Homebrew Materials: Ironwood, Vitawood, and Axiomite
Sept 3, 2018 11:37:31 GMT -6
Post by konate on Sept 3, 2018 11:37:31 GMT -6
The following is a set of 3 different materials: One which changes metal and technology to wood and magic, and 2 artifact materials.
Ironwood
Wood that has been magically and alchemically treated by druids to be as strong as iron. Weapon, armor and gear with metal components can instead use Ironwood. Rarity is increased by one step. This process makes the item magical for the purposes of dealing damage. Ironwood can never be poor, good, or best quality.
To make Ironwood, you must first craft the piece of equipment using the necessary Craft rolls, but substituting Wood for any metal components (electronics instead function as magic). Then, anyone with the Druid's Oath feat may attempt an Intelligence + Forbidden Lore test (TN 20) to turn the wood components into Ironwood. The process takes one day.
Vitawood
Yggdrasil, the Tree of Life, stands mighty in its own Crystal Sphere. The inside of the Crystal Sphere is nothing but a vast forest, with the Tree of Life in the center. A sort of Bridge between the Materium and the Warp, it appears to have a strange, alien sentience, and seeks to protect all that is life. It does not grant mercy to those who seek to subvert its own definition of Life, and is known to create constructs out of its bark and sap to hunt down Unnatural terrors.
It tasks carpenters and groundskeepers of its own design to trim and shape its bark, creating artifacts with which one can use to fight back against these Unnatural terrors. This material is called Vitawood.
Vitawood floats in water, and sheds 1m radius of blue-white light around the character (except the heart, which visibly glows through the chest). Vitawood is specifically powerful against creatures with the Undead trait, of C'tan origin, or who utilize Necrodermis or Soulsteel cybernetics. These types of creatures are called Unnatural. Vitawood can be used by Unnatural creatures. However, each scene they must make a TN 15 Willpower test or take 1d5 wounds due to the clash of energies.
Melee Weapon: +1k1 on weapon tests and damage rolls against Unnatural creatures. If this weapon would cause critical damage to any other creature, it instead applies an equal number of levels of fatigue. Vitawood weapons can not kill from applying fatigue.
Ranged Weapon: +1k1 on damage rolls against Unnatural creatures. If this weapon would cause critical damage to any other creature, it instead applies an equal number of levels of fatigue. Vitawood weapons can not kill from applying fatigue.
Special Ammunition: Attacks made using this ammunition have the Snare property. Unnatural creatures have 2 checks (-10) against this Snare. This ammunition can not deal critical damage against other types of creatures.
Armor: Druids may use armor made of Vitawood. You can force an attack that hit you to hit a location of your choice that is protected by the Vitawood armor. You must spend a Hero Point for this ability if it was a called shot.
Bionic Arm: Once per day, you can either deal 1d5 wounds to an Unnatural creature by hitting with an Unarmed Attack, or heal any other creature for the same number of hit points.
Bionic Locomotion: The user gains +2 Speed and never provokes Attacks of Opportunity from Unnatural creatures when moving.
Bionic Heart: Once per day, you can take a level of Fatigue to heal 1 hit point per level and 1 critical damage from a single hit location.
Promethean Asset: Vitawood
You begin play with 1 rank in the Healing spell school, and gain AP, Aura, and a bonus to damage equal to Generation against Unnatural creatures. While using Warstrider, you also gain Fear 4 against only Unnatural creatures.
Axiomite
A white, chalky material, which takes on a chrome sheen when worked into metal. It represents steadiness and unchanging truth. It appears seemingly at random, but researchers have slowly began unraveling the mystery of where or when it might appear, heralded as the greatest natural algorithmic discovery of all time. Axiomite has a steady aura around it, and noise is solemnly quiet in its presence.
Bionic Arms, specifically, are sometimes used to allow particularly powerful Apostates to fight safely alongside armies, as though they were Sanctioned, allowing empires to use these otherwise deadly sorcerers safely.
Melee Weapons: Anyone hit with this weapon can not keep explosions on Focus Power tests. This effect lasts until the beginning of your next turn.
Ranged Weapons: Once per scene per character level, you can use your Reaction to try to counter a spell being cast, substituting your Ballistics test for a Focus Power test. Your weapon must have ammunition available to use this power.
Ammunition: Each time someone is hit by attacks with this weapon, they take -1k0 to all Focus Power tests until the beginning of your next turn.
Armor: When you are included as a target for a spell, the caster takes one check (-5) to their power test.
Bionic Arm: As long as this hand is free, you may cast spells as if you were Tested, as the Feat. If you have the Tested feat, whenever you would make a Psychic Phenomenon roll, you can modify it by -10.
Bionic Locomotion: You can never be moved, knocked prone, slowed, or teleported involuntarily by magic.
Bionic Heart: An axiomite heart protects the owner from change and filters chaos from their blood. You half all insanity and corruption gains, and remove one point of insanity and corruption for every 8 hours of rest you take. Any degenerations or mutations you suffer from having high insanity or corruption are also removed when you move below their respective thresholds.
Promethean Asset: Axiomite
You can spend 1 Pyros to be unaffected by a single Psychic Phenomenon result, and may spend a Hero Point to be unaffected by a single Perils of the Warp result. Also, whenever someone makes a Focus Power test within a number of meters of you equal to your Generation, you can spend Pyros as a reaction to impose one check per Pyros spent.
Ironwood
Wood that has been magically and alchemically treated by druids to be as strong as iron. Weapon, armor and gear with metal components can instead use Ironwood. Rarity is increased by one step. This process makes the item magical for the purposes of dealing damage. Ironwood can never be poor, good, or best quality.
To make Ironwood, you must first craft the piece of equipment using the necessary Craft rolls, but substituting Wood for any metal components (electronics instead function as magic). Then, anyone with the Druid's Oath feat may attempt an Intelligence + Forbidden Lore test (TN 20) to turn the wood components into Ironwood. The process takes one day.
Vitawood
Yggdrasil, the Tree of Life, stands mighty in its own Crystal Sphere. The inside of the Crystal Sphere is nothing but a vast forest, with the Tree of Life in the center. A sort of Bridge between the Materium and the Warp, it appears to have a strange, alien sentience, and seeks to protect all that is life. It does not grant mercy to those who seek to subvert its own definition of Life, and is known to create constructs out of its bark and sap to hunt down Unnatural terrors.
It tasks carpenters and groundskeepers of its own design to trim and shape its bark, creating artifacts with which one can use to fight back against these Unnatural terrors. This material is called Vitawood.
Vitawood floats in water, and sheds 1m radius of blue-white light around the character (except the heart, which visibly glows through the chest). Vitawood is specifically powerful against creatures with the Undead trait, of C'tan origin, or who utilize Necrodermis or Soulsteel cybernetics. These types of creatures are called Unnatural. Vitawood can be used by Unnatural creatures. However, each scene they must make a TN 15 Willpower test or take 1d5 wounds due to the clash of energies.
Melee Weapon: +1k1 on weapon tests and damage rolls against Unnatural creatures. If this weapon would cause critical damage to any other creature, it instead applies an equal number of levels of fatigue. Vitawood weapons can not kill from applying fatigue.
Ranged Weapon: +1k1 on damage rolls against Unnatural creatures. If this weapon would cause critical damage to any other creature, it instead applies an equal number of levels of fatigue. Vitawood weapons can not kill from applying fatigue.
Special Ammunition: Attacks made using this ammunition have the Snare property. Unnatural creatures have 2 checks (-10) against this Snare. This ammunition can not deal critical damage against other types of creatures.
Armor: Druids may use armor made of Vitawood. You can force an attack that hit you to hit a location of your choice that is protected by the Vitawood armor. You must spend a Hero Point for this ability if it was a called shot.
Bionic Arm: Once per day, you can either deal 1d5 wounds to an Unnatural creature by hitting with an Unarmed Attack, or heal any other creature for the same number of hit points.
Bionic Locomotion: The user gains +2 Speed and never provokes Attacks of Opportunity from Unnatural creatures when moving.
Bionic Heart: Once per day, you can take a level of Fatigue to heal 1 hit point per level and 1 critical damage from a single hit location.
Promethean Asset: Vitawood
You begin play with 1 rank in the Healing spell school, and gain AP, Aura, and a bonus to damage equal to Generation against Unnatural creatures. While using Warstrider, you also gain Fear 4 against only Unnatural creatures.
Axiomite
A white, chalky material, which takes on a chrome sheen when worked into metal. It represents steadiness and unchanging truth. It appears seemingly at random, but researchers have slowly began unraveling the mystery of where or when it might appear, heralded as the greatest natural algorithmic discovery of all time. Axiomite has a steady aura around it, and noise is solemnly quiet in its presence.
Bionic Arms, specifically, are sometimes used to allow particularly powerful Apostates to fight safely alongside armies, as though they were Sanctioned, allowing empires to use these otherwise deadly sorcerers safely.
Melee Weapons: Anyone hit with this weapon can not keep explosions on Focus Power tests. This effect lasts until the beginning of your next turn.
Ranged Weapons: Once per scene per character level, you can use your Reaction to try to counter a spell being cast, substituting your Ballistics test for a Focus Power test. Your weapon must have ammunition available to use this power.
Ammunition: Each time someone is hit by attacks with this weapon, they take -1k0 to all Focus Power tests until the beginning of your next turn.
Armor: When you are included as a target for a spell, the caster takes one check (-5) to their power test.
Bionic Arm: As long as this hand is free, you may cast spells as if you were Tested, as the Feat. If you have the Tested feat, whenever you would make a Psychic Phenomenon roll, you can modify it by -10.
Bionic Locomotion: You can never be moved, knocked prone, slowed, or teleported involuntarily by magic.
Bionic Heart: An axiomite heart protects the owner from change and filters chaos from their blood. You half all insanity and corruption gains, and remove one point of insanity and corruption for every 8 hours of rest you take. Any degenerations or mutations you suffer from having high insanity or corruption are also removed when you move below their respective thresholds.
Promethean Asset: Axiomite
You can spend 1 Pyros to be unaffected by a single Psychic Phenomenon result, and may spend a Hero Point to be unaffected by a single Perils of the Warp result. Also, whenever someone makes a Focus Power test within a number of meters of you equal to your Generation, you can spend Pyros as a reaction to impose one check per Pyros spent.