Theft Kind Of Image
Prerequisite: high smart high smart high dexterity level
 

when I say feats and equipment's or items i mean any permanent thing including but not limited to Runes, Feats, Equipment's and other items.

you get boosts and bonuses from feats and equipment

Stats

to get a stat increase roll a d20. you also add the modifier of that stats saving throw to your roll.

if you get a 5 or lower the stat increase on the equipment or feat halves and remains on the feat or equipment

if you get 6 - 10 the stat stays as it is on the feat or equipment and after 1 week you can try again to get the boost added to yourself.

if you get 11 - 15 you get half the stat added to yourself and the rest remains on the feat or equipment.

if you roll 16 - 25 but not a natural 20 you get all the bonus added to yourself and none left on the feat or equipment.

if you roll 26+ or a natural 20 you add double the stat to yourself and none is left on the feat or equipment.

 Resistances/immunities/languages/carrying capacity

to gain the effects stated above roll a d20 and add different modifiers to different things:

Resistances/immunities:

to add resistances roll a d20 and add your constitution saving modifier and 1/4 of the amount of resistances you already have rounded down

if the number is 5 or less it disappears completely  from the feat or equipment

if you roll 6 - 10 no effect happens and it remains on the feat or equipment you can roll again after a week.

if you roll 11 - 25 excluding natural 20 you gain the effect and it disappears from the feat or equipment

if you roll 26+ 0r a natural 20 you gain effect and the item keeps the effect for another week

Languages:

roll a d20 + intelligence saving modifier and languages divided by 4 rounded down

if you roll 1 - 5 you can't speak for a week and feat or equipment you are taking from loses it

if you roll 6 - 10 no effect happens and it remains on the feat or equipment you can roll again after a week.

if you roll 11 - 25 excluding natural 20 you gain the effect and it disappears from the feat or equipment

if you roll 26+ 0r a natural 20 you gain effect and the item keeps the effect for another week

Carrying capacity:

roll a d20 and add you strength saving modifier and add 1 for tiny and small, 2 for medium and large , 3 for huge and gargantuan.

if you roll 1 - 5 you your carrying  capacity is halved for a week and feat or equipment you are taking from loses it

if you roll 6 - 10 no effect happens and it remains on the feat or equipment you can roll again after a week.

if you roll 11 - 25 excluding natural 20 you gain the effect and it disappears from the feat or equipment

if you roll 26+ 0r a natural 20 you gain effect x1.5

Other disadvantages:

if an effect is deemed as bad for example an effect that decreases a stat if you roll a natural one and it remains 1 or lower after modifiers you gain all negative effects from that item and remain for a week on you.

you must have control or ownership of the item for at least a week first before taking effects

Previous Versions

Name Date Modified Views Adds Version Actions
3/5/2022 2:23:24 AM
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Theft Kind Of Image

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