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Post by Amanojyaku on Aug 9, 2018 16:14:49 GMT -6
Bracers of Infinite Blades (Artifact 2-4)These bracers are simple bands along the length of the forearm, with what appear to be empty knife sheaths strapped to the underside, and a slot for a single hearthstone. Common versions are made of splinted leather, and are capable of producing Normal-quality knives in the wearer's hands, using the same action it would take to draw a weapon normally. More uncommonly, steel examples have been found that produce knives of Good-quality, while the rarest of these bracers are made from the magical metals, producing knives of the same material. Knives spawned by a pair of these bracers disappear shortly after leaving the wearer's hands, allowing them to be thrown as weapons but not to be sold or broken down. No example of these bracers has been found that functions when not worn as a pair by the same individual. Material Imbuement (Artifact 3)These are small patches or jewelry items, primarily made up of one of the magical materials, that allow the wearer's natural weapons and weaponless unarmed attacks the benefits of their material. They reach deep into the body and soul to imbue the wearer with the magical energy of their component materials... the body and soul can only provide for one such imbuement at a time. Wearing two or more different sets of imbuements causes both to cancel out, as well as wearing an imbuement if you have a feat that has a similar effect. Sexy (Artifact 5)This pump shotgun is made of an odd, silver-blue alloy of energon, with the word "Ayup" engraved on one side of the barrel, thought to be the name of whatever lucky sod commissioned the beast. In addition to its artifact properties, it has Pen 4 and the Volatile special quality. Subtlety (Artifact 5)This darksteel Barrett M82 is fitted with a precision scope and bored for even more unreasonably sized bullets. In addition to its artifact properties, the ironically-named gun has the Red-Dot Sight mod and Knockback special quality, and a Clip size of 8. Twilight Mirror (Artifact 3)In the remote regions of the Astral Sea, there exist black suns, "ghoul stars" that provide no light of their own but act as portals between the Materium and the Umbra, where they shine like gold. The Twilight Mirror is a pane of reflective metal smelted and harvested from a world orbiting a ghoul star in the Materium, in a setting of wood or stone taken from that world's counterpart in the Umbra. When such a mirror reflects the light of a sun on either side of the veil, it creates a temporary portal that allows a small number of people to cross over to the other side. Umbral Arm (Artifact 3)Taking the appearance of a cloud of black smoke attached at the shoulder, this is effectively a bionic arm made out of pure magic. Most users wrap it in bandages or wear long gloves or sleeves to keep it from disturbing others, as well as to allow it to interact with objects. Except for and unless wrapped in bandages or clothing meant for use over an arm (e.g. gloves, sleeves), the Umbral Arm is completely insubstantial, passing through all other materials and only affected by magic damage or weapons with the Power Field property. At the beginning of each round, all critical damage on the Umbral Arm is removed, as the billowing smoke simply reforms into its proper lack of shape (though any coverings that were on the arm are still destroyed). The arm also grants a +1k0 bonus to Dexterity Tests requiring delicate manipulation (such as Sleight of Hand) using that hand, and increases the user's Aura by +2 instead of granting Armor on that body location.
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Post by Amanojyaku on Aug 9, 2018 16:15:54 GMT -6
Daemon's Extract (Artifact 1-5)Drinking the blood of a gelid daemon has some good points, but it may have been a terrible idea in hindsight. Immediately gain 20 Insanity plus 10 more for each dot of artifact rating imbibed. On imbibing the artifact, you learn Kheimotheurgy spells as if you bought ranks in the school equal to the artifact's rating, and you forevermore cast Kheimotheurgy spells using the rating of this artifact + your Charisma in place of the normal magic test, risking Warp Phenomena as normal. You're also perfectly comfortable no matter how cold it gets outside. Grand Chariot (Artifact 5)This darksteel short daiklaive has a basket hilt and a short length of black chain attached to the pommel, but lacks a hearthstone slot. Given to a Champion, Grand Chariot can be used as a Driver; when used to trigger the Henshin! power, the Champion may forgo the use of his Hero's Regalia power and instead encase himself in a special suit of darksteel storm carapace. While wearing this armor, the Champion's weaponless unarmed strikes gain the properties of darksteel melee weapons as well as the Power Field special quality, and can be used to Parry weapon attacks without stunting. This armor also provides three free raises on tests made to jump. Incursio (Artifact 5)This sword has a short, thick blade, functioning as a Best-quality hand weapon, albeit one with the power to adapt to a given situation. The user can spend a resource point to grant it the properties of any special material, or to treat it as if made from a magical material of his choice, until the end of the scene or he next uses this ability. It lacks a hearthstone slot. In the hands of a Champion, Incursio can be used as a Driver; when used to trigger the Henshin! power, the Champion may forgo the use of his Hero's Regalia power and instead encase himself in a special suit of Best-quality light power armor. While wearing this armor, whenever the user fails a test of any kind, he gains a free raise on his next attempt to perform the same test before the end of the scene, and can cast Greater Invisibility using his Level + Wisdom in place of the normal magic test. While in this form, Incursio's weapon component is a spear instead of a hand weapon. Lionelle (Artifact 4)This simple leather belt sports a distinctive silver hex-socket buckle. While worn, the wearer gains the Hardy feat and +2 Speed while wearing light or no armor. However, Lionelle has a secondary function when worn by a Champion: It can be used as a Driver. When Lionelle is used to trigger the Henshin! power, the Champion may forgo the use of her Hero's Regalia power and instead take on a bestial transformation, gaining +1 to Strength and Dexterity, Dark Sight, a Claw natural weapon (1k1 R; Melee, Brawling), and may not be killed by critical damage unless that damage comes from an E, X, silver, or magical source. If the wearer suffers enough damage from another source that it would normally kill her, she is instead knocked unconscious and assumes her mortal form until she regenerates all critical damage. Murasame (Artifact 5)This Best-quality katana sports a distinctive scarlet wrap over the hilt, an otherwise unassuming sword with a terrifying legend attached: Anyone the blade cuts will inevitably die. If an attack using Murasame causes damage, the toxic curse on the blade causes the target to take three checks on any tests to resist death that also result from the attack. In addition, any creature reduced to 5 critical damage by an attack using Murasame is killed unless they burn a Hero Point, even if they would not normally be in danger of death. Yatsufusa (Artifact 4)This necrodermis katana sports a black wrap around the hilt and an eight-threaded tassel. A creature killed by an attack using Yatsufusa rises to its feet one minute later as a minion squad with a Threat Rating equal to its Level and a Damage Rating of 1, that has the Mindless and Undead traits. Minion squads created with Yatsufusa can be enhanced using the Dark Empowerment feat, and while in possession of Yatsufusa you can maintain an additional minion squad with Dark Ritual. You can maintain a number of minion squads created by Yatsufusa equal to your Composure.
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Post by Amanojyaku on Aug 9, 2018 16:21:12 GMT -6
Artifact Bionics (Book 2)Voidskin grants armor at Good-quality and better. Artifact Voidskin functions identically to Best-quality Voidskin, and if made of a magical material, also grants benefits as though it were armor.
Ballistic Mechadendrites are ranged weapons, and treated as such at all levels of craftsmanship and as artifacts.
Manipulator Mechadendrites are bionic arms, with melee potential. Treat them as a bionic arm and as a melee weapon at all levels of craftsmanship and as artifacts.
Medicae Mechadendrites are bionic arms. Treat them as such at all levels of craftsmanship and as artifacts.
Optical Mechadendrites are cybernetic eyes. Treat them as such at all levels of craftsmanship.
Utility Mechadendrites are bionic arms. Treat them as such at all levels of craftsmanship and as artifacts.
Finally, Mobility Mechadendrites are an Uncommon form of bionic locomotion, and are treated as such at all levels of craftsmanship and as artifacts. Affliction (Artifact 4)Once, long ago, the cults of Khorne and Nurgle worked in tandem, creating several foul artifacts with the goal of laying low the Cadian gate. The daiklaives collectively known as Affliction are among these artifacts, scabrous blades of brass inlaid with a filigree of bone and quenched in blood so that it coagulates into a scabbard for the befouled sword. An Affliction functions as a daiklaive with the Daemonic (Nurgle) and Toxic qualities. Angelwing Razor (Artifact 5)The responsibility for these blasphemous blades, however, are laid at the feet of Malal and his champions. Said to be hewn from bones ripped from daemons in service to other deities (originally those of the Blessed Pantheon, whence the name given to this collection of blades), the Angelwing Razors are said to be the very sharpest blades in the universe, second to none. Angelwing Razor functions as a phase sword with the Daemonic (Malal) quality, and ignores the target's Armor.
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Post by GuardianTempest on Aug 10, 2018 7:25:05 GMT -6
Dark Souls RingsAutomatically assume that the ring's effects will only apply while worn. Taking it off means that the effect ends. Dark Souls IBellowing Dragoncrest Ring (Artifact 3) Awarded to the most accomplished sorcerers of prestigious mage academies, this ring is tuned to a specific spell school and adds +1k1 to Focus power tests when casting spells of that school. This bonus also applies to spell combos that only utilize the selected spell school.
Lingering Dragoncrest Ring (Artifact 3) Awarded to the most accomplished sorcerers of prestigious mage academies, spells cast while wearing this ring have their duration increased by half (round up). For example, if the spell cast lasts for 2 rounds then it lasts for 3 instead. This effect does not apply to spells with a duration of Instant, Concentration, Indefinite or One Scene.
Slumbering Dragoncrest Ring (Artifact 1) A ring forged by a surreptitious student who dropped out from a prestigious mage academy. This ring completely silences your footsteps. You get a free raise on Stealth tests that involve keeping quiet while sneaking.
Bloodbite Ring (Artifact 1) One of the infamous bite rings, it's a helpful asset for clinging to life despite the dreadful rumors surrounding its creation. If you would die from Blood Loss, roll another d10. If the result is 3 or higher, you survive and gain a level of Fatigue instead.
Cursebite Ring (Artifact 1) One of the infamous bite rings, it wards your soul against the foul magic often said to be behind its creation. You get +10 to saving throws against spell effects.
Poisonbite Ring (Artifact 1) One of the infamous bite rings, it purifies your body though many accusations claim its creation is anything but pure. You get a free raise on tests to resist poisons, including the Toxic special quality.
Blue Tearstone Ring (Artifact 2) When your current Hit Points are equal to or less than the average of your Willpower+Constitution (round down, to a minimum of 1), you gain 10 AP that doesn't stack to all hit locations. It is rumored that a goddess of tears mourns those who have lost loved ones by shedding pure tears of blue, and that the stone on this ring is one of them.
Red Tearstone Ring (Artifact 2) When your current Hit Points are equal to or less than the average of your Willpower+Constitution (round down, to a minimum of 1), you gain +2k2 to all damage rolls you make. It is rumored that a goddess of tears mourns those who died undeserving fates by shedding tears of as red as blood, and that the stone of this ring is one of them.
Calamity Ring (Artifact 1) Those who wear this ring are either unwitting fools or challenge-hungry veterans. Double the result of all damage rolls against you.
Cloranthy Ring (Artifact 1) This ancient ring, engraved with a large green flower, is of unknown origin. Lose a level of Fatigue every hour.
Dark Wood Grain Ring (Artifact 1) A ring favored by agents of subterfuge, it's made of gold but with a wood grain crest on its surface. Gain an Acrobatics specialty (Ninja-Flipping) which applies when dodging attacks using this skill. Whenever you dodge an attack, you may move 1m to any direction as if you have the Evasion feat. If you already have that feat, add +1m to the maximum distance you can travel when using it.
Dusk Crown Ring (Artifact 3) A ring granted to royalty of a former kingdom that sank into the Umbra. Gain +2k1 to Focus Power tests and your maximum Hit Points are halved (round down, to a minimum of 1). Taking off the ring does not restore the Hit Points lost upon putting it on.
Havel's Ring (Artifact 1) This is a ring worn by followers of a mighty warrior who wore the weight of mountains in heavy armor. It allows its wearer to carry up to twice his encumbrance. Increase the Max Dex of armors in the Heavy, Extreme and Power categories by 1.
Hawk Ring (Artifact 2) Once worn by a Goliath who led a team of greatbow archers. Primitive ranged weapons have 50% increased range.
Hornet Ring (Artifact 3) Once worn by an Eldarin assassin that killed enemies in a single strike. Whenever one or more dice explode in your melee damage roll, add +5 to the damage dealt.
Leo Ring (Artifact 3) Once worn by a spear-wielding dragonslayer in Orichalcum armor. Whenever you successfully parry an attack, your Cavalry and Fencing weapons deal +2k0 damage against the attacker until the end of your next turn. This effect does not stack with itself if you successfully parry multiple attacks from the same attacker.
Wolf Ring (Artifact 2) Once worn by a knight that traversed the Abyss with nothing more than unbreakable will of steel. You cannot be forced to take only Half Actions on your turn from rolling on the Shock Table. Whenever a result on the Shock table would have you move or flee from the source of fear, you instead stand your ground and may approach it slowly (moving no more than your Speed per round towards it).
Life Ring (Artifact 1) Many rings have many different powers, but even those with modest effects can be a great boon to a perilous journey. Add +2 to your maximum Hit Points.
Old Witch's Ring (Artifact 1) An old ring that's engraved with an indecipherable script. You can understand (not speak) any spoken language you hear except for Syrneth.
Orange Charred Ring (Artifact 5) A gift of the witch sisters to their only brother, a mutant that resided in lava. Double your Resilience against E damage and you do not constantly take damage while in contact with lava. Instead you only take 1 E wound to the body every minute you are exposed to it. You do not get fatigue from being on fire.
Ring of Fog (Artifact 4) This ring turns you transparent and ghostly, effectively turning you almost invisible to everyone outside of Point Blank Range. Observers cannot see you unless they pass a TN 30 Perception test. Those within 5m get two free raises on this test and those further than 25m get a check instead. This effect only shields you from the naked eye and you can still be detected via other means such as scent, sound, thermal imaging and magic.
Ring of Steel Protection (Artifact 3) Said to have been worn by a king of knights (no, not THAT one) who fought a small dragon alone. Gain 3 AP to all locations, which stack with other sources of armor.
Ring of the Evil Eye (Artifact 3) It is said that this ring contains an eye of the Black Beast that assaulted Kagutsuchi. Whenever you kill something, you regain Hit Points equal to half the number of wounds inflicted by the killing blow, rounded down (to a minimum of 1).
Rusted Iron Ring (Artifact 1) This ring might seem like a rusty piece of metal if it weren't for the faint magical signature it emits. Your movement is not impaired when submerged up to neck-deep in any liquid. Secondary effects still apply, such as an acid pit's corrosive properties or a lava pool's extreme heat. Dark Souls IIAbyss Seal (Artifact 3)The ring of a covenant whose members delve into the shadows of the Umbra. You may have your next damaging spell deal +2k1 damage, but you lose Hit Points equal to the spell's TN divided by 5 (round up). This effect cannot be applied to spells that require more Hit Points than what you currently have. Baneful Bird Ring (Artifact 2)The ring of a former knight who turned traitor. You get +1k1 to Parrying tests with Shield weapons. Crest of Blood (Artifact 4)The ring of a covenant whose members fight for the sake of spilling blood. Tests to avoid Blood Loss inflicted by the wearer have +10 to the TN. Crest of the Rat (Artifact 4)The ring of a covenant that defends a Skaven king's territory from trespassers. Your melee attacks have the Toxic property. Targets that lose Hit Points from your attack's Toxic property become Diseased and have -1k0 to all tests for 24 hours. Applying this effect against targets already afflicted by you merely reset its duration. Dispelling Ring (Artifact 3)A ring with four different gemstones, the artistry required to create it is astounding. Add +5 to your Aura while wearing this ring. Illusory Ring of a Conqueror (Artifact 2)A strange ring with a misshapen blue stone. Non-artifact weapons you are holding in your hand become invisible. Targets get -2k1 to responses against this weapon unless they pass a TN 20 Perception test when the attack is made, after which they will no longer be affected by the penalty for the rest of the scene. This effect does not apply if the weapon is held with both hands unless you are also wearing the Illusory Ring of the Exalted in your other hand. Illusory Ring of the Exalted (Artifact 2)A strange ring with a misshapen yellow stone. Non-artifact weapons you are holding in your hand become invisible. Targets get -2k1 to responses against this weapon unless they pass a TN 20 Perception test when the attack is made, after which they will no longer be affected by the penalty for the rest of the scene. This effect does not apply if the weapon is held with both hands unless you are also wearing the Illusory Ring of a Conqueror in your other hand. Ivory Warrior Ring (Artifact 3)The ring worn by guardians of a frozen kingdom, they stop intruders in their tracks if the frigid environment doesn't. Your non-Brawling melee attacks have the Sapping special quality. Old Sun Ring (Artifact 2)The mystical stone in this ring accumulates energy when its user is harmed, then retaliates with an explosion after reaching a threshold. Whenever you are dealt wounds from an attack, roll a d10. On a 9 or 10, the ring creates a localized explosion that deals 3k3 E damage to everyone adjacent to you. Redeye Ring (Artifact 2)A cursed ring that depicts the eye of a daemon, wearing it will make your eyes glow ominously like one. Enemies (who aren't mindless or exalted) prioritize attacking you or moving towards you until they can unless they pass a TN 20 Intelligence or Willpower test at the beginning of their turn, after which they may act normally until the end of the encounter. If you have the Worf Effect feat then the TN is increased to 25 instead. Ring of Blades (Artifact 3)Worn by a mad knight of a feuding kingdom. Your rending attacks with non-Brawling melee weapons deal +3 damage. Ring of Life Protection (Artifact 3)Divine ring that watches over one's life, created by a Pelorite Sage. The next time you would die, this ring breaks and you are unaffected by whatever would have killed you. Ring of Resistance (Artifact 2)An attempt at hybridizing the bite rings without any of the supposed cruelty, the creator of this ring is said to be a terrifying and powerful sorcerer (he isn't). Gain a free raise to all saving throws and tests to resist negative conditions. Ring of Restoration (Artifact 2)An enchanted ring that symbolizes Pelor's love and longevity. Natural healing progresses twice as fast. Restore 1 Hit Point every hour, up to half of your maximum HP. Ring of the Living/Ring of the Dead (both are Artifact 1)These rings are created by someone that wanted to blend in with society just to know what it's like. Wearing a ring casts a personal, permanent illusion that disguises you as a living member of your race. Ring of the Living is for spectral and unseelie entities like Wraiths and Tuatha; while Ring of the Dead is for undead entities like Death-Kings and Harrowed. Effect is purely visual and wears off when the ring is taken away. Ring of Thorns (Artifact 2)This ring has tiny spikes that dig into the wearer's skin with each blow taken, fueling their spite towards the perpetrator and feeding the artifact until it bursts. Whenever you are dealt wounds from an attack, roll a d10. On a 9 or 10, small spikes shoot out to everyone within 3m. It has the Annoying property and deals 2k2 R damage. Silvercat Ring (Artifact 1)Old legends say that cats grow more powerful with age, and may even take a new form. Perhaps this ring used to be one such ancient feline. The distance traveled for determining fall damage is reduced by 10m. Simpleton's Ring (Artifact 1)A ring created for berks by making them invisible while dodging, it seems like its creator is an idiot as well since the invisibility lasts for a split second. Still, that flickering might be enough in case the enemy is also an incompetent buffoon. Add +2 to your Static Defense while dodging an attack. Spellcaster Clutch Ring (Artifact 3)A ring that depicts a hand grasping a gem, it's probably Tzeentch's. Berks joke how it's also called a crutch ring because spellcasters are cowards who want to be spoonfed just to keep pace with the others. While wearing this ring, add +1k1 to the damage of your spells and all attacks targeting only you. Stone Ring (Artifact 3)The beloved ring of gallant warrior that prefers not to use shields, wearing it adds weight to your strikes that might stagger the opponent. Your melee attacks have the Halting property. Vanquisher's Seal (Artifact 4)The ring of a covenant who scoffs at danger and bravely embraces the harder path. Your unarmed, weaponless attacks deal +10 damage and gain +5 Pen. Yorgh's Ring (Artifact 5)A potent ring worn by a wandering knight who sought the power of dragons. Unfortunately it did not save him when a reclusive dragon, hiding in an underground city, spat a toxic storm right in his face. Whenever you are dealt wounds from a damaging spell, roll a d10. On a roll of 6-10, the spell is reflected back to the original caster afterwards. This effect only applies to spells that deal damage directly (i.e. Magic Missile but not Burning Blood). Dark Souls IIIAldrich's Ruby (Artifact 3) A malformed ring left by a sadist who enjoys the final shudders of life from his victims. Whenever one or more dice explodes in your melee damage roll, you restore Hit Points equal to half the number of wounds dealt (rounded up).
Aldrich's Sapphire (Artifact 3) A malformed ring left by a sadist who enjoys the final shudders of life from his victims. Whenever one or more dice explodes in your melee damage roll, you gain a number of resource points equal to the number of wounds dealt.
Dragonscale Ring (Artifact 2) Once worn by a king that got so consumed by his obsession with dragons that he somehow became one himself. Attacks deal 1 less point of Critical Damage to you, to a minimum of 0.
Farron Ring (Artifact 3) Farron's undead legion require specific sword techniques in their hunt and this ring helps accommodate that. Get a free raise when performing Special Attacks with non-Brawling melee weapons.
Lloyd's Shield Ring (Artifact 2) A ring given to paladins, it depicts an intricate shield. Halve the result of incoming damage rolls (minimum of 0) as long as you are at full Hit Points.
Lloyd's Sword Ring (Artifact 2) A ring given to paladins, it depicts a holy sword. Increase the result of your damage rolls by half (rounded up) as long as you are at full Hit Points.
Obscuring Ring (Artifact 1) This ring blurs your image from a distance with a magically-generated mirage, giving you concealment against everyone further than 25m.
Pontiff's Left Eye (Artifact 2) A bewitched ring given to knights who are sent abroad for clandestine suicide missions. Whenever you successfully land a melee attack, your next melee attack against the same target restores 1 Hit Point if it deals wounds. This effect does not stack.
Pontiff's Right Eye (Artifact 2) A bewitched ring given to knights who are sent abroad for clandestine suicide missions. Whenever you successfully land a melee attack, your next melee attack against the same target adds +2 to the damage roll. This effect stacks, to a maximum of twice your level.
Skull Ring (Artifact 1) The skull on this ring subtly distorts ambient energies, making you slightly more noticeable. All enemies gain Combat Advantage against you.
Untrue Dark Ring (Artifact 1) This ring placates an exalt's body with its own magic. Reduce the level of your Tell by one step, to a minimum of showing none at all. This artifact has no effect on Exalts like the Paragon, whose power does not have any tangible effect on their bodies.
Untrue Glow Ring (Artifact 1) Ring often worn by those who mask what they really are as a person. Upon wearing this ring, choose a color: White, Yellow, Red, Purple, Blue, Dark Blue. Your entire self is covered with a soft glow of the chosen color.
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Artifacts
Aug 12, 2018 0:10:22 GMT -6
via mobile
Post by Divergent Reality on Aug 12, 2018 0:10:22 GMT -6
Holster of Many Sluggers (Artifact 2) This pair of underarm holsters look as if it has seen better days, the mesh webbing is frayed and the molded plastic of the holster is scuffed and cracked. Reaching into the empty space where a pistol handle would be gives the bearer of this artifact a single Vendomat Slugger. This gun posseses the same random and garish coloration you would expect from a slugger. The gun exists as long as the bearer of the holster holds the gun. When discarded the gun immediately crumbles to dust. An ancient weapon by any measure, the Darksaber is a part of many Sphere's folk lore and mythological tales. These stories vary wildly in regard to who bears the Black Blade and what powers it bestows, but the tales have the same end. The fickle will of the Darkaber will only tolerate any one bearer for a time. This Darksteel blade projects a shimmering field of energy from its hilt which coalesces into a black blade capable of cutting through anything it touches. Weapon Proficiencies: 'Melee 3' |
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Name | Type | Damage | Pen | Availability | Special | Darksaber | Melee | 1k2 E | 10 | Artifact 5 | Power Field |
Oshibori (Artifact 1)The Oshibori is a rectangular wooden box measuring three by three by seven inches with a hinged lid along one of the long sides. Inside the box is a semicurcular trough with a folded in half and rolled twelve inch cotton towel. This towel stays continuously warm and can absorb a surprising amount of liquid, about a liter. Placing the used towel within the Oshibori, regardless of condition, closing the lid, and allowing five minutes to pass and the device will have a freshly rolled pristine towel. The Oshiburi is available in warmed and cooled varieties. Hive Splinter (Artifact 4)This weapon's name comes from the exploits of a particularly long lived grudge. A snubbed maintenance worker used this family heirloom to pack millions of grenades around the central support structures of a hive city known as Dal Tarhir. At the end of his long hate fuelled life, this worker confronted the descendants of the Governor who insulted him so many years ago and detonated all of the grenades taking out the descendants, himself, and 2.4 billion hive inhabitants. Once a day this best quality Wraithbone Grenade Launcher will create a magazine of six Frag Grenades. The Snoop (Artifact 2)The Snoop is a simple glass pipe laced with minimally radioactive trace elements which fluoresce in a psychedelic pattern under strong ultraviolet light. Anything smoked from The Snoop emits no scent or smoke, a cherry is still present and is the only sign the pipe is actually in use. Smooth Bone Pipe (Artifact 3)This antique Wraithbone pipe is always clean and appears well polished no matter how frequently it is used. Its ability to smooth  and enhance the subtle notes of whatever its contents lends to it's value. Addiction tests made made when smoking with this pipe are treated as one step less. Umbral Axe (Artifact 3)Many years ago a Dwarven Fortress birthed.a child with gifted sight. Upon growing enough to clearly communicate what they saw these Dwarves were made aware of the Umbra. This second world inspired their leader to dedicate considerable time and effort into crossing over. It was reasoned a second world meant a second mine, double the output within the same space. Digging deeply in a traditional mine risks magma and monsters, digging deeply in the Umbra resulted in irresistible madness for the hundreds who crossed over. Leading the defence against these hordes was their chieftain wielding their ancestral Crystal Axe. The sight of his failure sent him into a rage granting him the ability to see and kill the warped and frothing forms of once-Dwarves who had yet to cross back. Special [/td] Ordinary |
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Name
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| Pen
| Avail
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Umbral Axe | Melee | 3k2 R | 2 | Artifact 3 | Special |
This best quality Kinetic Crystal hand weapon allows its bearer to see and attack creatures within the Umbra with this weapon while in a Frenzy Destroyer Hive (Artifact 5)The Destroyer Hive is an ancient suit of Terminator Armor blessed by Nurgle himself. It's bloated form has not diminished it's protective qualities. Housed within it's many smoking Hexcomb chimneys are an equally changed variant of Hexites. The Destroyer Hive is a Best Quality suit of Hexcomb Terminator Armor blessed by Nurgle. The attacks from the Hexite minion squads generated by this armor possess the Toxic quality.
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Post by Traskus on Aug 12, 2018 13:27:39 GMT -6
Faith (Artifact 3)This staff was found as a misplaced piece of wood, placed by Pelor himself so one of his followers may walk easier. This club has the Sanctified (Pelor) trait, may be used as an implement when casting spells, and grants the Sanctified (Pelor) trait to any attack spell cast by the wielder. If the wielder or an ally in the immediate area were to heal HP or critical damage, they heal 1 more. Hope and Love (Artifact 4)Hope and Love were also created by Pelor to prove that they could overcome any obstacle. That said, Hope and Love are a pair of mithril gauntlets The fingers of each gauntlet spell "HOPE" and "LOVE", to boot. They must always be readied and equipped as a pair, and contain a Pelorite team-building twist. The wielder of the knuckles may perform an aid another action to grant the artifiact properties of Mithril to the next attack made by the beneficiary, unless they already had artifact qualities. Amulets of PowerRooster Amulet (Artifact 2)An amulet with the image of a rooster on it, these are relatively easy to find and procure. Spellcasters of all varieties make these all the time. Holding the rooster amulet grants the wielder the ability to telekinetically manipulate objects within 10m in a simple manner. The "strength" and "dexterity" of this telekinesis are 3 each. Minotaur Amulet (Artifact 1)A common, but expensive amulet of its type. It imbues the wielder with incredible strength. The owner of this amulet increases their strength-based rolls by +1k0 while wielding or wearing it. Ophidian Amulet (Artifact 3)The ophidian amulet was invented by thieves, for thieves. It allows the user to cast the Invisibility spell as a spell-like ability using the artifact rating + Wisdom to cast. Soratami Amulet (Artifact 3)These amulets were created to emulate speedsters, and while the effects are satisfactory the side-effects are rough. The wielder gains the fleet of foot feat and doubles their speed when spending a full action to move, but gains two levels of fatigue instead of one from fleet of foot. Ungor Amulet (Artifact 2)Fashioned in the shape of an ungor, this amulet allows the wielder to enter dreams and astral project. The wielder may project their soul across any distance or into the Umbra, but must venture back to their body to take control of their body again. The user may enter the dreams of a sleeping individual and communicate with them normally, but they will refuse to believe they are in a dream. Dragon Amulet (Artifact 3)The dragon amulets are rather simple things. They are magical arm cannons, embedded in the palm of the wielder to emit powerful fire. This has the profile of a hand flamer with infinite ammo and doesn't jam. It can be used to fulfill the breath keyword. Skaven Amulet (Artifact 3)Skaven did not make this amulet, it was simply carved with a skaven image into it. Placing this amulet in or on an inanimate object theoretically capable of self-locomotion brings it to life, and can be used as a limitless battery. Prometheans may equip this amulet as a reaction to replace their pyros reactor if theirs is destroyed instead of burning a hero point to escape death. This amulet can only withstand 2 critical damage before being destroyed. Centaur Amulet (Artifact 5)This amulet is popular with amateurs warfighters and guardsmen, but is useful for just about everyone. This amulet grants the Regeneration 1 trait to the wielder in narrative time, to the point of healing critical damage at the same rate. The wielder also is cured of non-magical poison, toxin, disease, etc. Vanara Amulet (Artifact 3)The vanara created these amulets to become more like humans, whether for espionage or in sincere flattery is uncertain. The wielder may either use this on themselves or a consenting target. They change into an animal according to the wild shape and improved wild shape feats. They must be affected with the amulet again to change back. This is a full action in structured time. Lupin Amulet (Artifact 5)The lupin amulets were created to imitate the Perpetuals, and they work like a charm. The wielder of the lupin amulet gains the Stuff of Nightmares trait and cannot gain fatigue. The SM is the final arbitrator of whether abilities such as luminen charge can be used while wielding this amulet. Grondr Amulet (Artifact 2)Why this amulet was fashioned in the shape of a pig, no one may ever know. It grants the wielder the ability to shoot the Energy Ray spell (automatically passing the Focus Power test) from their eyes. It also allows the wielder to see in infrared. Bastet Amulet (Artifact 2)The amulet is fashioned with two tigers reaching in opposite directions. It was created to bring spiritual balance in its wielder. The wielder of this gains a +1k1 to saving throws against spells, supernatural effects, and miscellaneous mysticism.
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Post by Traskus on Aug 12, 2018 13:33:48 GMT -6
Letters A-C Ants in the Pants (Artifact 1)Looking like a bronze plate with a lid on top, the ants in the pants does what it advertises. Removing the lid from the plate (half action) sends a colony of black ants towards the nearest person that is not the user. That person's pants become infested with ants, itching so much they are dazzled until they somehow get the ants off of them or the lid is placed back on the plate. Banyan Twister (Artifact 2)Resembling a lotus flower, this artifact is great at parties. Using this artifact allows the user to stretch any part of their body one meter further than normal. The effects are nullified/reversed when the user lets go of or chooses to stop using the twister. Bear Baton (Artifact 1)A wooden baton with two bear head carvings to make its ends, this was created to imitate the power of werewolves. Holding the Bear Baton allows the user to turn into a bear and shift one dot from dexterity into strength or constitution. This qualifies as the wild shape feat for purpose of interactions with other mechanics. Black Beetle (Artifact 5)The black beetle is a small black scarab that when activated transforms into a suit of draconic storm carapace armor. The wielder may activate or deactivate it as a half action. The wearer is immune to the effects of non-weaponized heat. It is rumored to be so good that it has protected its wearer in the molten core of a world. Blue Ray Manta Ray (Artifact 5)This is a large kite in the shape of a blue manta ray. Don't use it indoors, though. It turns into a giant manta ray with the profile of a turbodactyl when activated. It can turn back when deactivated. It can only activate and deactivate in narrative time. Bullhorn Blazer (Artifact 2)This set of bull horns is difficult to use, but rewarding if mastered. Using the bullhorn blazer as a half action turns these horns into a full-sized beast of burden with a 1k2 R natural weapon under your control. Cannon Blaster (Artifact 4)This is a bronze cannon that does not fire traditional ammunition. Instead, it fires people. The user may fire anyone they wish (even themselves) up to 400m in any direction, and the blaster itself follows its user if fired. This is a half action in combat. Changing Chopsticks (Artifact 2)A bronze pair of chopsticks with some ornamentation, but don't use them to eat. Using the changing chopsticks changes the user's size to 0. Using them again takes them back to their original size. Don't lose them, or you may never go back to normal. If it comes up, it is a full action to use them. Crystal Glasses (Artifact 2)Figure it out. The Crystal Glasses place the user under the effects of a successful Augury spell while worn. Culver Crystal (Artifact 4)This small glass ball has a crystal inside that can shine intensely for a short period of time. Using the crystal (half action) has the same effect as a photon flash grenade that does not affect its user. It is recommended not to throw this item, because it is infinitely reusable. D-F Eagle Scope (Artifact 3) Stylized as an eagle's head, this telescope can grant sight beyond sight. This scope can see across continents as long as the user has a general idea of where they want to look. When used with the Fountain of Hui, the user can choose what knowledge to obtain; not the SM.
Emperor Scorpion (Artifact 5) This is a brass statue of a scorpion roughly half a cubit long, and is uncomfortable to wear. It is boundlessly useful otherwise. The user of the Emperor Scorpion has total control of all Artifacts in the immediate area without question. There is no way to obtain the Emperor Scorpion without venturing to a world's core to look for it, even by exalted ability; its artifact rating is a formality. It is immune to the Heart of Jong's effects and can in fact be used to control it.
Eye of Dashi (Artifact 5) Looking like a brass pendant with a ruby center, the eye of Dashi can shoot lightning. The user can make a ranged attack with the profile of a lightning gun with infinite ammunition in its clip. It has other qualities used in conjunction with sword of the storm.
Falcon's Eye (Artifact 2) An eyepiece that looks like a falcon's brow. This eyepiece allows the user to see twice as far as normal and through non-magical solid objects.
Fountain of Hui (Artifact 5) This is a strange pyramid/crown with three prongs and some jewels. When used, it provides the user with unlimited random knowledge. Mechanically, the SM chooses one specialty in arcana and the academic and forbidden lores to give to the user for the scene whether or not it is immediately useful. Though I do suggest it not be completely useless. G-J Genie Moo (Artifact 5)A golden cow in the sitting lotus position. It has the power to bring out one or another extreme of the user's personality. When used, roll a d10. On a 1-5, the user's alignment track is inverted until they spend a full action using it again. The SM may within reason decide the opposite meaning of the general alignment guidelines. Gills of Hamachi (Artifact 1)A gold head band with a green scale design on front. When worn, the user grows gills and scales, allowing them to breathe air and water with equal ease. Glove of Jisaku (Artifact 4)This glove has a pair of magnetic prongs sticking out the side. When used as a half action, any one desired object in a 10m range that isn't fastened in place or firmly in someone's hand is attracted to the glove. Gohan Gopher (Artifact 3)This is a gopher-like sculpture that appears to be wearing a green mask. It allows the user to fly at a speed of 3 and also functions as a lasgun with infinite ammunition. Golden Tiger Claws (Artifact 5)This is a set of three tiger claws made of gold, allowing the user to rip through reality. When used, the claws open a portal to any desired location in realspace on the planet not magically protected, so long as you have a general idea of where your destination is. Hanabi Star (Artifact 5)A small star made of bronze with a ruby in the center, this is a firework item. It has the profile of an orichalcum hand flamer with infinite ammunition that cannot jam and can function as a torch when needed. Heart of Jong (Artifact 5)The Heart of Jong is possibly the most powerful artifact of all, and there is only one. It is a maroon cardioid hunk of stone. It is not "used," but activated. When activated, it forcefully attracts all other artifacts in the immediate area to itself. It creates limbs in a mockery of the human form, and any sort of penalty to use an artifact that doesn't "belong" to it is negated. Its only desire is to gather more artifacts into itself. It must fight to obtain artifacts that are attended to/equipped by an individual. It can be deactivated by forcefully removing it from all artifacts it controls. Good luck. For combat purposes, it has this profile. It can change what weapons it equipped as a free action and can only be controlled via the emperor scorpion. Helmet of Jong (Artifact 4)This helmet gives the user eyes in the back of their head. It is a full helm that allows the user to see in 360 degrees, effectively granting a raise to visually detecting something. Hondoku Mouse (Artifact 2)The Hondoku Mouse is a small gold/bronze sculpture in the shape of a mouse. It allows the user to undo a simple and easily rectifiable mistake (breaking a vase, a wall, spilling something, releasing a plague of giant spiders, etc.) in narrative time. Imo Gazer (Artifact 2)Once a simple torch, it was modified by a Spark to shoot sleep rays at people who say they're clinically depressed but really aren't. When used, the target must pass a TN 15 willpower test or immediately fall unconscious for the next d10-willpower rounds (if this is 0 or less, they stay conscious). They are awoken if hit by an attack, even if it doesn't do damage or wasn't directed at them. Indigo Pyramid (Artifact 2)A pyramid made of blue stone inlaid with gold, it changes its targets mind. The target who touches the pyramid must pass a TN 20 willpower test or be confused as per the Confusion spell. Those who pass or snap out of that confusion are immune to its effects and the wielder may hit someone with it via weaponry or brawl roll. Jetbootsu (Artifact 3)These are a pair of bronzed shoes, made to make locomotion easier. When worn, the user may walk half their speed straight up a wall, ignore terrain when walking on the ground, or double their jump distances as desired. Ju-Ju Flytrap (Artifact 2)Resembling a bee hive crossed with a venus fly trap, this artifact shoots insects at its target. When used as a half action, the flytrap shoots a swarm of bees. This functions as a size 2, threat rating 1, damage rating 1R minion horde. K-M Komori Sword (Artifact 3)Komori Swords are odd-looking swords often associated with bats. It is a hand weapon that deals R damage, grants the wielder the darksight trait, and the wielder may stand and walk on ceilings (not walls, unfortunately) as though it was ground. Kuzusu Atom (Artifact 5)The Kuzusu Atoms look like small lotus bulbs that fold open when used. Mechanically, it is a ray gun with infinite ammunition. Lunar Locket (Artifact 5)A simple gold and indigo locket fashioned to look like a crescent moon and night sky. The wielder of the lunar locket may use it to shine a soft glow of light. Once per day, they may spend a resource point to have this count as natural moonlight until put away. Thri-kreen Flip Coin (Artifact 2)One of the first artifacts discovered in Thri-keen space, this item allows the user to jump good. Every raise the user of this item gets on a jumping/leaping test counts as three raises. Mind Reader Conch (Artifact 2)The mind reader conch started small religions of "the magic conch" because the people misunderstood what it is. When pointed at a person and held to the user's head, the user may make a Level + Charisma test against the target's Mental Defense. If your test succeeds, you can detect more specific thoughts. If you get a number of raises equal to the target's Willpower, you can get the answer to a single question - assuming the target knows the answer. If he doesn't, or is misinformed, you'll just get the wrong answer he has. Moby Morpher (Artifact 3)The moby morpher is considered dangerous due to its abilities. The wielder may turn into an animal as per the wild shape and improved wild shape feats. Monarch Wings (Artifact 1)This artifact opens the Mosaic Scale, and frees its contents. Monkey Staff (Artifact 2)Made of wood and bamboo, this staff is popular with those who desire to know more about Vanara. Wielding the staff grants the Vanara racial power. Every day that passes while wielded, it grants one Vanara racial feat. After all Vanara racial feats are obtained the wielder loses their racial feats and power, becoming a monkey until the staff is removed from their possession for a number of days as they wielded it. Monsoon Sandals (Artifact 1)A pair of sandals. They are made of wood and cloth, and allow the wearer's legs to grow. While wearing the sandals, the wearer may cross any body of water on foot, growing their legs arbitrarily long enough to cross safely. Moonstone Locust (Artifact 3)A piece of moonstone in the shape of a crescent, with a bronze locust forming the rest of the circle. This artifact shoots a horde of locusts to consume any and all plant life the user desires. It functions as a laspistol against dryads and other plant-like life forms. Mosaic Scale (Artifact 3)It is a rectangular box with a mosaic design of a scale on the lid. It can trap and hold a defeated entity inside, but those with phasing abilities may still project their intangible forms outside. N-R Neptune Helmet (Artifact 3)The Neptune helmet allows the user to summon a walking hurricane! The Neptune helmet is a full helm. The wearer may spend a hero point to summon an Elemental with water and air traits under their control. Taking the helmet off banishes the Elemental. Ninja Sash (Artifact 3)The ninja sash creates two duplicates of the wearer. Treat this as two images from the Mirror Image spell. This can only be used once per scene as a full action. Orb of Tornami (Artifact 3)The orb is a large blue ball of glass that creates a powerful torrent of water or ice. This deals 3k2 I damage with the momentum property, hitting everything within a 30 degree arc within 5m and a may dodge with a tn 15 athletics test. Those with water and ice abilities may change the damage type to R and the momentum property to the snare property (tn 15 to resist). Pearl of Libai (Artifact 1)A tiny pearl with gold wrapped around it, this makes the target babble poetry nonstop. Pointing the pearl at a target up to 3m away makes them babble poetry nonstop, and unable to participate in social combat or cast spells with the verbal keyword until the pearl is out of range. Reversing Mirror (Artifact 5)This is one of the most powerful artifacts. It does nothing on its own, but only when interacting with others. Treat it as a shield. It reverses the effects of any artifact when applicable. Otherwise, it reflects the standard effects of an artifact back at the user. If the wielder successfully resists the effects of a spell, the caster of that spell is instead hit and must themselves make the saving throw. Ring of Nine Dragons (Artifact 2)This is a small wooden and bronze ring that makes multiples of the user. When worn, the wearer may divide themselves into up to the number of dots in the user's highest characteristic in narrative time. Divide all characteristic and skill dots by the number of people, to a minimum of 0. Rio Reverso (Artifact 2)The Rio Reverso can revert an object back to its original form (lumber to tree, plant to seed, chicken to egg, egg to chicken, metal to ore).
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Post by Traskus on Aug 12, 2018 13:34:02 GMT -6
S Sapphire Dragon (Artifact 5)The Sapphire Dragon is not a toy; it is a "break glass in case of emergency" artifact. It is a small, sapphire statue of a dragon. When activated as a half action, it turns into a dragon under no one's control and violent towards all. If its dragon fire were to inflict critical damage, it instead turns the target into a sapphire statue. When it has five or more sapphire statues, the statues come to life under the sapphire dragon's control with +1 resilience. The dragon must be defeated to be made back into a statue and reverse the effects on its victims. Sapphire Dragon Fly (Artifact 5)A small sapphire dragonfly. It energizes its user. The dragonfly may be used (as a full action, if needed) to completely replenish five resource points per day. Serpent's Tail (Artifact 3)This is a hatchling dragon's tail, treated by a Celestial mage. When activated, the user becomes incorporeal as per the phasing trait. They may activate and deactivate this artifact as a full action. If the serpent's tail is active and the wielder does not deactivate it, they instead spend their full action moving a randomly determined horizontal direction (use a d12 if all else fails). If they let go, both they and the tail become corporeal immediately. Shadow of Fear (Artifact 2)Shadow of Fear is a bronze statue of a falcon, used to enter the dreams of the target. When used on a sleeping target, they are shown their worst fears. They must test against Fear 2, and if failed gain the night terrors hindrance until they pass. This can only be used on each target once. Shard of Lightning (Artifact 3)This is a glass ball surrounded by bronze and gold, allowing its user to run like lightning. The user increases their speed by 50% rounding up as long as they are making Run actions. Shen-Ga-Roo (Artifact 5)A small item, looking like a chicken walker. It grows massive, taking the profile of an at-st. It may only be activated and deactivated in narrative time. Shroud of Shadows (Artifact 3)It's a gray and black sheet that makes anything under it invisible when used. It can cover up to size 4 of people or objects, under the effects of the Invisibility spell with a TN to see them of 20. Silver Manta Ray (Artifact 5)A silver manta ray (of course), this item is small until called upon. It grows to be an air superiority jet (book 2) without weapons when used. It can only be activated and deactivated in narrative time. Sphere of Yun (Artifact 3)This looks like a lantern of some sort, but don't point it the wrong way. The sphere of yun creates an invisible prison that blocks all sound in a 3x3x3 m volume. To those interested, it has a resilience of 5 and 15 hp. The user has knowledge of all abilities of the prisoner/s while they are in the prison. Sun Chi Lantern (Artifact 3)The sun chi lantern is a lantern that absorbs chi. Anyone within 3m of the lantern except the wielder loses a single resource point per turn and counts their level and power stat as 1 lower until they exit the area of effect. Sweet Baby Among Us (Artifact 3)A golden baby, diaper and all. It grows massive when activated. It is usually just a small statue, but becomes a combat servitor with a flamer and web pistol (book 1) when activated as a full action. Sword of the Storm (Artifact 4)This sword was designed by wizards who wanted to control weather and look good doing it. It cannot be used as a weapon. When used to attack, it has the momentum property and the property activates even if the attack misses or deals no damage, having a TN 5 to resist. When used with the Eye of Dashi, it grants the wielder the Flying and Phasing traits and allows them to create thunderstorms in a 1km radius. They have no control over this storm and are in just as much danger as anyone else. T-Z Third Arm Sash (Artifact 2) The sash is a semi-sentient belt, useful for tea time. It functions as a third arm for the user, using their characteristics. Golems and other users with earth affinities may spend a resource point to give it one more dot of strength for the next round or test.
Tongue of Saiping (Artifact 1) This is a strange one, it looks like a harmonica with a tongue carving on it. It allows the user to communicate with animals, if crudely.
Tunnel Armadillo (Artifact 3) The tunnel armadillo is a small sculpture that grows into a burrowing vehicle. This vehicle has the profile of a basic ground vehicle with the subterranean diver down modification. It can only be turned on and off in narrative time.
Two-Ton Tunic (Artifact 4) This is a shapeshifting artifact. Mostly, it is a simple tunic made of cloth. However, when used it turns into a literal 2000 kg tunic that grants +14 ap to the body. It counts as wearing heavy armor and has a max dex of 0.
Wings of Tanabi (Artifact 2) The wings of Tanabi are a pair of folded wings and emit a rainbow when used. The user may fly their full speed, but may only use full actions to move until they decide to stop using them.
Woozy Shooter (Artifact 2) The shooter looks like a bronze trumpet; being hit by it turns the victim into a loony. It is a basic ranged weapon that hits all targets within 10m within a 30 degree arc, deals no damage, and instead places the target under the effects of a basic Stun spell with a TN 15 to resist.
Wushu Helmet (Artifact 5) A steel helmet mask, the helmet protects the user better than most helmets. It is a chain hood that reflects attacks that hit only the head back at the attacker (who may attempt to avoid). The wearer still takes damage normally.
Yang Yo-Yo (Artifact 1) A black and white yo-yo, it does nothing on its own. When paired with the Ying Yo-Yo, it creates a stable portal to the Umbra. Be warned, leaving the Umbra without both yo-yo in your possession inverts the user's alignment track.
Ying Yo-Yo (Artifact 1) A white and black yo-yo, it does nothing on its own. When paired with the Ying Yo-Yo, it creates a stable portal to the Umbra. Be warned, leaving the Umbra without both yo-yo in the user's possession inverts their alignment track.
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Post by Traskus on Aug 12, 2018 13:34:58 GMT -6
Part 1Petraloc Blade (Artifact 3) A child was the first to wield this blade after it earned its name, proving his lineage. This is an R hand weapon. The wielder may spend a resource point to grant it an E damage type and +1k1 damage for its next hit.
Invisible Blade (Artifact 5) The invisible blade brings its wielder promised victory. This power sword is almost completely invisible, inflicting a -1k0 penalty to parry or dodge on targets. The wielder may make this blade visible, negating said penalty and giving it E damage. The wielder of this item has their Status increased by 1 and gains the Sword Beam feat, with a range of 100m.
Stone of Bombast (Artifact 2) The hearthstone of Bombast was created by a mage with a fondness for blowing things up. Any weapon augmented with this stone deals X damage and has existing blast ratings increased by 1.
Monocle of Revalation (Artifact 2) The inventor of these monocles insists they did so to make finding their keys easier. You can guess what people do with them. The wearer of this monocle can selectively see through mundane non-lead solid objects. Part 2Ring of Dispel (Artifact 2)This ring is simple, merely silver with an inscription saying "begone." It allows the wearer to cast Dispel as a spell-like ability, using Level + Willpower to cast. Skulltaker (Artifact 4)This is an ancient sword that thirsts for blood like none other. A child once took this weapon into her heart and was changed forever. This is a bloodstone daiklave that automatically hits the head. Moreover, if this weapon is ever readied, it must take a sapient life before being put away or discarded. It simply won't leave its wielder's hands before then, and they won't be able to use them for anything else. Part 3Psychic Hood (Artifact 3) Psychic hoods are a favorite among Aasimar magic users, allowing them to protect their nearby allies from harm. The wearer of the psychic hood must be a spellcaster, and may perform one saving throw for an ally within 10m against magic and spell-like abilities per turn.
White-Hilt Blade (Artifact 3) This knife has the ability to shroud its wielder in shadows. The wielder of this knife may spend a resource point to cast the spell Invisibility as a spell-like ability, using the wielder's level in place of a spell school to cast.
Tuning Sword (Artifact 5) At first glance, this is just a sword. It is not just a sword. It is a power sword that uses the vibrations it creates when clashing to cause explosions. If this weapon's power field property destroys another weapon, that weapon explodes using its base damage profile, but with blast (1) and X damage.
Sword of Sealing (Artifact 3) Exalts are of mixed opinion on this one. This has the profile of an R hand weapon. If the wielder spends a resource point while holding this weapon, their Exaltation is suppressed, becoming effectively mortal until they let go or put it away. This only works as long as the user is holding this weapon.
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Post by Traskus on Aug 12, 2018 13:40:24 GMT -6
Jackolyte (Artifact 2) Named for a man who beat death itself, jackolytes are excellent at warding off the supernatural. The most common way to use one is as a torch. The wielder of a jackolyte treats fear ratings as 1 lower when rolling against fear, and is immune to fear 1.
Dullahans have special uses for jackolytes. A dullahan whose head is destroyed or lost may equip this item as a reaction and does not die from losing their head, but this item is destroyed at 2 critical damage. It still functions as above despite now being the dullahan's head.
Necronomicon (Artifact 2) These books are common among necromancers and the like, using them to augment their power. Each one has a password only its owner knows that must be recited before opening. A necronomicon grants its bearer +1k0 to Necromancy spells, Arcana rolls, and Forbidden Lore rolls.
Vampire Teeth (Artifact 3) As the name indicates, these teeth were ripped out of vampires' mouths and placed into new dentures for richer vampires and rich non-vampires. These give the wearer a bite natural weapon (1k1 R, brawling). When the user inflicts at least 2 wounds/hp of damage on a target with these teeth, the user regains 1 resource point to a maximum of 1 per turn.
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Post by GuardianTempest on Aug 14, 2018 4:06:32 GMT -6
20th Century Aegis (Artifact 5)Created by the Syrne as an attempt at absolute defense, they were wiped out before it was perfected. Despite its flaws it remains one of the most powerful forms of protection in the Great Wheel. It is worn on the back and, when activated, extends a bunch of straps and hollow armor pieces that make the user practically invincible. When this Artifact is activated as a Full Action or a Reaction, you become immune to damage, fatigue, conditions, warp phenomena, or any other external effects including time itself. However, you are immobilized and prone in this state, unable to take any actions at all (including Free Actions and Reactions) except to deactivate the power as a Full Action. Deactivating the effect can only be done after at least one round has passed since its activation, after which any ongoing conditions you have resume as normal. This power can be sustained indefinitely, though you gain 2d10 Insanity points for each week spent frozen in place. Bow of Ozric (Artifact 3)Said to be wielded by formidable guardians of a well that bestows immense power. It is a Bow with Tearing that can conjure an unlimited amount of solid arrows when being used. This weapon has a Rate of Fire equal to twice your Dexterity. Cream Starter (Artifact 2)Named after mistranslated Draconic slang, it is a spray-like fleshcrafting device primarily used for first aid. It works by absorbing biomass from the user and converts it into an all-purpose goop that is sprayed out of the nozzle. As a Full Action that provokes, you may heal an adjacent character's wounds with your own flesh, immediately stopping Blood Loss and restoring up to 10 Hit Points at your discretion. For every Hit Point you choose to restore, deal an impact-based wound to your Gizzards. Additionally, the artifact can shoot out a scalding stream of liquid flesh as an emergency attack. You can make a single-shot ranged attack that deals 2k2 E damage with the Nonlethal property. The attack has no Penetration and can only hit targets within Point Blank Range. Attacking this way deals a wound to your Gizzards. Inorganic beings like robots cannot use this artifact and cannot be affected by its healing properties. Artifact Ammunition: Feedback RoundsDeveloped to kill mages, these bullets cause the target's residual energy to go out of control, making the body rip itself apart. The weapon's attacks deal Rending damage and cause additional wounds if the target spent resource points or cast spells since the start of their last turn, equal to the total amount of resource points spent and the level of spells cast (to a maximum of 5). Example: If you shot someone who spent 2 resource points for a Healing Surge and cast Magic Missile on their last turn, the attack deals three wounds in addition to the weapon's normal damage roll.
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Post by GuardianTempest on Aug 14, 2018 18:32:08 GMT -6
Castlevania ItemsWeaponsAstral Dagger (Artifact 2) It's made out of Midnight Sunstone, a material from the now-fallen Zetaboards forum.A mysterious dagger from another dimension, its blade is pitch-black with tiny dots twinkling like the night sky. Some say that it is forged from the void of the Astral Sea itself. This Knife contains so much energy it has the Festering special quality. As a Thrown weapon it deals E damage and has Blast (1). Badelaire (Artifact 2)A worn-out blade that gradually returns to its former strength in proportion to the time spent with its wielder. It is a Poor quality Fencing Sword that deals 1k1 R with an additional +1 damage for every session its current wielder has participated in (to a maximum of +50). At +10 the weapon becomes Common quality, and at +25 it becomes Good quality with the normal damage profile of a Fencing Sword. Once it reaches +50, the weapon becomes Best quality and its damage roll is 4k4 (for a grand total of 4k4+52 R). The owner's player must be present from the start of the session to its end, with the weapon still in the same character's inventory, to contribute towards the bonus. The bonus is counted separately for each character and adjusts accordingly if the weapon would change ownership. Red Rust (Artifact 2)Just because this is technically an artifact doesn't mean you should seek it out. This cursed, rusty blade is a Poor quality Hand Weapon that deals rending damage. If the wielder has more 1's and 2's than their level on the attack roll, the weapon's curse causes them to freeze mid-swing and the attack instantly fails. This weapon can be easily destroyed unlike most other artifacts, treating all weapons it parries or is parried by as if they have the Power Field special quality. Whoever destroys this artifact will soon discover it has completely reformed in their hands the next time they fight. Fist of Tulkas (Artifact 3)A dragon-shaped gauntlet that's been blessed by Tulkas the Valar. It is a Caestus that allows you to shoot a blue fireball (deals 3k2 E damage) with an All-Out Attack action. This ranged attack uses Brawl instead of Ballistics and can hit targets up to 10m away. If you have the Furious Assault feat, you can perform a second ranged attack if the first one deals wounds. If you have the Sword Beam feat, the ranged attack deals +1k1 damage and adds +15m to its range. You still suffer the normal penalties of performing an All-Out Attack action. Milican's Sword (Artifact 3)A rending Hand Weapon with a powerful enchantment that can petrify enemies on contact. Targets dealt wounds by this weapon roll a d10 and become petrified if the result is 1 or 2. Those turned to stone have their resilience doubled but are completely unaware of their surroundings and cannot take any actions other than two consecutive Full Actions to break free from the enchantment. Creatures that can normally turn into stone and back (e.g. Strigoi) can simply return to normal as they please. Were Bane (Artifact 3)A Fencing Sword wielded when fighting werewolves and their ilk. This weapon deals +1k0 damage against were-creatures and halves their Resilience when calculating the amount of wounds dealt. If the were-creature is in any of its alternate forms, the weapon deals an additional +1k1 damage and gains +6 Penetration. Mourneblade (Artifact 4)A soul-eating daemonic sword that feasts on the vitality of slain foes. It is a Daiklave with the Daemonic (Khorne) property. Attacks with this weapon restore one Hit Point if it deals wounds. If the attack is a killing blow, it instead restores Hit Points equal to the target's level plus one. This effect does not heal Critical Damage and does not apply to targets without souls (e.g. almost all non-Exalted robots, most lower-class undead, Modrons, etc). Legion's Daybreak (Artifact 5)The Dawn Legion was a scourge that tried to take over an entire Crystal Sphere shortly after the Dawn Machine's creation. Thankfully they were completely annihilated before they could accomplish it...or were they? Their leader's Daiklave was all that remained, which has the Daemonic ( The Dawn Machine) property. Once per scene, the wielder may summon the legion's ghostly remnants with a TN 20 Focus Power test as a Full Action, using Level+Willpower to cast. Success creates a full minion squad plus another for each raise on the test, they last until the end of the scene. They have a Threat Rating of 5 with a Damage Rating of 3R (Swords and Halberds) and Ranged 2R (Arrows). These skeletal warrior spirits are completely obedient as long as the amount summoned does not exceed six times their summoner's level. Otherwise, they will act on their own and not disappear at the end of the scene. If casting this spell would cause Psychic Phenomena, the result is always Warp Mind if the wielder's alignment is the Dawn Machine and The Furies if it isn't. Valmanway (Artifact 5)A notorious weapon that is sought-after by treasure hunters, weapon collectors and wandering swordsmen. This is a Phase Sword that creates a vortex to eviscerate foes with countless wind blades. Whenever you take an action with the Movement subtype, you can perform a melee Standard Attack with this weapon as a Free Action. This attack can be used against targets within range at any point during your movement. Inside a vacuum, this weapon has no Penetration and you cannot use its unique feature because its power relies on the presence of air. EquipmentFaerie Scroll (Artifact 1)A gift from the Fair Folk, this is actually a small tome filled with empty pages. As long as you have this in your possession, the first time you deal wounds to someone you learn their name. Do note that "name" doesn't always mean the target's actual name. You might instead get a nickname (Chinyan, Bloodedge, Gudako), an alias (Skitter, Caped Baldy, Baofu), a title (Right Hand Man, King of Knights, Nine the Phantom), or even just an identifier of what they are (Ork Wizard, SAURUS Operative, mall janitor). Leap Stone (Artifact 2)A necklace with a blue jewel, inscribed in it is a winged sandal. You can jump mid-air, even in the middle of another jump, but you can only do it once before you need to land. Enchanted Circlets (Artifact 3)A magical circlet that confers defensive bonuses to situational damage. Enemy attacks that have certain special qualities heal Hit Points instead of dealing wounds but only if they would take effect. This also prevents the secondary effects of the attack from taking place like being set on fire or getting stunned. Do note that anyone can attach gemstones to a circlet but it takes very specific rituals and resources to recreate the enchantments. - Gold: Sanctified
- Coral: Orgone Array
- Cat-Eye (Chrysoberyl): All weapon properties on this list as long as it's Feline in origin (from unarmed attacks by Rakastas to weapons made of dead cats). If a special quality would take effect then the attack heals thrice as many HP as the amount of wounds prevented.
- Beryl: Shocking
- Opal: Immobilizing or Sapping
- Topaz: Toxic
- Ruby: Incendiary or Fire
Fury Plate (Artifact 4)This Carapace chest armor is red like burning hate. At the beginning of your turn, increase your Resilience by half the number of wounds dealt to you since the end of your last turn. This effect lasts until the start of your next turn. If you're under Frenzy (as per the feat) then the increase to your Resilience is equal to the amount of wounds received. This effect only counts wounds intentionally dealt by enemies. Gravity Boots (Artifact 4)This pair of red "boots" (that look more like high-top sneakers) has a small pair of wings on each one, allowing the wearer to jump really high by manipulating their weight. When jumping, the wearer may multiply the vertical distance traveled by 10 or 20, decided before rolling.
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Post by Lestat on Aug 16, 2018 16:29:58 GMT -6
Translocator (Artifact 5)The Translocator is a handheld teleportation, and movement device. The core components are a small 10cm disc, and the Translocator itself, which is roughly the size of a large pistol, and primarily features a set of rails the disc may slot into. You must hold the Translocator in one hand to use any of its features. Once per turn, as a half action you may launch the disc from the Translocator up to 60m in an arc. As a reaction you may either teleport to the disc, or return the disc to the Translocator, either of which teleports the disc into the rails once more. If you teleport as a reaction to an attack you may make a dodge test using Tech-Use in place of Acrobatics. If the disc takes any amount of damage it is broken until you return the disc to the Translocator as a reaction. If you attempt to teleport to the disc while it is broken you instead take 1 critical damage to the gizzards as impact damage, returning the disc to the Translocator. The Translocator has no maximum range it can teleport, but it can't teleport through Crystal Spheres, or ship's shields.
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Post by Marr965 on Aug 17, 2018 18:08:41 GMT -6
WeaponsThor [Melee; Ordinary; 4k3 I; Pen 2] [Artifact 3] Thor, rather unimaginatively named after a long-"deceased" god, is a hammer which hits with force far exceeding what might reasonably be expected of it. When used to make a melee attack which connects, the user is also considered to have made a Bull Rush attack against their target.
Cronos [Melee; Ordinary; 2k4 R; Pen 5] [Artifact 4] Cronos is an axe, made by a master Syrne craftsman to be used in the War in Heaven, intended to grant its user incredible resilience, which it certainly does. However, it also brings down incredibly bad luck upon its user. Cronos' wielder gets +10 Hit Points. However, the wielder is considered to be under the effects of an Unluck spell cast with zero raises at all times.
Hades [Melee; Ordinary; 5k2 R; Pen 4; Toxic] [Artifact 4] Hades is another weapon made by a master Syrne craftsman for use in the War in Heaven. This one, however, is a daiklave intended for use as an assassination tool. It drips with a toxin that even affects the strange material that Modrons are made of, and grants an inherent kowledge of locks, both electronic and physical. However, it saps the user's lifeforce to do so. The user gets two free raises on Tech-Use and Larceny rolls to manipulate locks, but loses 1d5 wounds per scene, as though dealt by an E weapon to the Gizzards.
Poseidon [Melee; Cavalry; 3k3 R; Pen 4; Two Hands, Reach] [Artifact 4] Poseidon was made by a master craftsman at the order of a Sahaugin dynasty, as a weapon fit for a royal champion. It certainly fits the bill, although its use outside of duels is a little dubious. The wielder of Poseidon gets an extra dot of Strength and Constitution and a free raise on all their attack rolls, including those made with a weapon other than Poseidon. However, all attacks aimed at the wielder ALSO get a free raise on the attack roll, and the wielder loses 2 Speed.
Ulysses [Primitive; Basic; 3k3 R; Pen 3; S/2; 30 m; Clip Special; Special, Reliable] [Artifact 4] Ulysses is a strange-looking bow with an even stranger property - whenever it is drawn, it coallesces whatever moisture is present in the surrounding air in order to form a magically-charged arrow of ice. As a result, Ulysses does not need reloading between shots (effectively having an infinite clip size), and shots loosed from Ulysses can be either magical or mundane, depending upon whether the Armour or Aura of the struck location is lower.
Mash [Melee; Two Handed; 3k3 I; Pen 4; Unbalanced] [Artifact 5] Mash is a club. It's a very big club. In fact, it's a positively enormous club. However, it somehow allows its users, even those that shouldn't be able to lift it even when straining every muscle in their bodies, to swing it around effectively with one hand. This is not without its downsides, however, and Mash drains their intellect, personality and speed to fuel this transformation into a muscle-bound madman. The wielder of Mash gets an extra four (!) dots in Strength. However, they lose 2 dots in Charisma, Fellowship, Composure, Intellect and Wisdom while wielding Mash, in addition to 7 speed.
Old Nick [Melee; Parrying; 2k2 R; Pen 1; Balanced; Toxic] [Artifact 4] Old Nick was made by a cruel ruler who delighted in torturing the Eldarin-kin under his rule, as a means of both spiriting them away from their abodes and of torturing them at his leisure. It grants a free raise on all Larceny and Tech-Use tests made to manipulate locks, and deals double damage against Eldarin, Dark Eldarin and Elves.
Ania Selving [Primitive; Basic; 3k2 R; Pen 4; S/-; 100 m; Clip 1; 2 Full; Accurate, Precise, Reliable] [Artifact 4] Named after the daughter of its creator, a master bowyer, and produced for her hand, Ania Selving the crossbow is a low-tech sniper's weapon. It shoots dead straight, and its bolts seem to seek gaps in armour almost as though they were alive. The wielder of Ania Selving gets two free raises on all Ballistics tests made using it and also has a Crossbows speciality in Ballistics while using it.
Firebrand [Ordinary; Melee; 4k3 E; Pen 2; Incendiary] [Artifact 4] A sword with something of a mind of its own, it only allows itself to be wielded by those it deems "worthy", burning all others to death. When used in battle by a worthy user, however, it blazes with a searing fire.
Gallateen [Ordinary; Melee; 4k3 R; Pen 4; Wielder gains +2 AP over the whole body which stacks with other sources of armour, wielder gains a free raise on Focus Power tests to cast spells] [Artifact 3] A sword which reinforces its wielder's defenses. This aura of hardening it provides also aids the wielder when casting. ArmourYoruba [Extreme; AP 11; Max Dex 3; Arms, Body, Legs] [Artifact 5] Yoruba is a set of full plate apparently made from silver with traceries of gold. However, it certainly can't be made of those materials, otherwise it would be utterly unusable in combat, which is far from the case. While worn, it grants immunity to disease, pinning, stunning and the Incendiary, Snare and Toxic qualities. However, donning it will not heal any diseases contracted before it was put on.
Hareck's Leathers [Light; AP 7; Max Dex 5; Arms, Body, Legs] [Artifact 5] Named after their supposedly piratical original owner, Hareck's Leathers are remarkably useful for those who are of a nautical bent in a... less-than-law-abiding manner. The wearer of Hareck's Leathers gets a free raise on all Tech-Use tests to manipulate locks and all Larceny tests and can breathe water as though it were air, or possibly vice-versa. It also grants a +1 static bonus to all tests. However, a flaw in its wards means that all magic aimed at the user gets a +1k0 bonus on the Focus Power test, regardless of whether it is helpful or harmful. HearthstonesGem of Clear Eyes (Artifact 1) This hearthstone is almost clear; only being clouded with a hint of darkness prevents it being completely transparent. The same effect applies to objects blocking line of sight to the bearer's targets: they appear to be made of crystal with wisps of darkness inside it, allowing the bearer to almost look through an object if it impinges upon their view. The bearer ignores up to 5 points of Static Defense granted by concealment.
The Craftsman's Friend (Artifact 1) This hearthstone is a round brown stone with tones of white and yellow. It has peculiarly angular indents, as though it had somehow been engraved, but the indents are so smooth and regular that that's impossible. It grants knowledge and understanding of any material the bearer holds, including the best way to cut or shape it, and an aesthetic sense which goes beyond the normal, allowing construction of objects universally held to be in some way attractive. This translates to +2k0 on all Crafts tests made by the bearer.
Last Leaf [Artifact 2] A green gem which seems to hold images of falling leaves inside it. It protects the user against venomous assaults and attacks on his lifeforce. The user is immune to the Toxic quality, and while he has Hit Points remaining cannot take Critical Damage. Other GearSky Wing [Artifact 5] Although it looks much like a Jump Pack with added elaborate widgets and gewgaws tacked on, a Sky Wing is an altogether more advanced piece of equipment. Its twin thrust engines permit rapid transit over uneven terrain, and its six orientation thusters permit an unparalleled freedom of movement. A Sky Wing is worn on the back, preventing users wearing any other object there (although not preventing the use of armour). However, it grants Flyer (5) and, while airborne, the user gains +5 to their Static Defense against ranged attacks (including spells with the Ranged Touch keyword). It also grants the normal bonuses that a Jump Pack grants.
Nightshade Amulet [Artifact 4] Nightshade Aumlets are skull-shaped amulets empowered by a ritual which imbues them with anti-sun properties. They change the time interval for damage on the Sunlight Weakness power to once per hour instead of once per round. However, almost all organisations which revere Pelor in any capacity view them as an abomination.
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Post by Traskus on Aug 31, 2018 18:48:26 GMT -6
Methodia's artifacts, with my edits.
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