo - MP

Status: Relanore
An elaborately intricate pocket watch containing particles of the very Timeways. The time is always moving forwards, back and now.
You feel odd after use like you've lost a bit of time..

Once per session ability:
User can force a rewind and roll a D3.
These turns can be used all on the user or shared among others.
Re-try your failed attempts or re-succeed your smashing successes.


I.L.T.S.O.H.I.T.M (I Love The Smell of Hellfire In The Morning) - MA

Status: Raljiri
Every successful fire based magical attack builds up your 'heat' gauge. Three successful attacks, including AoE, opens up one usage of 'Hellfire' (Holds up to 3 stacks). 'Hellfire' allows you as the user to pinpoint target cast an erupting maw of flame, often taking the users imagination of form. 1 D6 of damage extra to your already applied hit per 'Hellfire' charge used. Consume 2 'Hellfire' charges to become one with the flames, causing yourself to be invulnerable to damage for 1D3 Hits.


Arm of Krasis & Diagnosis - MA

Status: Yin Riverheart
The impossible prosthesis successfully grafted onto a willing subject. The titanic capable arm and eye act as a successful merger between organic and construct material. When one first learns the weakness of the flesh...
Abilities:
Arm of Krasis: (Passive) The user can convert oncoming damage to them as a healing channel to another party member. When damage is applied to user, user will make a roll based on the highest outlet of damage done to them. So say you take 4 damage, you roll a D4, say 2, even a D2. Whatever you roll, you can re-direct to another party member. Does not seem to work on yourself.
Eye of Diagnosis: The user can identify diseases or magical negativities in individual. This allows for one free dot cleanse per session, and a permanent change from a D2 to remove. You now roll a D3 instead giving both an additional percentage to succeed. If landing a 3, you cleanse and heal 1 point of damage.
Xiphos Gamma: Once per session command the titanic energies of the arm to form a blade capable of causing a de-sync of soul and coil. Roll a D3 for turns stunned. Roll a D4 for extra damage taken from all sources. Roll a D10 for final damage.


The Amazing Regerative Bottle 'O' Spirit Fire - MA

Status: Roharu
A green quartz bottle that thrums with the power of of raw spirit fire. It feels both an urgency to escape the container but a content easement of being there. It is confusing to what this thing wants, you don't care anyway because its a convenient bomb.
Passive Ability: Once per event combat, this item is a consumable throw-able that acts as an explosive. The splash radius deals a scale of two rolls of D10 in damage to a single or multiple enemies depending. The bottle can always be recovered post fight and is always resealed restoring.


The Momento Memoria Blade - MA

Status: Rissu
Forged and adjusted to a fitting hilt from the much larger claymore of infamous design known to a handful. The metal of this weapon that would be a dagger in some hands but a sword for the individual here remains a mystery even to the original wielder. Capable of slashing away armor and completely disrupting regenerative abilities by quaking the very fabric of the creature or person. This weapon cares not for your power over healing or armor, it merely cuts it down.*
Two Charges of either Per Session:
Planetfall: The user may cause an AOE effect around them or direct it at a single target that will apply the power of a shock-wave. Enemies will be shoved away by a strong force and disrupt their turns until the next round if hit. While doing 1 dmg, each enemy must make a dex roll of a D2 with 2 being the success factor to overcome the turn disruption. Even if you do not turn stun them, it may shove them out of position for an attack as well.
Cut To The Chase: The user can direct the disruptive and twisting, ripping and otherwise horrific strikes of this metal upon an enemies armor. Attacks using this ability are amplified by +3 and will cause the enemy to take additional +2 damage from EVERYBODY for a D3 of turns.


Clear Skies - MA

Status: Fenek
A very old and very nicely handcrafted earring holding an orb containing a view of the skies.
Once Per Session: Initiate high instinct combat action, gain two more AoE charges or one guaranteed Nat20 call.


Jericho - MP

Status: Dezzmin
A six-shot single-action revolver of dwarven craftsmanship, bearing the etchings of a tale of oceans, fire and journeys end. The gun also reeks of runic magic with a slight bluish glow inside the six chambers.
Passive Effects:
• +2 to all ranged damage with regular ranged attack rolls.
• All successful ranged hits cause +1 bleed damage.
• After successfully landing 6 ranged hits, trigger 'Sundown' effect. All successful hits landed on you trigger a 2 attack retaliation adversarial D20.


In the Name of the World - MA

Status: Unreleased
A ring crafted of pure ruby with tiny gems bearing a particle of each cosmic force. To say what this does is a bit complicated, but sometimes its not the form of something but the nature of it. The wielder is able to change it to a weapon, a tool, a concept, all for the sake of what you consider your world and your loved ones in it. Or you know that guy who owes you 5 gold and you intend to collect, need him alive for now.
Two free calls of critical success on non-combat rolls involving Perception, Investigation, Willpower. ( Dm allowance on others depending)
Once per session pick an ability.
Abilities:
Concept Combat Evocation Create a weapon of timely need and roll a D3 of turns for how long it stays. Add +5 to hit. +5 to damage. ( Rp flavor is up to you. )
Concept Mimic Evocation Create a copy of an ally's artefact or machine and replicate an effect one time.
Concept Defensive Abjuration Create a defense of timely need and roll a D3 of turns for how long it stays. Add +5 to defense and two free counter-attacks. ( Rp flavor is up to you. )


Bastille, A Fateless Defense - MA/MP

Status: Soneshi
An advanced engineering feat combining the durability of gnomish armor, the explosive force and venting of goblin prowess & runic shifting and empowered dwarven craftsmanship. This trick-weapon is forged of a composite of Elementium, Titansteel & Ghost Iron. It holds countless runic etchings within to command returns, shifting frames and forms, attachments and flexibility.
Passive Effects:
• All magical damage to you is reduced by half.
• You cannot be stunned so long as you have Bastille equipped.
Abilities:
Not A Step Back! Forge a force barrier protecting two individuals closest to you. Roll a D3 for turns lasting. Damage to them is applied to you and allows immediate counter attack.
To The Ends of The Earth Pursue a selected target for a D4 of turns with amplified force. Every time they initiate an attack, deal +3 damage to them with a shield bash.


Fleeting Eyes - MA

Status: Succrose Canefur
The hat and mask of the Shado-Pan is iconic, recognised, giving hope to those in need, and fear to those in the way. Sometimes it can be both. In this case, there hangs small gemstone ornaments around the brim of this metal and wood reinforced headwear. Through the means of enchantments by the Omnia division can the user match and watch a surrounding situation at high speeds. Eyes for where they cannot see.
Passive Effect: Fleeting Eyes will grant another additional three attacks per turn, however after 5 entire turns the user enters exhaustion mode for 3 rounds unless otherwise changed by another party member.


Findal Hamarhaast Cartridge (Divine Hammer of Ashes)- MA/MP

Status: Jexdell
A single sole rifle cartridge blessed, carved and given sacred divine might, a very pretty display piece too if you want. Its believed this fell from an ammunition pack of a great Champion Huntsman of Azeroth during the war in Northrend many years ago. Collectors have said these were the very rounds used against the final assault on Icecrown. Who knows though, but its certain this would be deadly against the deathly. Don't miss.
Ability:
Singular Use Ever: Deal 40 damage to a target, deal 100 if target is of Deathly power.


Harmonic Discordant - MA

Status: Chie
An ancient Mogu looking hammer with more Pandaren and Dwarven work done to it with clear indications of restoration. What it once did does not matter, what its going to do to anything it hits now is what you should be concerned about.
Passive Ability: A geomagnetic field alters the land and gravity around the wielder, continually offering a +4 to defensive and dexterity rolls.
Passive Ability: +4 damage to all non-organic enemies
Abilities:
Harmony Twice per session, apply a harmonic tuning to an ally giving them a bolstered +2/+2 for a D3 of rounds.
Discord Twice per session, apply a discordant tuning to an enemy, reducing rolls by +2/+2 for a D3 of rounds.
Song of Dissonance Once per session, apply a Song of Dissonance to the field after successfully using all four charges above. All enemies are reduced by a +4/+4 for 2 turns. The wielder may also call specific targets for two charges to force a reroll and take the worst of 2.


Paracalibur, The Timeforged Handcannon - MA

Status: Crosswind
Once upon a merging of three lines that should never be, was a bold and recklessly brilliant strategy unfolded to break the rules of it all. The gun was torn asunder by the intense shift in spacial time. Now it has been rebuilt from the moment of its oblivion, coursing with energies of the Bronze and what appears to be Infinite flights. This weapon should not exist but it does, its death was witnessed yet it holds. It is a paradox made manifest by an old watcher of time for his companion.
Passive Ability: Multiversial Targetting
All ranged attacks will have a re-roll attempt as the bullets find the right branching path.
Passive Ability: Nihility
For every two missed attacks, ranged or melee, undo what is set in motion and apply D6 damage with a shot from the great neverwhere.
Abilities:
Impending Destiny Thrice per session, call a specific ID shot and decide if it deals flat 6 damage now or hold. If you hold all three shots and activate effect at the end, roll 6D6 for damage. The bullets will remember where they are to go.
Infinite Reach Activate this ability and guarantee chance to hit, twice a session. Paracalibur will tear open a path straight to the problem person or thing.

Legendary Relics: Restricted Threats

The following items are extremely dangerous objects with very unfair affixes and capabilities. They are often meant for story purposes and rarely used against characters.


The Rosario Staff - MA

Status: Vaulted
One of the last relics blessed by the budding child Old God of Firewoods, known as 'Monument' or otherwise M'oun to those versed in proper tongue. Having escaped the purge and destruction of the isle a time earlier, it was secured and stored away forever, hopefully.
Passive User Effect: The Forest Forever
The user, provided they bear a strong willpower and imagination will be able to create a domain expansion resembling the birthplace and buriment of Monument. The Firewoods can be recreated as a ghostly phantom location, the entire forest potentially if given enough time. While within this domain, the user will have the ability to make will checks of D100 three rounds.
Succeeding over a D25 will allow for minion reinforcement, spawning 5 creatures with 4hp each
Succeeding over a D50 will allow for a mass CC, making dex checks against enemies. If you succeed they will be entangled for 3 rounds. Only able to break the roots if they can deal 5 damage. Failure to break the roots will result in a 'rose' detonation causing 6hp damage.
Succeeding over a D75 will allow for a mass hallucination will check. Failure will result in Dm's creativity
Succeeding a critical D100 will allow for a near party wipe, you bring all enemies to 1 hp, stunned entirely for 1 round and monologue like the madlad you are.

Abilities:
Show me your True Form!:
The user can overwhelm individuals with the sins they bear, turn the traits against them. This can cause an enrage, squabbling between each other or even mind control in some cases. Dm creativity
The Mind Given Shape!
The user can manifest twisted wood versions or enhanced creations from the mind into suitable tools and minions. Anything and everything can give way to a new thing to throw at the problem. Dm creativity
The Story Never Ends!
If defeated, enshroud with M'ouns power and regain half health. All rolls are +5 now.


The Doomlord Prism - MA

Status: Vaulted
A crystalline soultrap prism containing a powerful doomlord demon within its clutches. The account of how this came to be and its details are mostly known to old guard within Rutilus Luna. Its likely few even remember they have this contained within the vault, but once upon a time the demon within was a great threat and problem to them. Perhaps some day he may be of use, cast upon something in dire circumstance. Perhaps he will remain here forever. Who knows.
No Stats.
Release the prism to command the Doomlord. (DM creativity)


The Frisk Rock - Its a rock of unfathomable power?

Status: Frisk
This is a regular rock.
It has a habit of destroying people.
Nobody knows why.
Nobody knows how.
Everybody should know though its deadly.

No stats.
Tends to Nat20 every time.
I guess don't upset the skittish Vulpera, Frisk, and you'll be fine.


The Depthcaller - MA

Status: Crosswind
An old gauntlet with a very striking design resembling a cross between the cultural Kul-Tiran tidesage workings and perhaps something more. The very object oozes dark waters which evaporite on touch of a surface or skin contact. When one listens to it closely, they hear a distant longing call of something.. large. The glove seems somewhat sentient and knowing, picking its wielder, and how long they may command it.
Passive User Effect: Oceanic Authority
The user is capable of manipulating and wielding water to an astoundingly absolute control. Even somebody who has never known elemental callings or magic will find the very will to move it will obey. There are however drawbacks, those unworthy or not -quite- there for capability will take increasing damage per turn. Starting with a D3, then a D4, then a D5, D6 and so on. Those capable of elemental control or tide sage magics nullify this effect.
You cannot be denied the control of water.
You will break every check regarding water.
You will break every check regarding ancient fauna.

Abilities:
Orb of Oceanic Protection
The user is shielded by an additional 30Hp watery shield. This is not your health however.
We are all Water
The user is capable of manipulating the water within another's body, forcing internal damage and causing 1D10 of damage free.
Drop The Capstan
The user is capable of calling an old one for aid if near the ocean. You gain +1 Motherfucking Kraken pet for 3 turns. The creature will deal cc grips upon targets with D2 rolls, and two free attacks. Dm creativity
Category 5
The user is capable of command the rise of a waterspout or tsunami. Dm creativity


Blue Singularity - MA

Status: Crosswind
An arcane metal and ceramic core the size of a childs toy ball. This is no toy however, but a magical mana bomb with a yield capable of leveling a battlefield. Though not as capable as the great well known manabomb that took out Theramore many years ago, this one alone is capable of mass destruction and annihilation within its smaller range. The dazzling arcane runes and dial call for somebody to just turn and prime it. Go on.
No stats.
A command phrase of key words is required for activation
Usage of the Blue Singularity will result in a - fifteen minute timer then detonate, evacuate mile round area.
It is unknown at this time if an individual can survive the Blue Singularity through high defensive measures.


Rumination - MA

Status: Theirsa
An ancient staff of natural materials, grown from the center of a traveling living island lost to the ages. Its believed this staff is only one part of a trio of entities belonging to a once great elven druid. The staff itself has a healthy effect around those near it, at the cost of occasionally bringing great contemplation and consideration to ones thoughts, guilts or choices in life. It does not judge you but allow you to judge yourself.
Passive User Effect: An Apple a Day
The user naturally heals for +3 per turn while wielding Rumination, as well as pulsing a +1 to the party each turn.
The user is capable of growing fruits from the staff, in the form of whatever they request. These fruits can give a +5 to defence rolls. This can be done every two turns.
The user has grand level control of nature and druidic command, it is not an authority though but a high capable synergy and co-existence.

Abilities:
Memory of Life
Bring forth revival seeds to restore individual party members to life should they fall. Roll 1d6 for overheal effect on release. This can only be done twice per session.
Memory of Growth
Give forth the nature-forging powers of Life to an individual, imbueing them with temporary forged capabilities. +4/+4 Def/Atk rolls. +3 damage additional, 2x the size of the individual. 1D5 for how many turns. This can be done twice per session.
Memory of Decay
Remind forth your enemies that everything eventually returns to the ground or dust somewhere. Set loose a dot upon the field inflicting +3 ticking damage across all targets for a D6 of turns. This can be used once per session.
Memory of Reflection
Call upon a friendly familiar of sorts to request help from.
Dm creativity


The Great Golden Nanner - MA

Status: In orbit around Azeroth.
A solid gold banana measuring at least five feet long, two feet wide and two feet tall. This metal carved gold nanner seems indestructable to some extent and currently orbits the world of Azeroth. How it got up there? The reports say an explosion blew it high into the skies, now its up there in the debris field of our world somewhere. If it ever comes down, its likely to kill whoever it lands on.
No stats
No Usage
Random Chance Encounter?


The Staff of Azmizzani - AKA: Sinfonietta Levity - MA

Status: Jinzzo
An almost druidic looking staff belonging to a once fallen hero(ish) individual(to her home at least). The shaft is a natural branch from an unknown tree with adornments of several prismatic crystals shaped to various Arcane foci. There's ornaments and trinkets either wrapped among it with ethereal string and its head bearing a pointy a large rough quartz type of an unknown metal capable of sundering atomic structure.
Passive User Effect: Strike Up The Band!
The user conducts an orchestra of magical arrays giving them 3 unique armaments of magical power floating around them for bonus action spell-casting. These arrays have their own individual healthpools and capable conductivity of power, disarming the user of the staff will NOT stop them. They must be depleted of health to halt.
Until they are defeated, the user is invulnerable to attack.

Abilities:
Violinist's Melancholy (Arcane)
Siege your targets with an ever empowering storm of magic missiles, hitting in rolling waves to the tempo of your strokes.
All targets must make an AC check and beat a 10 for first attempt, then a 12, then a 14, and rising by 2 each attempt.
Damage is 1D10 first turn. 1D20 second turn. 1D30 third turn. 1 D10 again, starting from below.
This must be stopped or it will continue to climb.
Infernal Pianist (Fire)
Assault the field with an inferno of hellfire upon the strike of your keys.
Individual targets are selected for focused fireblasts rupturing beneath their feet.
They must make an ac check and beat a 15 to avoid a D15 of damage.
This must be stopped or it will continue to fire.
Flutist's Cold Embrace (Ice)
Freeze the enemies before you with chilling notes of soft plays.
All targets must make constitution saves against slowing effects.
Beat an ac of 10 or have -3 Atk and -3 Def to rolls.
This will stack up to three times.


The Piper - MA

Status: Vaulted
A flute capable of manipulating those with a whimsical tune. Its evil though.
No stats
Unknown further extent
Probably a good flute player who knows demonic or dark magics could wield this well.


Flux Genesis, Instrument of Wills - MA

Status: Volition
A clean elegant blade, no wait now its a large claymore, or something like a large hunk of metal only a fool would swing around. Perhaps though it is a rapier? No a mace now? a cutlass?! The shape is ever changing to the one who commands it, some say they've even seen it as a pipe the wielder has smoked from. All that is certain is its not just one weapon but many, and capable of so many more.
Passive User Effect: The Maestro
The user cannot be disarmed, and if they are, the weapon will return to them.
Flux is a sentient weapon and capable of free thinking, beware.

Abilities:
Spear of Bloodletting
The targets must avoid five AoE attacks made against them from a rapid striking spear, it flies and zooms about as if being thrown by so many people. If struck at any time by the spear, they take 2 damage and an unfixable bleed dot for 2 turns, taking 2 damage per turn.
Daggers Of Spite
User directs a shadowed pair of daggers to a specific target. Target must make three D2 checks to avoid being backstabbed. If fails to max a score of at least 4, they are struck for 6 damage
True End
User will direct a pandaren styled pole-arm off in a direction. It will begin building a charge to cut the very fabric of air around them. If the objects health is not brought to zero in two turns it will deal 10 damage to the party
Earthfall
User commands a greatsword to his side and drives it into the land. Within one turn, a one-hundred foot radius will be erupted and detonated causing a destructive earthquake. The party will have to make successful dex checks to avoid 4 damage each. This cannot be interrupted
Willing Shot
User commands a large crossbow, nearly a small ballista in size to fire pinning bolts against his targets. Said bolts will deal 2 damage on hit and pin a target to the ground. If the target is not freed in one turn, the bolt will catch fire and engulf the target in flame dealing 4 damage.


Hip-Quiver of Shal'drassil - MA

Status: Vaulted
A kaldorei quiver made of high quality leathers and enchanted barks. Rather it was that until corruptive nightmarish energies appear to have intertwind with it. The now existing object seems to have dark druidic magics attached to the tips of arrows that seem to generate from within it.
No stats
Item was forcefully obtained from ex-agent


Wish - MA

Status: Keon
An ever shifting staff based on the wielders will, its original form is unknown. The sheer mass of arcane power condensed inside is enough to put any mage on edge, however. This object holds a direct connection to a ley-line somewhere beyond the sea. He or she or they who wield this staff herald an insurmountable danger to any and all who oppose them.
Abilities: Redacted


Time's Wrist - MA

Status: YuYanni
A bronze artefact from a powerful deity of time, where, who and when is known to nobody save a few. Beyond that, it appears as a watch that is constantly spinning its hands and changing course at any given moment.
Ability
Rejection of Fate Activate the timepiece and call across the eons, make your wish.


The Wolfbrother Amulet - MA

Status: Akoda
A metallic amulet bearing the visage of an old wolf in a somewhat ghostly design. The eyes seep an eerie coven magic with the hollow white and blue coloring. The object is capable of great control of all beasts in miles upon miles radial, but the full usage has been lost to knowledge. It currently is used to calm wolves and call a guardian spirit. For what it may do in the future, well, you would have to know how it works entirely. Goodluck.
Passive Effect & Abilities:
Amulet houses a spectral wolf called Sojourn that can be summoned at will by the wearer. Upon being 'KO'd the spectral wolf returns to the amulet and must 'recharge' for a time before being summoned again.
Amulet allows communication with wolves
Amulet allows 'wolf-sight', to see through the eyes of his wolves.
Sojourn The Ghost Wolf: 3/3hp
Spirit Heal: d3 heal 1p/session to self or another
Ethereal: Sojourn can pass through ordinary, solid walls and people, leaving behind a faint, cold, ectoplasm.


The Chaos Armaments - MA

Status: Baal'themar
Unknown/restricted details.


Venomtide Locket - MA

Status: Vaulted
Unknown/restricted details.


Text