Artifact Material: Hexalite
Nov 25, 2021 14:50:49 GMT -6
Post by DatsVatSheSaid on Nov 25, 2021 14:50:49 GMT -6
Hexalite is a perplexing material, found only in places where great magic occurs. It is highly reactive to the warp and incredibly stable, unlike it's closer comparison to Warpstone. Hexalite is heavily coveted by Psykers and Witches and other Practitioners of the Arcane and Eldritch. It is often theorized and debated as to the origin and nature of the material, some believe it is the byproduct of intense Warp Phenomena or that it is the remnants of a cataclysmic spell buried within the earth and crystalized. Either way Hexalite Steel is incredibly valuable.
Melee Weapon: This weapon gains the Force Property and attacks with this weapon count as magical attack, ignoring armor and being resisted by Aura instead.
Ranged Weapon: When you cast a Spell you may reload this weapon as a free action, generating one clip (or three arrows, bolts, etc for weapons with a clip size of 1) of Normal Ammunition.
Ammunition: This weapon gains the Seeking Property.
Armor:This Armor provides Aura equal to it's armor value. Halve the result of your own spells' damage against yourself.
Bionic Arm: This arm can be used as an Implement when Spellcasting. If you do, you may reduce the Focus Power TN of the spell cast by 5 if it has the Touch Keyword.
Bionic Locomotion: You Float just above the ground. You ignore terrain and have a base speed equal to your Willpower + Charisma. When you use an Action with the Movement Subtype, you gain Flyer for any movement made during that action. You may switch to or from walking as a free action, and walking obviously uses normal rules for terrain and speed calculation.
Bionic Heart: When casting a Spell, you may take a Wound of E Damage to the Gizzards in order to add 10 the final result.
Promethean Material Asset: You gain the Minor Magic and Spellbook Feats, you may buy these Feats as if they appeared in your class list at any time. If you would suffer Perils of the Warp, you may spend Pyros as a Reaction to ignore it's effects to yourself.
Melee Weapon: This weapon gains the Force Property and attacks with this weapon count as magical attack, ignoring armor and being resisted by Aura instead.
Ranged Weapon: When you cast a Spell you may reload this weapon as a free action, generating one clip (or three arrows, bolts, etc for weapons with a clip size of 1) of Normal Ammunition.
Ammunition: This weapon gains the Seeking Property.
Armor:This Armor provides Aura equal to it's armor value. Halve the result of your own spells' damage against yourself.
Bionic Arm: This arm can be used as an Implement when Spellcasting. If you do, you may reduce the Focus Power TN of the spell cast by 5 if it has the Touch Keyword.
Bionic Locomotion: You Float just above the ground. You ignore terrain and have a base speed equal to your Willpower + Charisma. When you use an Action with the Movement Subtype, you gain Flyer for any movement made during that action. You may switch to or from walking as a free action, and walking obviously uses normal rules for terrain and speed calculation.
Bionic Heart: When casting a Spell, you may take a Wound of E Damage to the Gizzards in order to add 10 the final result.
Promethean Material Asset: You gain the Minor Magic and Spellbook Feats, you may buy these Feats as if they appeared in your class list at any time. If you would suffer Perils of the Warp, you may spend Pyros as a Reaction to ignore it's effects to yourself.