Magical Material - Karach
Apr 14, 2024 19:07:39 GMT -6
Post by insertnamehere on Apr 14, 2024 19:07:39 GMT -6
Karach, also known as chaos matter, is a special substance that can be shaped by the thoughts of those who wield it. Karach is formed in area's of weak but constant warp exposure over the course of decades, even centuries, and is a shifting kaleidoscope of colors based on the emotional state of whatever closest to it. When not in the presence of sentient creatures, it takes on a dull grey color.
Raw Karach is extremely dangerous to work with as unfocused thoughts can alter its state in unpredictable ways meaning only the most clear headed and iron willed of smiths can force the stuff to remain stable long enough for them to shape it. Fortunately, once forged Karach loses its volatility but still keeps a measure of its psychoactive properties allowing its users to mold or bend it using only their force of will. Karach artifacts will sometimes twitch, pulsate, or change color depending on the emotional state of its wielder.
Melee Weapon: The weapon gains the Flexible and Reach properties.
Ranged Weapon: You reload the weapon in half the time, rounded up, to a minimum of one half action. If the reload time is already a half action, it becomes a free action.
Special Ammunition: Grants the weapon the Bouncing Shot and Homing properties (Previous census decided Homing provides a +5 to attack rolls)
Armor: The armor changes shape with its wearer allowing anyone under body altering effects (i.e. shapechangers) to wear this armor without issue.
Bionic Arm: You can use Wisdom in place of Dexterity and Willpower in place of Strength for tests using that arm once per scene. You may spend a Hero Point to refresh this ability
Bionic Locomotion: Speed is determined by Willpower + Wisdom instead of Strength + Dexterity.
Bionic Heart: You can use Intelligence for Constitution tests.
Promethean Asset: Your Willpower, Wisdom, and Intelligence dots grant a static bonus to skill and characteristic tests for Strength, Dexterity, and Constitution respectively. You may choose to have the Warstrider power grant a +3 dots to all Mental characteristics instead of Physical for the duration.
Raw Karach is extremely dangerous to work with as unfocused thoughts can alter its state in unpredictable ways meaning only the most clear headed and iron willed of smiths can force the stuff to remain stable long enough for them to shape it. Fortunately, once forged Karach loses its volatility but still keeps a measure of its psychoactive properties allowing its users to mold or bend it using only their force of will. Karach artifacts will sometimes twitch, pulsate, or change color depending on the emotional state of its wielder.
Melee Weapon: The weapon gains the Flexible and Reach properties.
Ranged Weapon: You reload the weapon in half the time, rounded up, to a minimum of one half action. If the reload time is already a half action, it becomes a free action.
Special Ammunition: Grants the weapon the Bouncing Shot and Homing properties (Previous census decided Homing provides a +5 to attack rolls)
Armor: The armor changes shape with its wearer allowing anyone under body altering effects (i.e. shapechangers) to wear this armor without issue.
Bionic Arm: You can use Wisdom in place of Dexterity and Willpower in place of Strength for tests using that arm once per scene. You may spend a Hero Point to refresh this ability
Bionic Locomotion: Speed is determined by Willpower + Wisdom instead of Strength + Dexterity.
Bionic Heart: You can use Intelligence for Constitution tests.
Promethean Asset: Your Willpower, Wisdom, and Intelligence dots grant a static bonus to skill and characteristic tests for Strength, Dexterity, and Constitution respectively. You may choose to have the Warstrider power grant a +3 dots to all Mental characteristics instead of Physical for the duration.