Scarlet-Horizons

for all things related to my Scarlet Horizons setting for roleplaying.

Heroic Deed: Disenchant

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Available to Bard 1+, Magic-User 3+, Cleric 5+ or its sub-classes 3+. You attempt to disenchant a magical item. Roll and expend a Risk Die. If it doesn't come up 1, you: successfully disenchant a one-use magic item (potion, scroll, etc.), or you may roll a d20. On a result of 19 or 20, you successful remove one permanent enchantment from an item. This may or may not render the item non-magical. Regardless of the ultimate success or failure of the disenchant attempt, unless use of this deed fizzles (i.e., a '1' result on the Risk Die) you regain 3 HP by channeling a portion of the ambient magic into health renewal. If your disenchant attempt succeeds, gain one percentile point to an Ability Score of your choice.

Heroic Deed: Effortless Dodge

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Available to Fighter 1+, Thief 1+, Cleric 6+/Cleric-subclass 3+, and Magic-User 9+. Sacrifice a Risk Die by rolling it. If the result is a "1" your dodge attempt fails, but otherwise add the die result as a bonus to your AC against a specific attack that has just been rolled against you. You may attempt this deed after the DM determines you've been hit: recalculate the foe's to-hit against your Improved AC. You may use this deed only when wearing light and medium armor. If this deed fails due to a '1' result on the Risk Die, gain 1 HP, but if it succeeds gain two HP and a 5% chance of gaining one percentile point to a random Ability Score.

Heroic Deed: Eldritch Blast

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Available to WAR 1+. Sacrifice a Risk Die by rolling it. If the result comes up '1', succeed at a DC 9 Charisma check in order to push through momentary interference to your connection with your patron. If the Risk Die comes up '8', you'll add your Charisma modifier (if positive) to damage you inflict this encounter with Eldritch Blast. For the remainder of this combat encounter, you are able to call freely upon your patron's power in order to cast an eldritch blast of force at a target within 120 ft. for which you have a line of sight each round. You may use this ability to unerringly strike the target once per round. This counts as your attack for the round, though you may still move up to your movement rate and it doesn't preclude use of a Fray die, if applicable. The blast hits automatically for 1d10 force damage. If you have 11+ overall character levels, two such blasts may be used. If level 17+, three; and if level 21+, four. If you get multiple blasts, they may all be directed at the same target, or you may choose different targets. If you are struck for combat damage or take on a negative status effect while targeting a blast, a DC 11 Constitution check is required to successfully target the blast(s).

Heroic Deed: Dastardly Backstab

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Available to CUT 3+. Roll a Risk Die. If it doesn't come up '1': the next time in the minute that you successfully Circle or Backstab a foe, add your STR and/or DEX modifier(s) to the damage before multiplying with the x3 backstab multiplier, instead of afterward. If this attack kills your target, gain one percentile to either your STR or DEX Ability Score.

Heroic Deed: Dazing Spell

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Available to MAG8 or SUB5+. Roll a Risk Die. If it doesn't come up '1': a spell you cast this round that inflicts damage also dazes the target if the target fails a Moldvay saving throw versus Death Ray.

Condition: Dazed

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When dazed, you are unable to do anything but defend; you cannot make melee attacks, cast spells, or use heroic deeds.

Heroic Deed: Covering Fire

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Available to Gunslinger 1+, Ranger 1+, Thief 9+, Thief sub-classes 6+. Roll a Risk Die, record the result, and sacrifice it. You have rapidly fired a volley of {(Risk Die Result)/2} (rounded down; minimum of 2) bullets or arrows (depending upon the weapon used). A foe — visible within your line of sight and at range of sixty feet or less — must make a Moldvay saving throw versus Death for each projectile. On a successful save, the foe gets winged by each bullet/arrow for 1 HP. On a failed saving throw, each of those bullets/arrows hits for (8 damage + DEX modifier) each (or 1 HD each, if converted to Scarlet Heroes damage). For each projectile for which the saving throw failed, you have a cumulative 3% chance of gaining a percentile point to an Ability Score of your choice.

Heroic Deed: Coordinated Strike

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Available to any character with one or more levels in Fighter, or with three or more levels in Thief or a Thief sub-class. Use this deed only when you and an ally have both successfully hit the same foe in melee in a given combat round. Your ally must also use Coordinated Strike this round.

Sacrifice a Risk Die by rolling it. Compare your Risk Die Result with that of your ally. Pick the higher result. This is the Preferred Risk Die Result. Choose the better damage result from your damage die/dice result and that of your ally. This is the Preferred Damage Result. Sum the two and apply it as damage to your mutual foe. If using Scarlet Heroes damage, add 1 additional HD of damage for every two full points that this sum is above "7". Example: 16 would resolve to 8 HD of damage dealt.

If the two of you would have dealt more damage without Coordinated Strike, apply uncoordinated damage instead. Both you and your ally who also activated this heroic deed gain a one percentile improvement to an Ability Score of your respective choice.

Heroic Deed: Cleave

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Available to FGT 7+, PAL 4+. When you reduce a hostile creature to 0 hit points or score a critical hit with a melee weapon on your turn, you can spend a Risk Die by rolling it. If the Risk Die result isn't '1', move up to 15 feet and make another melee weapon attack as part of the same action, regaining a Hit Point. This is not considered a second attack. On a hit, you add the Risk Die's result to the attack's damage roll, and if that attack slays/destroys the target: regain a spent Risk Die and gain one percentile point to your STR Ability Score. If your Cleave results in a foe's death, you may trigger yet another Cleave, so long as you have an available Risk Die in your Pool.

Heroic Deed: Charge Item

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Available to Mage 3+, Cleric 5+ (and subclasses 2+). If you know the spell or effect stored in the item, you may imbue the item with one additional charge — or, if you rolled '8' with your Risk Die, two charges. You may not charge an item to which you are not attuned. If a charged item ever uses the last remaining charge, the item disintegrates and is forever lost. You may, alternatively, use this deed to pull a charge from an untended magical item or enduring area effect. Tend (worn, held, warded) items get a saving throw. When you pull from a charged item, it loses 1 charge and you may do one of the following: gain 3 hit points, add a charge to one of your attuned items, or regain a 1st level spell. When you use this alternative way of enacting this deed, if you target a charged item you carry and to which you are attuned, you may draw a number of charges from the item in the range 1 to [Risk Die result]. Use those charges for healing or to regain one or more cast spells.

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