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  • 03:08, 27 June 2026CCVV-8603 (hist | edit) ‎[680 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} ==The Shrine Burns== There is no fire. There is no visible source. But a wave of heat passes through you from the inside out, as though the emotional split within you briefly ignited. You stagger. The Ratmen watching from the corners of the room do not react. This is normal to them. '''The hero takes 1d6 damage.''' The damage has no element. It cannot be resisted, reduced, or redirected. It is not physical. The shrine simply found something in...")
  • 03:08, 27 June 2026CCVV-8604 (hist | edit) ‎[847 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} ==Sadness== You don't know exactly when it settles in. Somewhere between looking at the seven silhouettes and walking back toward the door, something heavy takes up residence behind your eyes. It is not grief exactly. It is the specific weight of knowing that everything ends and most of it already has. '''The hero gains the Sadness status.''' For the next '''5 days''' on the Time Clock, all Luck rolls are made at -1. Sadness is a statu...")
  • 03:07, 27 June 2026CCVV-8605 (hist | edit) ‎[909 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} ==Surprise== Something clicks into place that you didn't know was loose. You leave the shrine room feeling lighter — not happy exactly, but alert. Awake to possibilities you weren't seeing before. The world has edges you hadn't noticed. '''The hero gains the Surprise status.''' Once in the next '''5 days''' on the Time Clock, the hero may treat any single roll of 1 as a 6. Declare this after seeing the result. Once used, the Surprise stat...")
  • 03:07, 27 June 2026CCVV-8606 (hist | edit) ‎[2,408 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} ==The Alma Primis Opens== No matter where in the room you stand, all seven silhouettes are facing you. You have not moved. They have not moved. And yet. A book appears at the base of the statue circle — large, ancient, and open to a blank page. You did not see it arrive. A quill rests beside it. The ink in the quill is the same deep blue as the star Sirius on a clear August night. They are offering you a place in history. ===Accepting the Qu...")
  • 03:04, 27 June 2026CCVV-8602 (hist | edit) ‎[1,121 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} ==Wereself Encounter== The presence in the shrine reaches into the split and pulls. Before you can resist, the transformation takes you — not slowly, not partially. All at once. You are not here anymore. Your Wereself is. When the transformation ends you are back, on your knees, with no memory of what just happened. The room around you tells the story. '''The hero must fight their own Wereself as an encounter.''' The Wereself uses the hero'...")
  • 02:57, 27 June 2026Alma Heroica (hist | edit) ‎[1,767 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Alma Heroica== The Alma Heroica is the third book. It records what was lived. The Alma Mortis records what has ended. The Alma Primis records what was shaped. Between them they account for nearly everything that has ever happened -- the dead, and the events that led to the dead. Scholars who have studied both books have noted that one category falls outside either record: the choices made freely, by people no one was watching, in...")
  • 02:57, 27 June 2026Alma Primis (hist | edit) ‎[2,230 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Alma Primis== The Alma Primis is The Invisible Ones' record of everything they have done to history. It has been maintained since before any civilization currently standing was founded. The cover has no title. The pages are written in an ink that shifts color as you read it -- the color indicates which of the Seven was most active at the time of each entry. The book is not carried. The Invisible Ones open it when they choose and close...")
  • 02:57, 27 June 2026Alma Mortis (hist | edit) ‎[2,027 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Alma Mortis== The Alma Mortis is Demetra's personal record of every soul she has ever received. It has existed since the first death the world ever produced. The cover has no title. The pages are written in Demetra's own hand in an ink that does not fade, on paper that does not burn or decay. Every name is there. Every date. Every cause. The book is not carried. It does not leave Demetra's possession. Those who have glimpsed it descri...")
  • 02:55, 27 June 2026Page from the Alma Mortis (hist | edit) ‎[1,564 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Page from the Alma Mortis== 48px This Artifact Item fills 1 Bag Slot ''Rarity: Epic'' ===Page from the Alma Mortis=== A single page torn from the Alma Mortis, Demetra's personal record of every soul she has ever received. The paper is unlike any known material. It does not burn, tear, or decay. The ink does not fade. On it is written a single name in Demetra's hand, followed by a...")
  • 02:55, 27 June 2026Obsidian Mirror (hist | edit) ‎[2,620 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Obsidian Mirror== 48px This Artifact Item fills 1 Bag Slot ''Rarity: Rare'' ===Obsidian Mirror=== A hand-sized mirror of perfectly black obsidian, cool to the touch regardless of temperature. It has no frame. Its edges are smooth and slightly curved, as though it grew this way rather than being shaped. Looking into it does not show a reflection. It shows a color. The color is differ...")
  • 02:54, 27 June 2026Portal Shard of Demetra (hist | edit) ‎[1,151 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Portal Shard of Demetra== 48px This Artifact Item fills 1 Bag Slot ''Rarity: Rare'' ===Portal Shard of Demetra=== A jagged fragment of one of Demetra's travel portals, no larger than a palm. Its edges appear sharp but are perfectly smooth to the touch. It smells faintly of something that has already burned. No one knows how a fragment of her portal came to exist in the world. Demetra...")
  • 02:42, 27 June 2026Brown Scale of Demetra (hist | edit) ‎[1,199 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Brown Scale of Demetra== File:Backpack-Icon.png This Artifact Item fills 1 Bag Slot ''Rarity: Uncommon'' ===Brown Scale of Demetra=== A single dark brown scale, warm to the touch despite its origin, shed willingly by Demetra and left to be found. It smells faintly of rain before a storm. Those who know what it means recognize it immediately. Those who do not often mistake it for a piece of old armor. This is not the same as a br...")
  • 02:01, 27 June 2026Foresight (hist | edit) ‎[1,018 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Foresight== '''Foresight''' is the Divine Power of Koyous, Deity of Mind. It is one of the three Deity Power slots available to Clerics and Paladins devoted to Koyous. ===Effect=== Before rolling on any table in the current room, the hero rolls twice and chooses which result to apply. Declare Foresight before any dice are rolled. It applies to any table: encounter, treasure, trap, event, or stranger. Once de...")
  • 02:01, 27 June 2026Unbreakable (hist | edit) ‎[1,033 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Unbreakable== '''Unbreakable''' is the Divine Power of Pavlossus, Deity of Body. It is one of the three Deity Power slots available to Clerics and Paladins devoted to Pavlossus. ===Effect=== Declare when an attack would deal damage to the hero. That attack's damage is ignored entirely. Declare Unbreakable immediately after the attack result is known but before damage is applied. The entire damage of that att...")
  • 02:01, 27 June 2026Second Chance (hist | edit) ‎[980 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Second Chance== '''Second Chance''' is the Divine Power of Faustina, Deity of Luck. It is one of the three Deity Power slots available to Clerics and Paladins devoted to Faustina. ===Effect=== Reroll any one die. The new result must be kept, even if it is worse. Declare Second Chance after seeing a result you want to change. The reroll applies to any single die: combat, saves, table results, or skill checks....")
  • 02:00, 27 June 2026Raise Dead (hist | edit) ‎[1,534 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Raise Dead== '''Raise Dead''' is the Divine Power of Demetra, Deity of Death. It is one of the three Deity Power slots available to Clerics and Paladins devoted to Demetra. Raise Dead is unique among all Deity Powers. It is the only power that can be used while the hero is dead. ===Effect=== Target yourself or another hero. The target returns to life with 1 HP. The Disfavored keyword is applied to the ta...")
  • 02:00, 27 June 2026First Strike (hist | edit) ‎[1,117 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==First Strike== '''First Strike''' is the Divine Power of Raiden, Deity of Reflex. It is one of the three Deity Power slots available to Clerics and Paladins devoted to Raiden. ===Effect=== Declare at the start of a combat round. The hero acts before all enemies this round regardless of initiative order or enemy abilities. Declare First Strike at the beginning of a round before any initiative is determined. T...")
  • 02:00, 27 June 2026Chutzpah (hist | edit) ‎[1,554 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Chutzpah== '''Chutzpah''' is the Divine Power of The Invisible Ones, Deity of Social. It is one of the three Deity Power slots available to Clerics and Paladins devoted to The Invisible Ones. Chutzpah can also be earned by any hero regardless of class or deity by completing the Inscribed Chronicle quest. ===Effect=== Automatically pass one social roll or NPC reaction roll without rolling. The result is t...")
  • 23:27, 26 June 2026Category:Inscribed (hist | edit) ‎[2,446 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Inscribed== '''Inscribed''' is a Special keyword and a quest flag. It marks a hero whose name has been written in the Alma Primis, the book The Invisible Ones use to record the history they have shaped. An Inscribed hero is being watched. The Invisible Ones have decided this person is worth noting. They are waiting to see if the hero deserves the page. ===How to Gain Inscribed=== Inscribed is gained at CCVV-8606 when the hero...") originally created as "Inscribed"
  • 03:33, 25 June 2026Category:Disfavored (hist | edit) ‎[2,079 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Disfavored== {{Template:Core Rule Footer}} {{Template:Game Master Category}} __NOTOC__ Category:Core Rule Category:Keyword Category:Heritage") originally created as "Disfavored"
  • 02:04, 23 June 2026Stabilize (hist | edit) ‎[1,173 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Stabilize== Death in the dungeon is not always instantaneous. There is sometimes a moment — brief, fragile, and easily missed — where the body has not yet decided to stop. Stabilize exists for that moment. It is not a healing spell. It does not close wounds or restore strength. It simply holds the line between living and not, buying the Hero one more breath, one more chance, one more step toward...")
  • 02:04, 23 June 2026Regeneration (hist | edit) ‎[1,330 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Regeneration== Healing all at once is one kind of miracle. Healing continuously is another — quieter, more stubborn, and in many ways more useful. Regeneration does not close a wound in a flash of light. It simply convinces the body to keep working on the problem. The Hero who carries this spell into the dungeon isn't looking for a dramatic recovery. They're looking to still be standing at the end...")
  • 02:04, 23 June 2026Bulwark (hist | edit) ‎[1,062 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Bulwark== A trap is already sprung before you know it's there. A curse is already working before you feel it. Bulwark does not remove these things that is what Remove Curse is for. Instead, it prepares the body and spirit for the impact before it arrives, shoring up the Hero's resistance the moment before a hazard takes hold. A Cleric who sees the danger coming has exactly enough time to cast it...")
  • 02:00, 23 June 2026Veil of Shadows (hist | edit) ‎[1,236 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Veil of Shadows== Movement through a dungeon leaves traces — sound, light, scent, disturbance. Veil of Shadows suppresses them. The spell does not make the caster invisible so much as it makes them uninteresting: a trick of light, a sound that doesn't quite resolve, a presence that the roaming things of the dark don't bother to investigate. It is most useful when time is short and noise is unavoid...")
  • 01:58, 23 June 2026Frenzy (hist | edit) ‎[1,199 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Frenzy== The mind, under the right kind of pressure, will find enemies anywhere. Frenzy does not create rage — it simply redirects it, nudging a creature's simmering aggression a few degrees off-center until it finds a new target. The monster does not know it has been tampered with. It never does. A skilled Bard can stand at the edge of a room full of chaos they personally arranged and look entire...")
  • 01:58, 23 June 2026Beguile (hist | edit) ‎[1,191 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Beguile== Not every fight needs to happen. A Bard who understands this casts Beguile not out of cowardice, but out of economy why spend health and charges on a monster that, with the right word and the right posture, might simply step aside? The spell does not deceive so much as it reframes. For a brief moment, the target sees the caster in a slightly more favorable light. Whether that impression ho...")
  • 01:48, 23 June 2026Storm Enchanter (hist | edit) ‎[1,119 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Storm Enchanter== Lightning does not ask permission. It takes the path of least resistance and reshapes whatever it finds there. An Alchemist who has learned to bind the Electric element to an item has stopped trying to convince the storm to be gentle they have simply made peace with the fact that it won't be. The item that comes out of this process carries that same refusal. Touch it wrong and you'...")
  • 01:47, 23 June 2026Identify (hist | edit) ‎[1,249 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Identify== An Alchemist learns early that the most dangerous thing in a dungeon is not the monster it is the item you picked up without thinking. Identify is the professional's answer to that problem: a careful, methodical reading of an object's magical signature before it ever touches a slot. A weak reading will tell you something is wrong without telling you what. A stronger one gives you a name....")
  • 01:33, 23 June 2026Meteor Storm (hist | edit) ‎[970 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Meteor Storm== A Meteor Storm does not pick its targets neatly. The caster calls down a cascade of blazing fragments that scatter across the room indiscriminately, battering everything in reach. It is not a precise spell, and experienced Wizards will tell you it was never meant to be. Its purpose is to overwhelm, to chip away at multiple threats at once, and to remind a crowded room of monsters exac...")
  • 01:33, 23 June 2026Arcane Bolt (hist | edit) ‎[987 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Arcane Bolt== Where fire burns and ice freezes, the Arcane Bolt simply unmakes. It carries no elemental allegiance. Only the raw, unfiltered force of magic pressed into a weapon's edge for a single devastating strike. Those who wield it rarely understand exactly what it does to their target. The damage is real enough, but the mechanism is older than the words used to describe it. What is known is th...")
  • 01:22, 23 June 2026Spirit Guardian (hist | edit) ‎[1,347 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Spirit Guardian== Some conjurers do not summon creatures to fight alongside them — they summon the memory of one. A Spirit Guardian takes the form of a translucent figure, half-remembered and half-imagined, that drifts between the Hero and whatever would harm them. It does not strike. It does not speak. It simply endures, absorbing blows that were meant for its caster until it unravels entirely. T...")
  • 01:22, 23 June 2026Soul Trap (hist | edit) ‎[968 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Soul Trap== The soul is not something the Void gives back easily. Soul Trap is an old conjuration — older than most of the spells still in common use — and its purpose is straightforward: before a creature dies, mark it. Tag its essence with a thread of Void-magic so that when it goes, it doesn't go cleanly. What it leaves behind is yours. The mages who first developed this spell were not philos...")
  • 01:17, 23 June 2026Bound Weapon (hist | edit) ‎[1,434 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Bound Weapon== The Void holds many things. Most of them are patient. A Sorcerer who has learned to reach into it can pull something useful back out — a weapon formed from the raw stuff of the space between worlds, solid enough to cut and heavy enough to hurt, though it won't last long before the Void wants it back. The stronger the caster's grip on the Void, the better the weapon that comes throug...")
  • 01:12, 23 June 2026Paralyze (hist | edit) ‎[1,102 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Paralyze== There is a particular horror in being fully conscious but unable to move — watching the danger approach and finding that your body simply will not respond. Paralyze does not cause pain. It does not cloud the mind. It merely severs the connection between intention and action for a merciful moment, leaving the target standing upright and utterly helpless. A Paladin who has mastered it kno...")
  • 01:11, 23 June 2026Candlelight (hist | edit) ‎[916 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Candlelight== Not every path through the dark requires a torch and a bag to carry it in. Candlelight is a simple but essential spell — a small conjured flame that hovers above the caster's shoulder and follows wherever they go. It won't illuminate a great hall or banish deep shadow, but it will keep your footing sure and your mind steady in the dark. Experienced delvers know that a free hand and a...")
  • 01:11, 23 June 2026Arcane Seal (hist | edit) ‎[1,390 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Arcane Seal== This spell draws upon mystical energies to create a powerful magical seal that can secure entrances and containers, rendering them inaccessible to unauthorized individuals. By channeling their magical prowess, the caster can command the Arcane Seal to either lock or unlock with a specific incantation, providing them with control over the protected areas. It grants a sense of mystery an...")
  • 23:23, 20 June 2026Bedroll (hist | edit) ‎[637 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} ==Beer Stein== {{Template:Bedroll}} ==Base Cost== 10 (rc) ==Restricted Keywords== *Alchemist *Bard *Cleric *Fighter *Gambler *Paladin *Rogue *Sorcerer *Swashbuckler *Wizard ==Charges== 2d6 {{Template:Core Rule Footer}}...")
  • 22:31, 20 June 2026Death and Dying (hist | edit) ‎[444 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Death and Dying== When a Hero's Health reaches 0, they are dead. "Death isn't the handicap it used to be in the olden days." - Lister A lot of characters have died and came back to do remarkable things, though maybe not exactly as themselves. Another Hero or Henchman may be able to help the situation. {{Template:Core Rule Footer}} __NOTOC__ Category:Core Rule")
  • 15:11, 20 June 2026CCVV-0057 (hist | edit) ‎[626 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} =Garden= File:UnderConstruction.png ==Travel Locations== *East to '''Adventure Estates''' {{Template:CCVV Footer}} Category:CCVV-Location __NOTOC__")
  • 15:10, 20 June 2026CCVV-0058 (hist | edit) ‎[1,152 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} =Trophy Wall= 40px One wall of the Estate is given over entirely to display shelves. Sturdy oak, carved by hands that clearly took their time. Most of the shelves are still bare. A few hold a single figurine each, catching the light. It's less a trophy room than a promise of one: proof of how far you've come, and a quiet reminder of how far there still is to go. Any Collectible Figurine you've found can be displayed he...")
  • 14:51, 20 June 2026Rest and Recovery (hist | edit) ‎[1,484 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Rest and Recovery== "A good laugh and a long sleep are the best cures." – Irish Proverb Adventuring takes its toll. Heroes recover Health and refresh their abilities by spending the same resource that governs everything else: Time. ==Making Camp== 40px A Hero may declare they are making camp at any point, anywhere. Camping does not stop the Time Clock, Boxes are sti...")
  • 14:17, 20 June 2026Daphne Brightledger (hist | edit) ‎[2,106 bytes]Paxe (talk | contribs) (Created page with "{{Template:CCVV Header}} ==Daphne Brightledger== Daphne Brightledger runs the front desk at Vulture's Vineyard Lodge with the kind of effortless warmth that makes even the most travel-weary adventurer feel like they've come home. A human woman with ink-stained fingers and a quill perpetually tucked behind one ear, she keeps an oversized ledger close at all times not just for tracking room bookings, but for jotting down snippets of every guest's story. She claims she'll...")
  • 13:43, 20 June 2026Quartermaster (hist | edit) ‎[418 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:ToDo}} {{Template:Core Rule Navigation|right}} ==Quartermaster== {{Template:Core Rule Footer}} __NOTOC__ Category:Core Rule Category:Henchmen")
  • 03:08, 19 June 2026GMCD-014 (hist | edit) ‎[1,675 bytes]Paxe (talk | contribs) (Created page with "{{Template:Game Master Header}} ==Resist Checks== A Resist Check is how a Hero avoids or endures a hazard that acts upon them — a trap that springs, a poison that spreads, a curse that takes hold. Unlike a Skill Check, which the Hero initiates when attempting something, a Resist Check is triggered by the world. The adventure text will always tell you when to make one and what attribute to use. Resist Checks use the same notation as Skill Checks: the attribute name...")
  • 01:37, 19 June 2026Hero Equipment Slots (hist | edit) ‎[2,110 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} =Hero Equipment= A Hero can carry and equip a set number of items at any one time. Each item occupies one of four equipment categories: '''Apparel''', '''Accessory''', '''Hand''', and '''Bag'''. All equipped items — including Bag items — contribute their Element, Material, and Attribute prefixes to the Hero's statist...")
  • 12:02, 17 June 2026GMCD-013 (hist | edit) ‎[906 bytes]Paxe (talk | contribs) (Created page with "{{Template:Game Master Header}} ==Adventure Level== Each adventure has its own '''Adventure Level''' (Beginner/Low/Medium/High/Epic), separate from a Hero's own Power Level. Within that adventure, a loot find's '''Rarity''' (Common/Uncommon/Rare/Epic) determines which specific prefix you get. The prefix closest to an Adventure Level's center claims more than one Rarity slot; as Adventure Level rises, that center and the dominant prefix slides upward...")
  • 02:48, 8 June 2026Hero Power Levels (hist | edit) ‎[1,378 bytes]Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Hero Power Levels== Heroes do not advance through traditional numeric levels. Instead, a Hero's power grows through the quality of the items they carry. As Heroes adventure and acquire better gear, their overall power increases across five tiers: Beginner, Low, Medium, High, and Epic. ==What Defines a Hero's Power Level== Each item a Hero carries can have up to four components that contribute to the...")
  • 01:57, 15 May 2026Black Bear (hist | edit) ‎[928 bytes]Paxe (talk | contribs) (Created page with "{{Template:PRIM Header}} ==Black Bear== A massive omnivore of deep forests and mountain wilds, black bears are powerful creatures with sharp claws, keen senses, and unpredictable tempers. Though often shy and more interested in berries, fish, or carrion than battle, a threatened or starving bear becomes a fearsome foe capable of tearing through armor and flesh alike. {{Template:Monster |Name = Black Bear |Health = 3 |Reaction = Waverly +2, 0-2 Ag...")
  • 01:48, 15 May 2026Striped Skunk (hist | edit) ‎[975 bytes]Paxe (talk | contribs) (Created page with "{{Template:PRIM Header}} ==Striped Skunkr== A wary woodland grazer with oversized ears and powerful legs, mule deer are common prey in forests and foothills. Quick to flee at the first sign of danger, they bound away in long, springing leaps and travel in small herds. Hunters prize them for their meat, hides, and antlers. {{Template:Monster |Name = Striped Skunk |Health = 1 |Reaction = Waverly +2, 0-2 Flee, 3-4 Hostile, 5+ Cautious |At...")
  • 01:31, 15 May 2026Mule Deer (hist | edit) ‎[870 bytes]Paxe (talk | contribs) (Created page with "{{Template:PRIM Header}} ==Mule Deer== A wary woodland grazer with oversized ears and powerful legs, mule deer are common prey in forests and foothills. Quick to flee at the first sign of danger, they bound away in long, springing leaps and travel in small herds. Hunters prize them for their meat, hides, and antlers. {{Template:Monster |Name = Mule Deer |Health = 1 |Reaction = Category:Waverly +2, 0-2 Flee, 3-4 Hostile, 5+ Cautious |AttWhite = 1 +Cl...")
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