Artifact Material: Tesladyne, Lightning in a Bolter
Dec 28, 2018 20:30:43 GMT -6
Post by username on Dec 28, 2018 20:30:43 GMT -6
Tesladyne
Thunderbolts and Lightning are often thought of as the weapon of Gods but work just as well in the hands of men that are able to hold it. Distilled electricity. Lightning in a bottle. Pure Energy. Captured inside specialized Glass or Metal through a process said to only make sense to those driven mad by inspiration, Tesladyne appears similar to the material used to capture it but tends to hum, buzz or even spark with electricity that reveals its true power.
Care must be taken with anything made with the material, as it can play havoc on machines and technology of all sorts, although with skill this attribute can allow an individual’s capability with machinery to be vastly magnified as they can interface with technology and energy on another level altogether. At the same time, the properties of Tesladyne are very muted when used on living things, as the raw power passes through the target rather than destroying them outright.
Weapons made of Tesladyne buzz or vibrate slightly with the barely controlled energies within, which is often a tiring or annoying experience for a first time user. Things made with the material usually are jagged and angular, with wild edges and flairs as the energy inside them expresses itself; any imperfections of the item are magnified as sparks and electricity gathers and discharges there.
Weapon: The weapon deals E Damage and gains the Shocking and Benign properties.
Ranged: The weapon gains the Halting and Hacking(3) properties.
Ammo: The weapon deals E Damage and gains the Shocking and Benign properties
Armor: The armor reacts violently with exposure to energy, causing a field of E damage to those near the wearer for scene based on wounds taken during the scene. At 2-3 wounds, this field causes 2k1 each minute, at 4-5 wounds it is 2k1 E damage every round, at 6+ wounds it is 3k2. The range of this field is equal to the level of the wearer in meters.
Bionic Arm: Provides +1k1 to Dexterity checks with arm and +2k0 to Tech Use and Craft rolls.
Bionic Locomotion: Provides +2 speed and +1k1 Acrobatics, Drive and Pilot rolls.
Bionic Heart: Like having a defibrillator for a heart. The user is immune to stunning and when they take any amount of E wounds they restore 1 Fatigue.
Tesladyne Promethean Asset: Having your body be made of barely contained infinite pure energy as housing for an artifical soul of infinite pure energy leads to an odd combination and known side effects. The Tell of a Tesladyne Promethean is more than just steam and gears, but raw explosions of power. When their tell is at the 2-3 level, it deals 2k1 E damage each minute to everything within a number of meters equal to the Promethean's Generation. At the 4-5 level, this damage comes at the beginning of each round. At the 6+ level, the damage increases to 3k2. The Promethean and their equipment is thankfully immune to this damage, but it tends to be hard on homes and businesses.
Thunderbolts and Lightning are often thought of as the weapon of Gods but work just as well in the hands of men that are able to hold it. Distilled electricity. Lightning in a bottle. Pure Energy. Captured inside specialized Glass or Metal through a process said to only make sense to those driven mad by inspiration, Tesladyne appears similar to the material used to capture it but tends to hum, buzz or even spark with electricity that reveals its true power.
Care must be taken with anything made with the material, as it can play havoc on machines and technology of all sorts, although with skill this attribute can allow an individual’s capability with machinery to be vastly magnified as they can interface with technology and energy on another level altogether. At the same time, the properties of Tesladyne are very muted when used on living things, as the raw power passes through the target rather than destroying them outright.
Weapons made of Tesladyne buzz or vibrate slightly with the barely controlled energies within, which is often a tiring or annoying experience for a first time user. Things made with the material usually are jagged and angular, with wild edges and flairs as the energy inside them expresses itself; any imperfections of the item are magnified as sparks and electricity gathers and discharges there.
Weapon: The weapon deals E Damage and gains the Shocking and Benign properties.
Ranged: The weapon gains the Halting and Hacking(3) properties.
Ammo: The weapon deals E Damage and gains the Shocking and Benign properties
Armor: The armor reacts violently with exposure to energy, causing a field of E damage to those near the wearer for scene based on wounds taken during the scene. At 2-3 wounds, this field causes 2k1 each minute, at 4-5 wounds it is 2k1 E damage every round, at 6+ wounds it is 3k2. The range of this field is equal to the level of the wearer in meters.
Bionic Arm: Provides +1k1 to Dexterity checks with arm and +2k0 to Tech Use and Craft rolls.
Bionic Locomotion: Provides +2 speed and +1k1 Acrobatics, Drive and Pilot rolls.
Bionic Heart: Like having a defibrillator for a heart. The user is immune to stunning and when they take any amount of E wounds they restore 1 Fatigue.
Tesladyne Promethean Asset: Having your body be made of barely contained infinite pure energy as housing for an artifical soul of infinite pure energy leads to an odd combination and known side effects. The Tell of a Tesladyne Promethean is more than just steam and gears, but raw explosions of power. When their tell is at the 2-3 level, it deals 2k1 E damage each minute to everything within a number of meters equal to the Promethean's Generation. At the 4-5 level, this damage comes at the beginning of each round. At the 6+ level, the damage increases to 3k2. The Promethean and their equipment is thankfully immune to this damage, but it tends to be hard on homes and businesses.