

+Allows you to telepathically speak to your familiar. Listen To Me (Contract: Fluffy): A simple contract between you and Fluffy. Countless hardships have taught you well. Iron Will: Your soul is strong and one that endures. Also, things seem sharper and you feel faster. it feels like Fluffy is always by your side, even when she's not. +Your mood deteriorates much slower than normal, allowing you to remain happier for longer periods of time. Orphaned: You've always been alone, so it's become quite easy for you to find ways to entertain yourself. + What Doesn't Kill Me.: Survive having your Hp hit 0 for 1 Stat point! Can only trigger in a life or death battle!
#CUBEMEN HARD CLIMB FREE#
+ Overcome and Adapt: Overcoming difficult situations or defeating strong opponents in combat grants you a free stat 1d3 ▶ to distribute. + Pinaple: Eat a pineapple before triggering this and you have a 40% chance to gain a stat ▶ + Living Dangerously: DC's are 50% lower! +You gain bonuses to your training proportional to the amount of danger and stress you experience while doing it. Where someone gives 100%, you give 200%! In order to really improve, you have to throw yourself to the wolves. Seeker Of Adversity: You go above and beyond when it comes to improvement. +Grants a 15% Water DMG resistance to the user. +Converts all damage of equipment weapon into "Water" DMG. Spells start 4 Lv's Higher (Candi Bond + Mana Boon) 1.2* (Spell XP Training/Crafting Rolls) - Candi Bond Spell Training Bonus : * 1.3 (Ether Mastery) = +14d6 (/4) +13d6 (Ether Mastery) +2d6 (Mage's Apprentice) +25 (Ether Expert) Physical Damage Block: 17 = (12+5) ( 33% of Soul | +5 )ĭamage Resistance : 10% = Formation: Kavacha

Mag Resist (Armor): 30/20% (Direct/Indirect Effects)
#CUBEMEN HARD CLIMB MOD#
Str Damage: = +6 (Str x ' Fist' Mod ) +5 ( 'Fist') Initiative( 1d10+17): 1d10 (Base) +10 +4 (Armor) + 3 (Trait: Fast Draw)Ĭombat Dice (Whip): = + 5d6 (Agi/2) + 7d6 (Whip Mastery) + 9d6+12(Tactically Adept) +1d6 (Two Souls Linked) +2d6+6 (Ani-Link ) + 1d6+5 (Unleashe Gem )ĭodge Class (Whip): = + 5 (Base) + 12 (Weapon Skill x2) + 13 (LV x 1)+ 20 (2 x Agi) + 16 (Armor:Body) +2 (ArmorLBoots) + 10 (Narga Cloak) + 12 (Formation: +5 Kavacha + 7 ) + 9 (Ani-Link ) + 3 (Karma)ĭex Damage - (Whip) : = +65 (Dex x DMG Mod + Soul x DMG Mod ) +4 (Keen Whiperer) +0 (Augmented Ether Whip) + 20 (Narga Cloak) +2/3/4/5/6d8 (E.Whip Weapon Tech) +2 Mana every other Combat Round (Combat Only) +30: Gain a +10 to all "reward rolls" so long as your Karma is positive. +1/week, you can lower the next roll of someone with negative Karma by 35% (Multi-hit type effects have all instances lowered.) +25: 2/Week you can alter the way you see Karma to fit your idea of positive or negative Karma. +20: You and those you consider "Friends" gain a 25% increase to all gained XP +15: Gain +6 to Cha rolls while speaking with people you believe to be "decent folk" +10: Gain +3 DC when fighting alongside those that have "Good" Karma +5: Gain +5 DMG when fighting those with Negative Karma. #A purple number in brackets means something is boosting it up. You clutch at your prize even harder, hoping that it slows your heart a tad more. It's not like you're leaving everything you know just to explore some ancient, magical, monster filled dungeon. The familiar feeling in your grip calms your speeding heart.Įverything will be fine. That makes you comfortable, even if it can't do anything. +Broken as it may be, it still has the feeling of magic in it. +You don't want your money to somehow fly out the window, even if it's locked. You can spin it between your fingers for fun.
