Homebrew Material: Hexcomb
Oct 23, 2018 22:00:26 GMT -6
Post by Xornik on Oct 23, 2018 22:00:26 GMT -6
Hexcomb
Hexcomb is a magical organic material with a texture that takes on a wide range of appearances depending on regional variations, but always has an easily identifiable trait - the surface of Hexcomb is always covered in hundreds, if not thousands of tiny small holes. Many of these holes are completely hollow and empty, some look as though they have been filled in with various substances while others appear to be empty at first glance but upon closer inspection are actually occupied by small, minuscule yet powerful creatures named Hexites. These tiny magical creatures live symbiotically within the Hexcomb, making their homes within each of the holes and emerging from time to time to seek sustenance or reproduce by creating new holes nearby and laying eggs or larvae within. Like the Hexcomb they live in, they come in wide range of appearances, but most appear as various forms of insectiod life. These range from small flying insects that collect pollen, crawling multi-legged arachnids and ants, and to elongated maggot-like hexites .
The size and shape of the holes appear to match the type of hexite, with worms having spaced out, thin holes that burrow deep into the surface whereas the more bee-like hexites dwell within magnificent latices of tessellating hexagons.
This is due to the fact that each chunk of Hexcomb itself is originally created by the Hexites that dwell within it, with some chunks being formed completely from the waste of the magical bugs, whilst others are formerly mundane materials that the swarm has made its home in and in the process imbued it with magical properties. Likewise, Hexcomb bionics also share this diversity, with some limbs being completely replaced with a new limb fashioned using the raw hexcomb while others who have not lost a limb may elect to have the hexites implanted into their existing arm if compatible. They then undergo the initial agonizing process of having the implanted hexites gnaw and burrow their way into their arms or legs, riddling them with holes that they proceed to fill with secretions, lay eggs in and otherwise occupy on a daily basis.
There is some debate between those who have studied the properties of the Hexcomb as to it the root of it's magical nature and subsequently the original source of the swarms of magical hexites. Some theorize that they originated from a bio-diverse bug filled planet that was exposed to some form of warp phenomenon or perhaps a particular swarm that was cursed or 'Hex'ed by an annoyed Syrneth Spellcaster. Though the latter is likely a urban legends playing on the substance's name, which actually originated due to the Hexagonal honey-comb like nature of the first piece discovered. Regardless of it's origin, Hexcomb has a tendency to evoke strong reactions in some, whether it be due to the skittering, crawling and squirming bugs that lay within, or due to some mysterious irrational fear of holes - many will often either avert their eyes or stare transfixed upon encountering it.
Magical Weapons, Armor and Bionics:
Melee Weapon: Gains the Infest property (Listed below).
Ranged Weapon: Shots fired from Hexcomb ranged weapons gain the Seeking and Botmo properties.
Special Ammunition: Gains the Infest property (Listed below).
Armor: Hexcomb armor provides a hidden summon-able Hexite minion squad with a size, threat and damage rating(R) equal to the numbers of areas covered by the armor (up to their respective limits). If killed or injured, they regenerate overnight.
Bionic Arm: A Hexcomb arm contains a small swarm of hexites which aid the user in day-to-day tasks. You always count as 'Teamed Up' with this swarm and add their TR of 2 to all skill checks involving that arm.
Gain a bonus +1k1 to Fellowship tests when you can gesture with this arm.
Bionic Locomotion: The hexites in your legs emerge and aid you in moving unnaturally well on the ground. You do not grant combat advantage or suffer a penalty to dodge tests for being prone. If you are prone at the start of your turn, you may choose to Shift as a free action.
Bionic Heart: Hexites pump through your veins and crawl under your skin. Any time you take at least one wound, Hexites pour out of the injury site and form a minion squad with size, threat and damage rating(R) equal to the amount of hit points lost (up to their respective limits). The first time this occurs in a scene the Hexites can treat any enemies in their melee range as surprised for one round.
Promethean Asset:
Hexcomb: Your body is riddled with millions of tiny holes filled with aggressive hexites at your command. Each round you are in combat you generate a minion with a threat and damage rating equal to your Generation +1 (up to their limits). Upon spawning, you can choose to have the minion join a nearby minion squad or form its own. These minion squads can merge and split with any others formed by you as a half action. You may spend Pyros to speed up this process for the duration of combat, increasing the number of minions generated each round by each Pyros spent.
New Weapon Property:
Infest: Whenever someone takes at least one wound from an Infest weapon, they become Infested. An Infested player must make a Constitution test (TN 15) at the start of their turn, if the area of the body that suffered the wound was not covered by any armor the TN is 20 for the initial round. If they pass the test they shake off the infestation, otherwise they suffer another wound in the location that was hit. This continues each round until the player passes the test, takes damage in that area from a different source, or successfully removes the infestation using Medicae or other relevant skill (TN 15).