|
Post by konate on Sept 3, 2018 11:14:11 GMT -6
Yggdrasil Sapling (Artifact 4)
The primary export of Yggdrasil is the sap from the tree of life itself, which is used for most current biomedical research. However, it is a highly controlled substance and is illegal to possess without the proper permit. Even more illegal is to own a cutting of the tree itself. This new tree, usually shaped and trimmed to be hidden as a bonsai tree, produces one use of Sap per week.
Sap has a shelf life of 28 days, after which it becomes useless. Using Sap immediately restores 2d10 hit points and heals 1 critical damage. If you roll to heal more than 13 hit points from a use of Sap, immediately make a TN 20 Constitution save, dealing 4k2 E damage to yourself (to the gizzards) and everyone within 1d5 meters (to the body) on a failure from the coalescence of energy. Increase the TN by 5 for every consecutive use within the same day.
If, however, the one using/taking/injecting Sap has the Undead trait, uses Soulsteel or Necrodermis cybernetics, or is of C'tan origin, they do not heal anything, and automatically trigger the damage effects as though failing the constitution save.
Sap can be taken orally with food, or injected using an injector rig or similar mechanisms. Some agencies have even taken to weaponizing Sap.
|
|
|
Post by ScrapyardDragon on Sept 25, 2018 11:13:47 GMT -6
Magical key (Artifact 2)A bizzare item, resembling an oversized version of the typical keys used in windup toys. They're considered to be valuable boons by disaster preppers due to their ability to somehow power nearly anything for just the occasional bit of physical action. When inserted into an object and wound, the object will remain powered until removed or until the end of the scene. Pandora's chest of many things (Artifact 5)
Anyone who opens this chest must roll a d10. on a 1 or 2 they receive a rating 1 artifact, on 3 or 4 a rating 2 artifact, rating 3 on a 5 or 6, rating 4 on 7 or 8, and rating 5 on a 9. If a 10 is rolled Dragon Slave is immediately cast, centered on the chest. Dragon slave is also cast instead of the usual benefits if a number has been rolled before (rolling 1 and then 2 is safe, but rolling 1 twice is not), and then a second time if the number rolled was 10. If a number is rolled 3 times then everyone within 10 meters of the box simply takes 100 magical X damage to the gizzards in wounds that cannot be avoided or reduced in any way. If a new chest would be produced from a roll of 9, then the new one does not count the rolls on the first chest. Artifacts the chest gives out are the sort that are reusable. Ammo, explosives, and magical potions are far too short lived items to cause chaos for years to come, and the chest isn't the sort to restock such supplies.
|
|
|
Post by GuardianTempest on Sept 28, 2018 20:36:34 GMT -6
Decoy Crown (Artifact 2)For worried monarchs protecting their successors from unwanted suitors. This crown can memorize a target's visage after a 15-minute ritual, after which whoever dons it gains the memorized appearance. If the wearer dies, the spell breaks and the wearer's true appearance is revealed. As seamless as the disguise is, there are multiple flaws to the artifact. For one, it only works on sentient creatures. Another is that the crown cannot hide someone's Exaltation and will give away the telltale signs of someone's true nature (e.g. robotic skin, bestial features, etc.) upon close inspection. The last flaw of this artifact is the artifact itself remaining the same. Someone who is knowledgeable in artifacts can realize the deception early. Crown of Illusions (Artifact 3)Putting on this crown projects an illusion that makes the wearer look more of a threat than she really is. Gain +1k1 to Intimidation tests and -2k1 to other social rolls towards those that can be scared by your illusory facade. Whenever you make a Charge or All-Out Attack, the target must test against Fear 1. However, those that have already seen your true self are immune to the crown's effects. Crown of the Sunken King (Artifact 5)The crown of a king whose kingdom is underground, built around a comatose dragon. Gain +1k1 to non-spellcasting rolls that use Intelligence, Strength, Dexterity or Constitution. Crown of the Old Iron King (Artifact 5)The crown of a king that sank into the scorching earth, along with most of his kingdom, from the weight of his indulgence. Abilities that can only be used once per scene gain additional uses equal to your Level. Crown of the Ivory King (Artifact 5)The crown of a king that erected his castle around a breach to the Warp, ready to fight it as his kingdom's first line of defense. You have Regeneration 1 when engaged in melee against unnatural and/or monsterous threats like daemons, Modrons, ghosts, dragons, corrupted mutants and mind flayers.
|
|
|
Post by sandova on Oct 21, 2018 13:36:21 GMT -6
Grim Lantern[Artefact 2]: An unholy object made of soulstones and necrodermis, this dreadful object thirsts for the souls of the living. Whenever a non-exalt non-minon person dies within 10 meters of the holder of the lantern they capture it, and can spend it as if it were resource, but only for general purpose. Souls cannot be used to activate exalt-exclusive abilities, and normal limits on spending resource apply. The lantern holds a maximum number of souls equal to twice you willpower. Using the bonus consumes the soul, freeing space for new souls.
|
|
|
Post by ScrapyardDragon on Nov 6, 2018 10:32:38 GMT -6
Some stuff by the MIA user "Fresh Lobster" from the old forum. Wonders:(Artifact 5) Reflexive NanitesMillions of microscopic, mechanical beings working in tandem to increase the functionality of a persons body. This technology seems relatively new, but their Orichalcum construction betrays that. Whoever developed them made them adjust to the body they are implanted in, regardless of race. With these Nanites active, you react to things much fast than the average individual. Gain +3k0 to dodge and parry tests, and an Acrobatics specialization in dodging. (Artifact 2) Mechanical HomunculusThis creature lacks a will of its own, but follows simple commands with ease. It can operate on its own after given an order, such as spying on someone or stealing small objects. It has a hollow compartment for storing anything it can pick up (1 cubic meter). It can find its way back to its owner, no matter the distance. Though it may take it some time to find its way back, depending on how far away it was operating. All commands require a TN 15 Tech-use test, and can be imputed remotely via a control bracelet. Treat it as a Size 1 creature, It has 2 dots in all mental and physical characteristics and, when given a command, has 2 dots in all relevant mental and physical noncombat skills. It cannot be used for social tasks. (Artifact 2) Acererak's Insightful SkullPlaced around the Crystal spheres for his followers to seek out, these Servoskulls contain great knowledge of the crystal spheres, and function as invaluable assets for those smart enough to solve their riddles. Make a TN 15 Intelligence test, if you succeed you get +3k0 to all lore tests for the rest of the scene, but also suffer -3ko to stealth tests, as the skull constantly spouting knowledge at you draws attention. (Artifact 3) SkepticalsThese glasses have a sleek frame, and semi-colored blue lenses. They grant you insight into whatever you see. While wearing them, gain +3k0 to all scrutiny tests and +1ko to perception tests, but also get a check on all tests against fear. Whenever you would gain Insanity points while wearing these glasses, gain an additional 1. Hearthstones:(Artifact 3) Stone of quickeningA translucent gemstone, which channels the users momentum into himself after swinging. After a successful attack, once per scene add Half the damage dealt (Rounded down) to your speed until the end of the scene. If you move more than your base speed (Before this bonus) in a round, make a constitution test TN 15 or take 1 fatigue. (Artifact 2-4) Artificial HearthstoneThis stone is etched with magic runes, and when placed in an artifact made from a magic material, allow the wielder to change the artifact's material to another material (determined when the hearthstone is created) by spending a hero point. This effect lasts until the end of the scene. The Artificial Hearthstone gains another material it can change an equipped artifact to for each dot above 2. Weapons:(Artifact 4) Mystic rang'sEnchanted mithril, forged in the shape of a boomerang. The odd properties of the "Weapon" Make it return to the person who throws it, uninhibited by terrain or objects. You can also attempt to grab objects from a distance, as long as it has a clear return path (attached objects can't pass through material with the Boomerang). The boomerang has strength 2 for the purpose of carrying objects. Weapon profile: 2k2 (Throwing, returning) Range-10*S
|
|
|
Post by ScrapyardDragon on Nov 6, 2018 10:56:31 GMT -6
A few more Heathstones by Methodia that weren't moved yet, with a few edits (mostly for simplicity)
Limit Removal Gem (Artifact 4) Hearthstones that come in various shapes and color, that increase the potential of the wearer in one specific area. Each gem allows the wearer to raise a certain attribute to 6 dots, if the wearer already may do as such it allows them to increase it one dot further. Only one type of Limit Removal Gem can be worn at one time. If a Limit Removal Gem is unequipped after the new attribute dot is purchased, the dot is removed and the EXP refunded.
Daemonic Bloodstone (Artifact 4) A blood red diamond that crackles with daemonic energy. The wearer may sacrifice 2 HP and spend a Full Action to give themselves the vigor of a demon. They gain the Daemonic trait for the rest of the scene. While the bloodstone is active, the User's sclera turn black and their body crackles occasionally with warp energies, and the user takes -5 to Alignment tests while the bloodstone is active.
|
|
|
Post by ScrapyardDragon on Nov 6, 2018 15:37:44 GMT -6
And lastly a few of weredrago2's artifacts, reposted from the old forum with permission of course. Wonders:Infinity Headband (Artifact 3)A simple black headband with the symbol for infinity embroidered on the front. The wearer of this headband will have infinite ammunition with whatever weapon they use. They must still reload, and the action of reloading will replenish their weapon's ammo. The ammunition magically gained from this headband cannot be taken out for later use. Taking off the headband will leave you with as much ammo you had before using the weapon. Hearthstones:Summoning Materia (Artifact 1-3)Summoning Materia are Hearthstones that heroes can use to call upon powerful creatures to aid them in combat. Summoned creatures are controlled allies made using the Monster Creation rules, the monster's level being equal to the Artifact's dot rating. Activating the Hearthstone is a full action and costs resource points equal to the Artifact's dot rating. Dismissing a summon is a free action. After a summoned creature is dismissed or slain, the Hearthstone cannot be used again for a scene. The monster's base stats are fixed, and cannot be changed.
|
|
|
Post by Amanojyaku on Nov 16, 2018 22:06:08 GMT -6
Courtesy of stellatedHexahedron on the old board. Masks of Power (Artifact 1-5)While all Killiks wore cosmetic masks made of inert metals, those with high status were granted Masks of Power, rare and powerful Artifacts. They come in two varieties, Great and Noble. If the Killiks and other former denizens of Qolaraloq are to be believed, there also existed unique Legendary Masks which granted the bearer immense power over fundamental qualities like Time or Life, but it is not known whether they survived Qolaraloq's biblical confrontation with the Makatakam. All masks grant 2 Armor to the head. However, they are quite obvious and usually brightly colored, can't be worn with a helmet, and can be knocked off or seized by a successful grappler. - Great Mask of Power: During the reign of Qolaraloq, Great masks were worn by Killik Paragons. They grant the wearer the ability to cast a single specific spell using Level+Characteristic instead of School+Characteristic. The Artifact Rating of the Mask is equal to the level of the spell it grants. Attempting to use a Great Mask more than one level higher than your own automatically causes Psychic Phenomena.
- Noble Mask of Power: These masks were traditionally worn by Killik elders. They duplicate the effect of a Hearthstone or other artifact such as an Aetheroscope or Perfected Boots, and have the same Artifact Rating as the Artifact they imitate.
|
|
|
Post by ScrapyardDragon on Nov 27, 2018 19:43:38 GMT -6
Duskfang & Dawnfang (Artifact 3)Despite the two names, Duskfang and Dawnfang are simply two states of the same weapon. Most of the ones scattered across the wheel are shallow imitations, emulating the elemental powers but lacking the vicious hunger of the original. The sword has the weapon profile of a hand weapon (R). During the day, it takes the form of Dawnfang, gaining the Incendiary property. During the night, it takes the form of Duskfang, gaining the Snare property. Duskfang & Dawnfang Superior (artifact 5)The orginal sword, once lost to the abyss. Unlike its inferior copies which stole its name, the true sword is driven by a dark hunger for the blood of the living, and steals the vitality of its wielder's foes. The sword has the weapon profile of a hand weapon (R). During the day, it takes the form of Dawnfang Superior, gaining the Incendiary property, and once per round, when you successfully inflict wounds with this weapon, you heal one hit point. During the night, it takes the form of Duskfang Superior, gaining the Snare property, and once per round, when you successfully inflict wounds with this weapon, you regain one resource point. quick changelog: 8/23/2022 - simplified the form switching to just alternating between snare (freezing) and incendiary. the absorption effect was also reworked to be active by default, but follows the restrictions of bloodstone where not only do you have to deal wounds with it, but you can only ever get one point per round. In addition, it restores resource at night instead of healing fatigue, I felt that was closer to the source material stealing magicka. You may of course notice there are two profiles now; an art 3 version thats just elemental swapping and the art 5 version with the drain effect.
|
|
|
Post by ScrapyardDragon on Dec 4, 2018 13:41:09 GMT -6
Sinner's six-shot (artifact 4) An accursed handgun, The Sinner's six-shot is a revolver with a base damage of 1k1. While its killing power may be weak, the user gains a numbered of extra rolled dice to all tests during their next turn equal to the amount of wounds the weapon deals.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 9, 2019 10:04:41 GMT -6
HaemoSeek Repeater gun (Artifact 3)
This curious Autogun has a small air filter which is cold to the touch where the magazine should be and a button below it which lets it pop a small syringe from under the barrel. This pistol fires ice shards and reloads by absorbing the ambient moisture and instantly freezing it. If the user sticks the syringe in his head, ensuring contact with the brain or any equivalent, it will drain blood and brain cells, coating the ice shard with them and somehow granting them the ability to seek on whoever the user is focusing on. When you make an attack with this weapon, you can choose to take a number of wounds up to your level as a Ready action. If you do, you gain +Xk0 to that attack's damage, where X is the number of wounds you took, and grant the attack the Seeking property.
|
|
|
Post by Traskus on Feb 21, 2019 23:31:16 GMT -6
The Infinity RelicsFist of Suns (Artifact 5)This gauntlet is made of orichalcum, has the balanced property, and has six hearthstone slots. Its creator made it by taking plasma samples from six different star cores to heat the orichalcum; only then could it wield the power it was meant to. It can change its size and general shape as necessary to accommodate the wearer’s changing form. This item may be used as a Driver. If so, they may forego gaining armor from their exaltation and gain a suit of orichalcum storm carapace armor should they so choose upon obtaining this item. You automatically select orichalcum as the material for Ultimate Mode. Diamond's Blade (Artifact 5)This black carbonadium blade was forged in the heart of a neutron star, wielded by a king in ages past. It refracts light according to the colors of hearthstones embedded. This grand daiklave has seven hearthstone slots. This blade may be used as a driver. If so, they may forego the armor granted by the exaltation to instead gain a set of darksteel plate armor and plate helm. You automatically select darksteel as the material for Ultimate Mode.
|
|
|
Post by Traskus on Feb 21, 2019 23:33:16 GMT -6
Infinity HearthstonesBatch 1Red Gem (Artifact 4)A peculiar ruby found on a moon embedded in a hair bauble, of all things. It glows with an inner light and incredible power. You treat your level as 1 higher for purposes of calculating resilience, attack rolls to a maximum of 6. You treat your power stat as 1 higher for purposes effects of exalt abilities (such as maximum resource, spending resource, lycan resilience, and the like), to a maximum of 6. Gain a raise to all Strength-based rolls. Blue Gem (Artifact 4)This sapphire was in plain sight for years, hiding in a superhero's tiara. You gain minor telepathic and telekinetic powers, able to send thoughts at will to chosen targets within 5m and able to telekinetically manipulate objects with a "strength" and "dexterity" of 3. Gain a raise to Intelligence-based rolls. If placed in an infinity relic with five or more other infinity hearthstones, you may cast spell combos only needing to meet the highest TN of the constituent spells and using any spell school + characteristic combination the constituent spells contain. Yellow Gem (Artifact 4)Tourmalines have strange properties on their own, but this one is truly special. It can make reality whatever you want. Gain a raise to Wisdom-based rolls. When casting spells, you may ignore the language-dependent and verbal keywords. If placed in an infinity relic with five or more other infinity hearthstones, you may spend a resource point to halt any psychic phenomenon or perils of the warp. Green Gem (Artifact 4)Someone fashioned this emerald into a small oval long ago. It feels alive with passion yet trepidation. This gem functions as a gem of aura detection (core rulebook 1). Gain a raise to Charisma-based rolls. If placed in an infinity relic with five or more other infinity hearthstones, you gain the benefits of the divine grace feat. Orange Gem (Artifact 4)This sardonyx is the color of fire, mostly orange. It causes a time dilation when not attended to. The user gains the benefits of the danger sense and luck feats. Gain a raise to Constitution-based rolls. If placed in an infinity relic with five or more other infinity hearthstones, you may cast the slow spell as a spell-like ability, using level + intelligence to cast. Purple Gem (Artifact 4)Once found in a broach of a ribbon, this iolite had to be placed in a magic cube to prevent its random movement. Gain a raise to Dexterity-based rolls. You may teleport a la the Blink spell, automatically passing the focus power test and cannot be dispelled. If placed in an infinity relic with five or more other infinity hearthstones, you may teleport as the Gate or Teleport spells in the same way. Batch 2Glossy Gem (Artifact 4) This lapis lazuli was found in the center of a tree that enveloped an entire world. Its molecular composition is perfectly cubic, against all explanation. Gain a raise to all fellowship-based rolls and you may spend a resource point to recover 1 HP in combat as a free action. If placed in an infinity relic with five or more other infinity hearthstones, you count your constitution as double when healing through rest.
Navy Gem (Artifact 4) A piece of larimar found in a mental ward. Its previous owner said it gave him nightmares. You do not need to sleep and you gain a raise to all composure-based rolls. If placed in an infinity relic with five or more other infinity hearthstones, you gain the daemonic trait and may open or close portals to the Umbra or Warp at will. Anyone holding your hand can come along.
Sunbeam Gem (Artifact 4) This piece of amber is said to be an ill omen. You gain the Undead trait and may choose to qualify as a vampire or Nurgle follower when applying effects (if desired, substituting your resource points for others as needed). If placed in an infinity relic with five or more other infinity hearthstones,you gain the stuff of nightmares trait.
Illusive Gem (Artifact 4) An oasis exists around this gem. It has brought countless wanderers to their salvation. The wielder of this gem may select one race. You may not make use of your racial power and racial feats as long as you are using it. You gain the size, racial power, and appearance of a member a race of your choice (chosen the first time it's used). You may take racial feats from the race chosen, but you may only make use of them while using the gem. The gem may only be activated or deactivated in narrative time but still works instantly.
If put in an infinity relic with five or more other infinity hearthstones, you may also turn into a second race using the rules outlined above. You may use the gem during structured time as a full action. You may also touch consenting targets to change their race to a race of their choice in the same way.
|
|
|
Post by konate on Mar 4, 2019 15:53:43 GMT -6
A series of 1 dot Artifacts to help you round out your character
Auto-Cartographic Map (Artifact 1) When you unfold this map, it immediately charts the surrounding geography out to 2 kilometers, with you at the center. When you fold it back up, it erases the contents.
Bracelets of Connection (Artifact 1) Created and acquired in sets of five, each bracelet is attuned to a bead in each other bracelet of the set. While someone is touching their own bracelet with intent, their corresponding beads glow on each other bracelet. Neither relative location and distance, nor magical barriers, will keep the bracelets from working.
Enchanted Rope (Artifact 1) This rope automatically knots itself on command, around the specified target. It can be purchased in lengths of either 15 or 30 meters, and has an effective Strength of 5. On a second command, it unties itself and flies back to your grasp.
Locked Sheath (Artifact 1) This magic sheath only lets you draw a weapon from it when you declare the password aloud. Otherwise, it can not be drawn.
Magic Multi-Tool (Artifact 1) This palm-sized glass sphere has a variety of functions that are all accessible by thought, while you are holding it. You can set it to a 12, 24, 30, or 36 hour clock, which it displays in numerals in the center (the starting time must be set manually). You can also have it count up,or down, in seconds, up to 9999 seconds, and set it to make either a soft or sharp ringing noise when it counts down to 0, counts up to a specific second, or hits a certain time of day. You can also have it give off light as though a torch for one hour, after which it must sit in direct Sunlight for 10 minutes to recharge. It can also display both true and magnetic north, the direction to Sigil, and can take 360 degree pictures from its perspective, which you view by putting the sphere to your eye.
Theft-proof Backpack (Artifact 1) Thieves suffer a -2k0 to attempts to steal from this backpack as it starts a quiet argument with them over morality.
|
|
|
Post by thachaotix on Mar 25, 2019 16:16:38 GMT -6
[Artifact 4] Graviton Orbital Rifle Class: Exotic Type: Heavy Damage: 3k2 E Pen: 5 ROF: S/- Range: 240m Clip: 5 Reload: 2Full Special: Twin Linked, Recharge, Red Dot (+1k0 when firing single shot) Get an additional +1k0 bonus to hit when using an Aim action, and if firing on single shot it deals +1k1 damage for every two raises you get on the roll to hit with an Aimed attack.
|
|