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Post by Amanojyaku on Apr 2, 2019 23:34:16 GMT -6
Fission Foot (Artifact 2)An artifact flak greave for the right foot that nonetheless appears to be made of or at least coated in concrete, with a single hearthstone slot near the knee. The Fission Foot divides distance and furballs; when attacking with the right foot, the wearer may "charge" in reverse, gaining +1k0 on the attack test and moving up to twice their Speed away from the target (in a straight line for the first 4 meters) as a Full Action, without provoking an Opportunity Attack (treat this as a Charge action for all other purposes). Unarmed strikes made with the right foot use the profile of a set of leaden brass knuckles. Fusion Foot (Artifact 1)A sock made from a faintly radioactive weave of cloth so dark as to absorb all light, made to fit the left foot, with a single hearthstone slot near the knee. When worn, the Fusion Foot displays two crossed halos similar to the motes seen orbiting darksteel. While worn, unarmed attacks using the left foot cannot be mitigated by the target; the wearer's left foot is treated as magical, whatever special ore(s) will get past any power or feature the target has that can be circumvented by specific metals, and inflicts the wearer's choice of I, R, E, or X damage. Nuclear Visor (Artifact 3)A glaring scarlet visor that covers most of the upper face, made to resemble a gleaming red eye. It sports a single hearthstone slot, dead center. It displays thermal bloom to the wearer, granting the Dark Sight trait. Additionally, the wearer can cast the spell Endure Flames, using Level + Charisma instead of the normal magic test. If the user's Level is lower than 2, casting Endure Flames using this mask automatically causes Psychic Phenomena. Solar Gnosis Core (Artifact 4)This pitch-dark pearl radiates a terrific heat, uncomfortably warm to the touch and enough to blind thermal imaging. It has varying effects depending on the item it's slotted into. When set into most anything, the wearer simply becomes immune to extremes of heat, radiation, and the deletrious effects of being on fire, as well as gaining +2 Resilience against E damage, with additional benefits when set into the items listed below. - Fission Foot: Unarmed attacks made with the Fission Foot deal +2k1 damage and gain the Festering and Disintegration qualities. Additionally, treat your Strength as 2 higher for the purpose of determining movement distance.
- Fusion Foot: Unarmed attacks made with the Fusion Foot deal +2k1 damage, gain the Power Field quality, and ignore the target's Armor.
- Control Rod: The weapon's profile becomes that of a Hi-Tension Blade, though it retains any artifact properties and benefits from any weapon-specific feats or powers you might have.
- Hi-Tension Blade: The weapon gains the Reach and Double qualities and an additional meter of reach when used in melee. Additionally, you may use Trick Shots restricted solely to use with Standard or Multiple Attacks actions and Plasma or E damage weapons with melee attacks using this weapon.
- Nuclear Visor: When the wearer casts Endure Flames using the mask, they also cast Flameskin as a spell combo, still using Level + Charisma instead of the normal magic test.
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Post by ScrapyardDragon on Apr 3, 2019 14:07:54 GMT -6
Rod of detection- (artifact 4) A curious item, rods of detection were made by treasure hunters, for treasure hunters. For an unaware observer, the rod is a simple sceptre with three hearthstone slots, able to be used as an implement for spellcasting, or a best quality club for those of more martial tendencies. Its true purpose however is far more interesting. Once per scene the rods user may raise it to the sky and make a TN 20 arcana+wisdom test as a full action. If successful, the user becomes aware of the general location of nearby hearthstones with artifact ratings up to 1, plus one for every two raises on the test. The range of the scan goes out to about 3 kilometers, with the general location becoming more precise the closer the user is. Thats not to say the user will know WHAT detected targets are however beyond their level of power, only where they are.
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Post by ScrapyardDragon on Apr 4, 2019 20:00:14 GMT -6
there is was a lack of social and utility infinity relics. I have set out to solve that problem. I didn't give the crown a driver effect mostly because anything I could think of was done by something else. (if anyone has good images please message me) Heart of the missing god (Artifact 5)This stone heart once belonged to a god who was killed before the universe began, and some believe that the syrne tampering with it is what led to their disapearence. The heart of the missing god is a best quality bionic heart with six hearthstone slots. you may embed hearthstones into this heart by touching them, and should you choose to remove them, they emerge in the palm of your hand. For every Infinity hearthstone embedded into this artifact, you may increase your maximum resource count and hp by 2. When six infinity hearthstones are embedded into this relic, you may spend one additional resource point per roundn This bionic heart may be used as a driver. If so, the user may forego the armor granted by exaltation and gain armor plating(powerstat+2) and +1 to any one characteristic in your primary group. Crown of the eternal king (artifact 5)The Crown of the eternal king is an ornate crown made from orichalcum, forged in forgotten ages past on the order of an ancient king who refused to allow his legacy to die. The crown has six hearthstone slots, and the abilities of a hat of disguise. For each infinity hearthstone embedded you may drain 1 more resolve from a target via social attacks before they become jaded and if six are embedded, you may improve disposition immediately to fanatical when performing social attacks to improve disposition. Hand of the clockwork devil (artifact 5)Found in deep inside of a C'tan vault, the hand of the clockwork devil is a necrodermis bionic arm with a built in Resplendent Personal Assistant and six hearthstone slots. For each infinity Hearthstone embedded into this artifact you gain the following effects based on the number of embedded hearthstones. 1- Gain a +2k0 bonus to tech-use, crafts, drive, pilot, and technomancy rolls. 2- You always have access to an internet signal, regardless of how impossible that may be. 3- Half the time it takes for any crafts or tech-use tests you make or assist with during narrative time 4- You never require tools (specialized or otherwise) to make Crafts or Tech-Use rolls. 5- Gain a +0k1 bonus to tech-use, crafts, drive, pilot, and technomancy rolls. 6- Once per scene, you may change any natural material into any other natural material This bionic arm may be used as a driver. If so, the user may forego the armor granted by exaltation and instead treat your other arm, legs, heart, head, and body as best quality bionics, and they gain their respective necrodermis effects if you have the "ultimate mode" power. minor tweak: slightly nerfed the completion effect of the heart of the broken god. It no longer restores 10 resource every session if you have the full set.
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Post by ScrapyardDragon on Apr 25, 2019 11:05:17 GMT -6
SUN-glasses (artifact 3)
Words can't hurt you, these shades shoot a deadly laser. In addition to looking cool, the wearer of these glasses may cast the spells energy ray and solar flare using level+Charisma in place of the normal magic test.
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Post by Amanojyaku on Apr 26, 2019 16:52:04 GMT -6
Sandova wanted cursed items. Here's a handful. Hades' Helm (Artifact 3)This cursed necrodermis plate helm sports a pair of caprine horns and a daemonic visor. It cannot be removed without magical assistance to first remove the curse. At the beginning of each turn, roll 1d10. If the result is a 1 or 2, you cannot act during that turn. Hate Mail (Artifact 4)This cursed necrodermis plate armor is engraved with hateful daemonic imagery. It cannot be removed without magical assistance to first remove the curse. Increase its Max Dex by 1. At the beginning of each turn, roll 1d10. If the result is a 3 or 4, you cannot move during that turn. Hela Hammer (Artifact 4)This half-cursed loadstone goremaul has a head carved from a block of blackened loadstone and menaces with spikes of necrodermis, with its haft cast from the latter. This weapon can't be used to make special attacks. Attacks made with this weapon do not gain rolled dice from any source other than the skill or characteristic used to attack with this weapon. Any such rolled dice are instead added to the damage roll. Mask of Implacability (Artifact 2)This cursed daemon mask is said to grant the wearer invincibility at the cost of his sanity. It cannot be removed without magical assistance to first remove the curse. Gain +10 AP to all hit locations, but you act as if under the effect of the Confusion spell at all times. Sword of Ruin (Artifact 4)The tip of this cursed necrodermis daiklaive resembles the head of a battleaxe more so than a sword. After readying this weapon for the first time, any attempt to ready a weapon results in readying this weapon instead, unless magic is used to remove the curse. This weapon deals +0k1 damage. At the beginning of each turn, roll 1d10. If the result is a 5 or 6, you cannot act during that turn. Zombie Mail (Artifact 3)This cursed carapace chest appears to be made of fused bone, with leering skulls forming pauldrons. It cannot be removed without magical assistance to first remove the curse. The wearer takes 1 wound at the end of each round, until they have only 1 hit point remaining.
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Post by ScrapyardDragon on Apr 29, 2019 17:15:35 GMT -6
Ring of protection against goblins (artifact 3) Goblins cannot inflict wounds, fatigue, or conditions upon the wearer. If a goblin wears this ring, the goblin will take one wound and gain a point of fatigue every round, and the ring will set him on fire until he dies or the ring is removed. The fire deals magical X type damage.
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Post by ScrapyardDragon on Apr 29, 2019 18:44:19 GMT -6
Bone mail (artifact 4) Armor fit for a corpse! This suit of armor (Heavy, 10 AP, Max dex 3, Body/Arms/Legs) grants the user the undead property, but the wearer cannot recover hit points, with any spells or feats that would restore HP instead dealing an equal amount of wounds. You take an extra wound per round from fire. The wearer cannot be revived from death until the armor is removed.
Thornlet (artifact 4) Gradually reduces the wearer's HP. This crown of thorns (medium, 6 AP, Max dex -, head) inflicts 1 wound per round upon the wearer, and they take a check to all focus power tests. However, they also gain 6 points of aura and cannot become unconscious.
Cursed ring (artifact 4) Ring cursed with Doom! This ring reduces all damage the wearer takes by 5, and gives the wearer a free raise to all focus power tests. However, 6 rounds (30 seconds) after putting the ring on (even if they remove it!) they lose all remaining hit points and are knocked unconscious.
Bloody shield (artifact 5) This shield reduces all of the user's characteristics by 1. If the wearer kills 256 enemies while using this shield (this need not be consecutively, but it does have to be done personally. no orbital bombardments, for example), then the bloody shield will transform into the paladin's shield.
Paladin's shield (artifact 5) This shield cannot be obtained in any way except by the effects of the bloody shield. This shield increases the wearer's willpower, constitution, and composure by 1 each, reduces all damage they take by 5, grants them +10 static defense. The shield's owner gains the ability cast Energy meteors, using Level+Willpower for the focus power test and level instead of evocation for the effects of the spell (this effect persists even if the shield isn't equipped). If the paladin shield's owner loses this item (or dies), it reverts to the bloody shield until it is returned to them.
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Post by shazbest on May 12, 2019 10:01:13 GMT -6
Cavaliere (Artifact 5 for each axe) A demonic pair of massive chain axes (Using the profile of the Eviscerator). They are powerful on their own, but only those with the strength and skill to swing them both at the same time can unlock their true potential. While wielding both axes, they gain the Reconfigurable and Trigger qualities (Activated with Pilot + Dexterity rather than Ballistics). When this ability is activated, the axes combine into a demonic motorcycle with the properties of a Space Marine Bike (with no mounted weapon slots) that the wielder can mount as a free action. If this quality was activated through the Trigger quality, the bike has Momentum 3. If you would hit a target with your bike, you may instead roll a stunt pilot test against a TN of 25 to make an attack roll as a reaction action. If you succeed, resolve the attack as if you were using one of the axes adding your current momentum to rolled dice. You may then continue your movement repeating the attack against any other targets in your path, using a reaction action for each additional target.
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Post by Traskus on Sept 2, 2019 17:29:19 GMT -6
Bronze Serpent (Artifact 1)Well, that's what it is. It's about the size of a dumbbell, in case you were wondering. The wielder of this artifact is immune to nonmagical poisons, toxins, and disease. They also gain a +1k1 bonus to resist magical poisons, toxins, and disease. Serpent Staff (Artifact 1)Every chosen considers using one of these at some point or another, but few ever actually get one. This staff functions as a club and implement. As a half action, its user may will it to turn into or from the form of a slithering creature. If slain, the creature turns back into a staff until the end of the day. Somatic Suppressant (Artifact 1)The saying goes: mind over matter. These cowls were made to make that the case. The wearer of a mantle of willpower may use willpower in place of constitution for rolling purposes. Airborne Element Fixing Device (Artifact 2/3)Usually seen in the form of a choker, bands like these can also look like bracelets, wristwatches, and other similarly-sized straps of innocuous appearance. It has the power to store an arbitrary number of sets of clothing (not armor that resembles clothing) for the user. This is a half action in structured time, and an outfit dematerializes back into this item when a new one is put on. It comes with five sets of clothing (chosen when obtained). It has a single hearthstone slot. The artifact 3 version of this item may also be used as a driver. If so, you may forego gaining armor from your exaltation and instead gain another outfit and +1 resilience while in exalted mode; ultimate mode grants the werewolf's fast healing feat as though the character was in warform. Lastly, the portable wardrobe also allows the champion/wellspring to conjure a mundane hand weapon as though using the call item spell. Primordial Gem (Artifact 2)This ball of ice was birthed from the roiling chaos of the early universe. It broke and drained long ago, now hollow and cold. With this hearthstone you may walk across surfaces or gaps (such as across water, lava, leaves, clouds, etc.) without danger of falling and may make any room (or similarly small, enclosed space) you are in sufficiently cool for your comfort. You are immune to the harmful effects of non-weaponized cold. Shady Gem (Artifact 2)Wielded by a warrior who fought for his ideals, this fulgurite sometimes ripples with lightning. With this hearthstone you may spend five minutes to fully charge a small electric device (phone, car battery, etc.) or serve as an energy source for one without batteries (television, computer, etc.). You are immune to the effects of non-weaponized electricity. Sunny Gem (Artifact 2)Wielded by a warrior who fought in the name of truth, this cinnabar sometimes erupts in flame. With this hearthstone you may start small fires at will (like a torch, candle, or campfire) outside or make any room (or similarly small, enclosed space) you are in sufficiently warm for your comfort. You are immune to the harmful effects of non-weaponized heat and the fire condition cannot take you into critical damage.
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Post by Lestat on Sept 5, 2019 21:05:54 GMT -6
Absolute Pocket Chrono (Artifact 3)This relatively nondescript chrono features a small chain to be fed through the wearer's clothes and kept securely in an outside pocket. The time featured on the face is absolute and is not affected by time dilation, time skips, time stops, time reversals, or warp travel anomalies. It runs at near silence, but by spending a Hero Point and pressing an exposed button the chrono will loudly tick, causing the holder to ignore any time altering effects for one round. When done in combat this also costs a reaction.
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Post by Amanojyaku on Sept 29, 2019 15:57:56 GMT -6
Dark Souls Mods Rings Black Dragon's Ring (Artifact 4) This obsidian band fills its wearer with an unearthly heat and a lust for disaster. Your attacks that aren't E, X, or magical in nature deal an additional +4k0 damage, and cannot benefit from Arcane Blade, Ki Strike, or any other effect that would treat them as magical. Further, you can't benefit from Armor, Aura, or any other effect that would reduce damage you take other than your natural Resilience (average of Size + Level, plus 1).
Green Tearstone Ring (Artifact 4) 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 an additional reaction each turn. It is rumored that a goddess of tears mourns those who died exhausting themselves by shedding tears of verdant green, and that the stone of this ring is one of them.
Violet 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 +1k1 on Focus Power tests. It is rumored that a goddess of tears mourns Warp-lost sages by shedding tears of deep violet, and that the stone of this ring is one of them.
Yellow 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), increase each of your characteristics by half (round up) for the purpose of determining Speed or movement. It is rumored that a goddess of tears mourns those who died escapable fates by shedding tears as yellow as jink coins, and that the stone of this ring is one of them.
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Post by DatsVatSheSaid on Oct 8, 2019 8:35:05 GMT -6
v.303 Experimental Stealth Suit: Black Ghost (Artifact 5)Name | Type | AP | Max Dex | Availability | Locations Covered | Stealth Suit | Light | 2 | - | Very Rare | All |
What better way to sneak around than to be in another dimension? Well, that's what the designers of this experimental model of stealth suit thought. This modified Stealth Suit is of one of very few of it's kind from a terminated project line, able to charge it's system with Umbral to basically tear through the veil between the Umbra and Materium but was ultimately terminated due to it being highly unstable and the project team discovering the Umbra was insanely dangerous. This suit functions nearly identical to a Stealth Suit with one big difference. The wearer can see into(and vice versa) and may attempt to enter or leave the Umbra as a Full-Action with a TN 30 Tech Use test, if the wearer keeps any exploded die on the test, roll on the Psychic Phenomena table with the result only affecting the wearer but any roll resulting in Perils of the Warp results in a reroll.
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Post by Lestat on Jan 9, 2020 3:15:36 GMT -6
Warpfire Thrower (Artifact 4)This flamethrower uses raw chunks of Warpstone ground into a fine powder mixed with chemicals that when ignited burn as a sickly green colored flame. The harmful energy of the Warpstone is barely contained within the the lead lined tank, but when fired there is a likelihood for a catastrophic warp accident to occur. Instead of jamming when a 9 is rolled on damage for the Flame property instead roll for Psychic Phenomena. Flamer
| Name | Type | Damage | Pen | ROF | Range | Clip | Reload | Special | Warpfire Thrower | Basic | 3k3 E | 6 | S/- | 20m | 9 | 2 Full | Flame, Toxic |
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Post by Lestat on Feb 11, 2020 20:48:48 GMT -6
Writhing Jar (Artifact 2)This foul creation is favored by Nurglites as a cure-all for weaknesses of the flesh. It is a jar full of writhing worms floating in a deep red secretion they themselves ooze. As a reaction you may drink from the jar, restoring a hit point, and ending any blood loss. When consumed 1d5 level 0 worms escape from the jar which have 0 in all skills and characteristics and have 1 hit point and speed. The worms long to return to the jar and slowly follow the one who carries it. Even if all the worms escape, or are emptied the jar mysteriously becomes full when left open in a humid place for a day, otherwise the jar is only large enough for two gulps.
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Post by Amanojyaku on Nov 20, 2020 22:20:35 GMT -6
Burning Wind (Artifact 5)The hilt of this gyrspike is always warm to the touch, and its blade glows a dull orange as if drawn from a flame. When you make a Called Shot with this weapon, it deals E damage instead of its normal damage type. If you have 4 ranks in the Desert Wind sword school, attacks made with this weapon gain the Incendiary quality. Holy Avenger (Artifact 5)This silver electro-flail has a head that always seems to resemble the holy symbol of the wielder's god, shrouded in sparks of that deity's sacred colors. When you use the Aid Another action to aid another character's attack, roll 2 dice instead of one for each of that attack's damage dice that explode. If you have 4 ranks in the Devoted Spirit sword school, the TN of this weapon's Shocking property becomes 10 + 5*your martial adept level when attacking enemies who don't worship the same god as you. Supernal Clarity (Artifact 5)This phase sword grants whoever wields it a clarity of mind rivaling its own crystalline blade. When you make an attack after Feinting against the same target using this weapon, you can make a second attack using this weapon. If you have 4 ranks in the Diamond Mind sword school, you gain a free raise on any test made to resist or escape a grapple, and your movement is not impaired by terrain. Raging Heart (Artifact 4)This nicked and undecorated daiklaive looks as though it's taken part in centuries of battle without pause, but it has yet to fail any warrior that trusts his life to it. When you make an attack using this weapon that benefits from the Aim action, that attack deals X damage instead of its normal damage type. If you have 4 ranks in the Iron Heart sword school, treat this weapon as if it were Best-quality. Eventide's Hand (Artifact 4)This silver caestus shines brightest in the evening twilight. Enemies damaged by an attack using this weapon while you're Fighting Defensively take -1k0 to all rolls until your next turn. If you have 4 ranks in the Setting Sun sword school, you don't take penalties to attack rolls using this weapon while Fighting Defensively, and gain +1k1 to Dodge or Parry rolls when you Fight Defensively. Umbral Edge (Artifact 1)This knife features a blade as black as pitch, honed to such sharpness that its shadow is said to cut a man to ribbons. When you Ready this weapon, the next attack made with it gains an additional 5 meters of range. If you have 4 ranks in the Shadow Hand sword school, any creature that is reduced to 5 critical damage by an attack using this weapon is killed unless they burn a Hero Point, even if they would normally not be in danger of death. Unfettered Avalanche (Artifact 4)This goremaul features an enormous head of graven stone, looking as though some cutter uprooted a small mountain to place on the haft. When you Bull Rush an enemy while wielding this weapon, you gain 1 AP on each body location for each raise you get on the opposed test. If you have 4 ranks in the Stone Dragon sword school, attacks made with this weapon gain the Felling quality. Tiger's Teeth (Artifact 4)The guard plate of this chainsword is striped with rust and black paint, and its teeth seem to be literally those of some great beast. When you make an All-Out Attack using this weapon, roll 1d10 after you roll damage; on a 1 the attack deals half damage, while on a 10 the attack deals double damage. If you have 4 ranks in the Tiger Claw sword school, the TN for withstanding Blood Loss caused by this weapon is increased by twice your martial adept level. Swordspear of the Last Citadel (Artifact 4)This oddly-shaped lance features a broad blade like that of a daiklaive, and a stout haft just as long. When you Charge using this weapon, the target cannot make Opportunity Attacks until your next turn. If you have 4 ranks in the White Raven sword school, you can spend a half action to use this weapon to signal an ally who can see and hear you, allowing them to take their turn immediately after yours. Cheesy Pun (Artifact 2)This garishly painted autopistol hides a precision of design to be envied. When you make a Called Shot using this weapon, the target is knocked prone. If you have 4 ranks in the Clay Pigeon gun kata, you gain +1k1 on the attack rolls of Trick Shots made with this weapon, or +2k1 if at least half the Style Points used in the attack are Clay Pigeon advantages. Visha (Artifact 5)This grey-green heavy bolter bears a rather beautiful pin-up silhouette in gold and platinum on either side of its barrel. When laying down Suppressive Fire with this weapon, targets hit by the attack lose 1 armor for each hit they take for 1 round. If you have 4 ranks in the Crisis Zone gun kata, this weapon gains the Storm quality. Brahmastra (Artifact 2)This heavily recurved bow is made of bronze, strung with an oddly lustrous and faintly magical metal thread. When making Multiple Attacks using this weapon, roll 1d10 after you roll damage for the first attack; on a 1 the attack deals half damage, while on a 10 the attack deals double damage. If you have 4 ranks in the Elemental Gearbolt gun kata, when using a Trick Shot with this weapon you may apply any effect provided by Elemental Shot I, or the Aero or Aqua effect provided by Elemental Shot II, instead of the normal effect of Warp Weapons. Striker (Artifact 4)This solidly built shotgun is specially reinforced for the addition of a motorized, vibrating bayonet, giving it the Melee Attach II quality. When making a Full Auto Burst with this weapon, you can force a target hit by the attack to move up to its Speed in any direction. If you have 4 ranks in the Point Blank gun kata, you gain +0k1 for each two rolled dice gained from the Full Auto Burst action. Longbow (Artifact 4)Despite its name, this is a long las, with fins on its sides that open to vent heat when fired, resulting in it resembling its namesake. After Aiming, you gain an additional +1k0 to an attack roll using this weapon. If you have 4 ranks in the Silent Scope gun kata, you can Aim this weapon as a Free Action. Fragnum (Artifact 3)Do you feel lucky? This sturdily built hand cannon might make you question that, if you happen to be on the wrong end (protip: don't). Your first attack with this weapon after Readying it gains the Volatile quality. If you have 4 ranks in the Tin Star gun kata, you gain the benefits of the feat Fan the Hammer while using this weapon, or you can reduce the penalty by 1k0 if you already have the feat. Took long enough to put 'em back. Template as thus: Pick a weapon that is in the group used by the school (for gun kata, priority should go to weapon types that the restriction applies to, if any), base property is in the form of "when you [use school action], [L2 or L3 advantage effect]," and secondary property starts at Rank 4/Mastery.
Oh, and do please stick to your own schools.
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