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  • #46
    What do you do when a Relic would be worth more than 5 dots, even after taking drawbacks into account? What is the upper limit for what Relics can do, in your opinion?

    Also, can you turn SCP-914 or something like it into a Relic?


    [Future Under Construction, Do Not Disturb The Chrono-Robots]

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    • #47
      RE: Relics at 6+

      If the cost of the Relic strays into the 6+ dot range, I pull back on capabilities until it fits.While I would be loathe to introduce a 6+ Rank Relic, I would not rule out the existence of such a thing. Anything that would come in at 6+ dots would be need narratively important enough to build an entire chronicle around (and being narratively important I think is more valuable than just adding more points and more powers to the thing).In most cases I wouldn't even bother assigning it dots, at that point balance is no longer really a concern and you just fill in the blanks on what you want the thing to do.


      RE: SCP 914

      The items on SCP (and 914 is a good example) are pretty hard to fit into a game mechanic. Anything where the effect of the Relic is highly variable and largely unknown don't really work well with the CofD mechanics , acting closer to a Deck of Many Things you might see in D&D. As it stands, you have a device with three settings, each setting produces a different effect that changes radially each time a different type of item is introduced. Even in the original write up, a person doesn't exactly know what is going to happen when they use the device. This is great if you are going for creepy-pasta weirdness, but its hell to try to model it in game mechanics - the ST essentially has to make up what happens each time the player feeds some random thing into the device. Any mechanic you come up with will be inadequate for expressing the devices power, and it would be more efficient (and less frustrating) to introduce the Relic as pure plot device and make up what happens as you go along.



      The Artificer's Workshop - A collection of Exalted Artifacts
      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
      The Horror Lab - A collection of Beasts, Monsters and less definable things.
      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
      Twilight Menagerie - A collection of Ephemeral Entities

      Comment


      • #48
        I rewrote Loki's Mask as a Relic, using your write up of the Terror Mask as a base. It is the comic book version. What do you think?

        The Trickster Mask ●●●●●

        The Trickster Mask is made of jade and has an expression of mischievous delight. It is African in origin, but of unknown age. It is said by certain researches of the occult to have been used in certain festivities to purge impure desires of the people who wore it and fool hostile spirits. It arrived on American land when a seemingly benign diplomat wore the Mask despite the warnings, and became obsessed with the power that the Relic gave him. He was killed after being persuaded into taking off the Mask and letting his guard down, but he had already taken his revenge on everyone he thought had wronged him. Since then, the Mask has been locked away repeatedly by many people, but it always finds its way into the hands of a new owner.

        Size: 2 Durability: 1(6) Availability: 4

        Powers

        Indestructible: The Trickster Mask is resistant to damage and, regenerates a point of Structure every night even if it's been destroyed previously. If the Spirit of the Trickster Mask is removed through exorcism or other means then the Relic is destroyed automatically. To use the following abilities, the possessor must purchase the Bonded Relic Merit.

        Monstrous Transformation: When the mask is worn, the Spirit Of The Trickster Mask applies the Claimed Condition to the wearer immediately. The wearer gains the following Dread Powers: Fabricate (Cartoonish Props And Weapons), Influence (Mischief 5), Monstrous Resilience, Numen (Aggressive Meme, Drain, Hallucination, Occult Sight, Perfect Lie, Speed, Weather Control [Heavy Winds]), Reality Stutter, Regenerate 4, Shifting, Surprise Entrance, Swift and Unbreakable. Besides having the Spirit Of The Trickster Mask’s Power, Finesse and Resistance distributed among their Attributes, the wearer also gains the entity’s Rank x 4 in Skill dots and Rank x 5 in Merit dots. The Merits may be Supernatural (and activated with Essence), Advanced and Epic. Unlike most Claimed, the wearer retains their own personality and goals, but gains a Persistent Urged Condition as the Spirit Of The Trickster Mask offers suggestions and advice directly into the wearers mind. This Urged condition persists as long as the Relic is Bonded, even when the Trickster Mask is not being worn.

        Drawbacks

        Irremovable: Once the wearer dons the Trickster Mask, it cannot be easily removed. It cannot be removed by any outside force, but the wearer may spend a point of Willpower and make a Resolve + Composure roll with a penalty equal to [10-Integrity]; Success allows the Trickster Mask to be removed.

        Possessed: The Trickster Mask is inhabited by a potent, mischievous Spirit. This spirit has its own agenda, and will direct the wearer to cause mischief and live out their deepest desires, regardless of the consequences.

        The Spirit Of The Trickster Mask

        Known among spirits as Green Storm Of A Thousand Surprises, this godlike entity used to infiltrate both mortal and spirit society to spread discord and mischief before being bound to a Relic. Now it seeks to cause as much trouble as possible in hopes that someone will try to free it from its prison in an attempt to destroy it. It appears as a green-skinned and slender humanoid with kaleidoscopic eyes and shark-like smile that take up most of its face. Its long horns grow sideways and several comical trinkets dangle from them. It is dressed in colorful, mismatched clothes and it is followed by a miniature tornado.

        Rank: 5
        Attributes: Power 13, Finesse 15, Resistance 13
        Willpower: 10
        Maximum Essence/Per Turn: 50/15
        Initiative: 14
        Defense: 10
        Speed: 48
        Size: 5
        Corpus: 18
        Influences: Mischief 5
        Ban 1: Cannot pass up an opportunity to cause mischief
        Ban 2: Cannot use Numina or Influences on anyone who has not made a Subterfuge roll in over one moon (28 days).
        Bane 1: An item used in a challenge of wits in which it was outsmarted.
        Bane 2: A document filled with the willingly given confessions of all the lies of a famous trickster (e.g. a con artist, hacker, politician, spy, salesman or lawyer).
        Manifestations: Twilight Form, Possess, Fetter, Unfetter, Claim, Shadow Gateway
        Numina: Aggressive Meme, Animal Mask, Blast, Far Sight, Hallucination, Host Jump, Mortal Mask, Occult Sight, Perfect Lie, Phantom Arsenal, Regenerate, Seek, Telekinesis, Teleportation, Weather Control (Heavy Winds), Price Of Power x 2
        Last edited by GibberingEloquence; 07-09-2017, 04:05 PM.


        [Future Under Construction, Do Not Disturb The Chrono-Robots]

        Comment


        • #49
          What exactly do you imagine Influence (Mischief) being able to do?


          A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

          Comment


          • #50
            RE: The Tricksters Mask

            I like this. This is the sort of high end threat that could easily be used in a Werewolf Campaign.

            Re: Influence Mischief

            I would interpret this as a ability to introduce effects that are disruptive or comedic into orderly situations (like a supernaturally fueled prank). An Influence 1effect might tie together shoelaces or loosen the caps of salt shakers, While Influence 5 effect might trigger mishaps across a wide area. This is also a good place to note that when you choose a Influence, to have a strong idea of what that Influence can actually do - it will save time and effort when the entity is used in game.


            The Artificer's Workshop - A collection of Exalted Artifacts
            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
            The Horror Lab - A collection of Beasts, Monsters and less definable things.
            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
            Twilight Menagerie - A collection of Ephemeral Entities

            Comment


            • #51
              Been doing some writing today and came up with a few new relics!

              The Burnished Codex●●
              The Burnished Codex is a text handwritten on coarse paper and bound with leather cords and sturdy brass plates. Written in 1922 by known occultist and former Jesuit priest A.A Davis, the text contains detailed information concerning angelic entities. The text postulates that there are many different choirs of angels, all serving different manifestations of the divine. While written mostly in English, large portions of the text are in Greek, Latin, Aramaic, and a convoluted cipher devised by the original author. The Burnished Codex grants its equipment bonus to Academics or Occult rolls involving Angels, Qashmallim or similar entities.
              Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 4

              Powers
              The Burnished Codex contains the following ritual, which can be performed by anyone with at least 3 dots of Occult.
              Call the Servant: This ritual can compel the presence of one of three specific angels. The ritual is expensive, requiring an Availability 3 amount of gold, silver and other precious minerals. The summoner spends 1 point of Willpower and makes an extended Presence + Occult roll with a penalty equal to the targeted spirits rank. Each roll requires 30 minutes of meditation and precise recitation of verse; the number of successes required is the entities rank x 5. If successful, the desired entity will manifest before the summoner. Performing this ritual is a Breaking Point with a -1 penalty. On an exceptional success, the summoned entity will grant the summoner one request that is within the entities capabilities.
              The entities the book can call forth are listed below;
              Lantern Herald: Rank 1; Influence (Light); Numina: Awe, Firestarter, Speed
              Engineer of Destinies: Rank 2; Influence (Fate); Numina: Awe, Fate Sense, Omen Trance, Sign
              Servant of Vengeance: Rank 3; Influence (Retribution); Numina: Awe, Blast, Regenerate, Speed, Stalwart, Telekinesis

              Drawback
              Unguarded: Once summoned, the ritualist cannot compel the entity to do anything other than attend his presence; the spirit must be convinced or forced to do the ritualists bidding through other means.


              The Spiral Key ●●
              This old-fashioned brass key has spiral-patterned motif on its fob. Its origin unknown but its creation can be traced as far back as 1776. The was discovered beneath the floorboards of a colonial manor house in New England on a key ring with several other keys.
              Size: 0 Durability: 3(5) Availability: 2

              Powers
              Doorway: The Spiral Key allows its user to travel from one doorway to another. The user spends two points of Willpower and makes a Wits + Larceny or Streetwise roll. If successful, they may walk through a doorway and walk out of a different doorway. This can be any doorway within 5 miles that the user has stepped through at least once before. On an exceptional success, activating the Spiral Key only costs one point of Willpower. On a dramatic Failure, the user suffers 3 points of Bashing damage and becomes lost for 1 hour before being ejected from their point of origin.

              Drawback
              Coveted: The Spiral Key has the Coveted Condition.




              The Artificer's Workshop - A collection of Exalted Artifacts
              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
              The Horror Lab - A collection of Beasts, Monsters and less definable things.
              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
              Twilight Menagerie - A collection of Ephemeral Entities

              Comment


              • #52
                Hey Reighnhell, I found a a cool video that might give you inspiration to create more Relics (warning: a bit NSFW). What do you think?


                [Future Under Construction, Do Not Disturb The Chrono-Robots]

                Comment


                • #53
                  Originally posted by GibberingEloquence View Post
                  Hey Reighnhell, I found a a cool video that might give you inspiration to create more Relics (warning: a bit NSFW). What do you think?
                  Ah, the Darkness 2. Good game.

                  Comment


                  • #54
                    Re: The Relics of the Darkness

                    Never played the game and I'm only a little familiar with the comics series. That being said, these are exactly the sort of items I love - flavorful histories with powers that are mysterious and likely dangerous! I will need to watch this full video and see if it can kick start a few of my own ideas. Thanks for the Recommend!


                    The Artificer's Workshop - A collection of Exalted Artifacts
                    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                    The Horror Lab - A collection of Beasts, Monsters and less definable things.
                    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                    Twilight Menagerie - A collection of Ephemeral Entities

                    Comment


                    • #55
                      Re: New Relic

                      Felt a burst of inspiration from reading this thread. I am Posting what I came up with below!


                      Scroll of the Persephone ●●●●
                      “The Scroll of Persephone” is an ancient text written on papyrus with ink made from a blend of pyre-ash, blood, and pomegranate. The writing dates circa 300BC, in a dialect of Greek that would have been considered archaic even in that time. While faded and worn with age, the scroll has survived millennia and remains intact and legible. Its power is nothing short of miraculous – when the incantation is repeated properly, it can call back the dead. Those returned are physically, mentally and spiritually intact, but the magic fades overtime, with death reclaiming the returned after a short few months. The scroll currently resides under lock and key in a private collection of rare writings. The Scroll of Persephone grants its equipment bonus to Academics or Occult rolls involving Greek Mythology or Thanatology.


                      Equipment Bonus: +2 Size: 1 Durability: 1(5) Availability: 5
                      Powers
                      The Scroll pf Persephone contains the following ritual, which can be performed by anyone with at least 3 dots of Academics or Occult. Performing these rituals is a Breaking Point with a -1 penalty.
                      Rite of the Black Pomegranate: This ritual must be performed at night during the autumn or winter in a graveyard or similar place of death or mourning. It must be performed over the mostly intact remains of the deceased; the ritual does not work if the body has been reduced to ash and dust. The ritualist spends 5 points of Willpower and makes an extended Intelligence + Academics or Occult roll. The ritual requires 10 successes, with an additional success needed for every year the subject has been dead. Each roll requires 15 minutes of precise recitation of the verse and ritualized gestures.
                      If successful, the subject is returned to life and health; fatal wounds are healed and fatal afflictions are cured. The ritual is ineffective on those who died or old age or similar natural causes or supernatural beings (including creatures that do not use Integrity to track Breaking Points). The revived person gains the Resurrected Condition and suffers a Breaking Point at a -3 penalty.
                      Indestructible: The Scroll of Persephone is eternal – even if burned to ash or torn to shreds, it will re-appear in the nearest graveyard during the next new moon.
                      Drawback
                      One Foot in the Grave: When the ritual is performed, the ritualist gains the Open Condition for Ghosts, which gain a +2 equipment bonus to use Influences and Numina against the ritualist. This Condition ends when the individual revived by the rite resolves the Resurrected Condition.


                      The Artificer's Workshop - A collection of Exalted Artifacts
                      Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                      The Horror Lab - A collection of Beasts, Monsters and less definable things.
                      Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                      Twilight Menagerie - A collection of Ephemeral Entities

                      Comment


                      • #56
                        Its been awhile, so here are a few new Relics
                        The Bangle of Bells ●●
                        This object is a delicate bangle of silver bells, crafted to be worn around the ankle. Its delicate chime is a sound the dead cannot hear. The device was said to have been crafted by Romani artisans to protect their daughters and sisters against the depredations ghosts and others restless dead.

                        Size: 0 Durability: 1(3) Availability: 2

                        Powers
                        Deathless Chime: Once activated, the bells masks the users presence against the unquiet dead. By spending 2 point of Willpower and making a Dexterity +Stealth roll, any creature strongly death aligned creature (such as Ghosts, Mummies or Vampires) that attempts to locate the wearer of the Bells suffers a -2 penalty until the end of the scene. On an exceptional success the user gains a +1 bonus to defense against such creatures as well.


                        The Shard from Beyond ●●
                        The item identified as “The Shard from Beyond” is a fragment of unidentified material that fell from the sky and landed in a pasture in the state of Maine in late August 1954. The Shard is a 1lb fragment of silvery metal with an opalescent sheen and emits a kaleidoscopic light when touched. Exposure to this light augments the users cells, spurring rapid healing and countering the effects of disease, toxins, and aging. However, if the power of the shard is misused, the cellular growth spirals out of control, causing cancer, extreme mutations, and ultimately death. The Shard has passed through many hands over the years, and currently in a lead-lined box in a safe deposit box, largely forgotten.

                        Size: 1 Durability: 4(6) Availability: 2

                        Powers
                        Knit Flesh: By spending a 2 points of Willpower, and making a Stamina + Resolve roll, the user heightens their bodies ability to heal for the next 24 hours. All of the users normal healing times are halved and they gain a+2 bonus to rolls to resist the effects of Disease or Poison. On an exceptional success, Bashing damage heals at one point per minute, Lethal damage heals at one point per 15 minutes, and aggravated damage heals at a rate of one point per day. By spending an additional point of Willpower, The Shard pushes back the aging process; making the user two years younger.

                        Drawback
                        Warp Flesh: Abusing the power of the Shard can the users body to grow, warp, and mutate out of control. If an activation roll is failed, the user suffers a point of lethal damage, adds one to the number of Doors required to socially influence another character, and gains one of the following tilts; Arm Wrack, Blinded, Deafened, Leg Wrack, or Sick (Grave). The social penalty and tilts remain until the damage associated with them is healed. On a dramatic failure the damage is Aggravated. The heightened healing granted by Knit Flesh cannot heal any injury caused by Warp Flesh.

                        The Sleeper’s Book ●●
                        The “Sleeper’s Book” is a volume assembled from the dream journals of several patients at the Essex Institute of Psychiatric Medicine in the mid 1980’s. Each of the patients suffered severe nightmares, despite all being noted lucid dreamers. The book is extensively annotated, which grants insight into the psychology of dream, and offers several meditative techniques for dealing with nightmares and other sleeping related ailments. The Sleeper’s Book grants its equipment bonus to investigation and research rolls involving Dreams or Sleep.

                        Equipment Bonus: +2 Size: 1 Durability: 1(3) Availability: 2

                        Powers
                        Sleeper’s Guard: Once per chapter, after reading the Sleeper’s Book for at least an hour, and making a successful Meditation roll, the user may spend one point of willpower to grant their Dream Form 2 points of general Armor the next time they sleep. This bonus lapses once the user wakes. This is in addition to the other benefits of Meditation.
                        Sleepers Focus: Using Sleeper’s Guard gives the possessor the Steadfast Condition the next time they enter their Dream Form.



                        The Artificer's Workshop - A collection of Exalted Artifacts
                        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                        The Horror Lab - A collection of Beasts, Monsters and less definable things.
                        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                        Twilight Menagerie - A collection of Ephemeral Entities

                        Comment


                        • #57
                          Hey, I'm not sure if anyone already mentioned, but there's a show on Travel Channel, "Deadly Possessions" aka "Ghost Adventures: Artifacts": https://en.wikipedia.org/wiki/Deadly_Possessions

                          The episodes make me think of you and this thread, so I thought I'd share in case you're looking for inspiration.


                          Comment


                          • #58
                            Thanks for the recommend Chesh. Its already stirred a few ideas!

                            Here is a batch of a few more recent creations.
                            Cerberus 000 ●●●
                            The Cerberus 000 is a next-generation prototype assault rifle. Its constructed of highly durable titanium and carbon fiber and fires steel jacketed APDS rounds and has an integrated 30mm under barrel grenade launcher. The weapon also includes a retractable stock which allows it to be fired in carbine and rifle configuration. An external LED displays the amount of ammo remaining in the clip (a design oversight prevents this from being dimmed or deactivated). The weapon was never put into full production due to its materials cost, maintenance requirements and nagging design flaws. There were only a six prototypes created, and they were stored in a government warehouse. How these units have made it into civilian and private hands is currently unknown.

                            Damage: +3 Initiative: -2 Size:3 Strength: 3 Durability: 3(6) Capacity: 80+1 Range: 150/300/600 Tags: 9-again, Piercing 1 Availability: 4

                            Powers
                            Next Generation Weapon: Cerberus 000 has a number of advancements, reflected in its statistic; Its materials and construction reduce its initiative penalty by 1. Its APDS rounds grant it the 9-Again and Piercing 1 tags, and its improved stability gives it a +1 equipment bonus to its attacks. In addition, it uses extended clips as a standard feature.

                            Drawback
                            Bleeding Edge: The Cerberus 000 is the product of remarkably advanced, but otherwise mundane technology. Any attempts to analyze, repair, or replicate the rifle suffer a -3 penalty.
                            Prototype: The design of the Cerberus 000 is considered overly complicated and is prone to malfunction. A dramatic failure leads to a malfunction where the Cerberus fails to operate until it is repaired. If repairs are attempted mid-battle, increase the penalty from Bleeding Edge to -5.

                            Crossroads Blue ●●●
                            The Crossroads Blue is a metallic blue 1960 Telecaster Custom Electric guitar. It was carried by a blues musician and con artist named Jackson Hayes, who ventured to a remote crossroads in rural Mississippi in the summer of 1965 to see if there were any truth the legends that one could barters one’s soul to the Devil for talent and fame. Hayes never said if he actually met such a creature, but his guitar playing was remarkable and he never seeming to want for money or companionship. After his death in 1975, the guitar has moved through the hands of several collectors and is owned by a record producer in Los Angeles. The Crossroads Blue grants its equipment bonus to Expression rolls when being played.

                            Equipment Bonus: +2 Size: 2 Durability: 2(5) Availability: 4

                            Powers
                            Indestructible: No matter how much wear the guitar endures, but always returns to pristine condition, regenerating a point of Structure every night even if it's been destroyed previously.
                            To use the following abilities, the possessor must spend 3 points of Willpower to gain the Bonded Relic Condition.
                            The Deal at the Crossroads: The Guitar can summon a devilish entity with miraculous power. The possessor of the guitar must travel to a remote crossroads. At midnight, the possessor makes a Presence +Expression roll to play the instrument. If successful, the entity appears and is ready to negotiate. If the possessor agrees to the terms, they gain 2 dots in the Professional Training (Musician) Merit, with Expression and Empathy as asset skills. In addition, they gain 2 dots of the Resources Merit and 1 dot of the Fame Merit. If the possessor already has these Merits, the dots are added to their rating. The boons granted by the entity last only seven years (ten years on an exceptional success), after which the Bonded Relic Condition resolves. Using Deal at the Crossroads is a Breaking Point with a -2 penalty.

                            Drawback
                            The Fine Print: The Deal remain in place for as long as the possessor has the Bonded Relic Condition. If the condition resolves (for any reason or circumstance), the possessor loses all merits gained from Deal at the Crossroads and gain the Hunted Condition, as entities are sent to collect the soul that is owed. In addition, the possessor becomes a pawn of an otherworldly power, and gains the Leveraged Condition.

                            The Ghastly Journals ●●
                            Written between 1935 and 1938, “The Ghastly Journals” are a set of three thick, wire bound notebooks, dogged-eared and soiled by usage and time. They were written by Joseph Fallon, a medical student in Washington state who had become obsessed with cadavers and believed that the soul could be located within the flesh. The journal contain detailed anatomical drawings and philosophical notes, as he escalated his explorations from cadavers and animal carcasses to the vivisection of transients and prostitutes. After his suicide in1939, the journal passed through several collection of criminal and macabre memorabilia before being purchased by a private collector. It’s current whereabouts are unknown. The Ghastly Journals grants its equipment bonus to investigation and research rolls involving anatomy, souls, and vivisection.

                            Equipment Bonus: +2 Size: 1 Durability: 0(3) Availability: 2

                            Powers
                            Sever Soul: Once per chapter, after reading the diary for at least an hour, and making a successful Intelligence+Medicine roll, the possessor may spend 2 points of Willpower to gain the ability to strike against a targets Soul. On a successful attack with a knife or other type of small blade, the wielder may choose to apply the Soul Shocked Condition to their victim. This ability lasts until it is used or until the next sunrise.

                            Drawback
                            Morbid Fascination: When the possessor uses Sever Soul, they gain a preoccupation with corpses, dissection, murder and similar pursuits. The possessor gains the Obsessed (Morbidity) Condition, which is shed after [10-Integrity] days.
                            Last edited by Reighnhell; 02-02-2018, 09:00 PM.


                            The Artificer's Workshop - A collection of Exalted Artifacts
                            Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                            The Horror Lab - A collection of Beasts, Monsters and less definable things.
                            Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                            Twilight Menagerie - A collection of Ephemeral Entities

                            Comment


                            • #59
                              Originally posted by Reighnhell View Post
                              An external LED displays the amount of ammo remaining in the clip (which can be dimmed for night time operation).
                              Maybe I'm cynical, but I imagine a dimmer function is exactly what a designer would forget. PCs get hold of a cool gun only to find out that it lights them up in the dark, least till the battery runs out.


                              Comment


                              • #60
                                Re: Cerberus 000 Design Flaws

                                I find this amusing enough that I am updating the post.

                                And I have been in the mode for objects that are explicitly advanced technology with little or no supernatural influence, so here are a few ideas.
                                Aegis Tactical Armor ●●
                                The Aegis Tactical Armor is a promising prototype suit of combat armor. Composed of ceramic plates, cloth woven of an advanced Kevlar derivative, and integrated electronic sensors and feedback, the Aegis armor protects the wearer as well as full as riot gear but with a significant reduction in bulk and discomfort. The helmet and other electronics are part of a small personalized wireless network, allowing the various elements of the soldiers gear to communicate seamlessly. The armor even has an environmental system that compensates for in hospital breathing conditions and temperature extremes. The Aegis Armor grants its equipment bonus for rolls to resist the effects of Extreme Environments and airborne toxins or diseases.

                                Equipment Bonus: +2 Armor Rating: 3/5 Defense: -1 Speed: 0 Coverage: Arms, Helmet, Legs Torso Strength: 2 Availability: 3

                                Powers
                                Next Generation Gear: The Aegis Tactical Armor has a number of advancements, reflected in its statistic; The armor is ergonomically designed and made of compact, light weight materials, reducing its Defense and Speed penalties by 1.
                                HUD: The visor of the helmet projects images and information, and is linked to a detachable mini-tablet pc. This gives superior situational awareness, granting the wearer a +1 bonus to Initiative and a +1 modifier on reflexive Wits + Composure rolls detect an impending ambush.

                                Drawback
                                Adjustment: The armor must be re-adjusted for a correct fit each time it is worn- a time consuming process that limits the suits combat readiness. Donning the armor is an extended Dexterity+Crafts roll, requiring 5 successes and 5 minutes per roll. An incorrect fit imposes a -2 penalty to Initiative, Defense and Speed.
                                Cutting Edge: The Aegis Tactical Armor is the product of advanced, but otherwise mundane technology. Any attempts to analyze, repair, or replicate the armor suffer a -2 penalty.

                                Tartarus EM Rifle Version 1 ●●●●
                                The Tartarus EM is an experimental rifle that uses a powerful electromagnetic pulse to propel a dense iron slug at high velocities. The body of the weapon is durable ceramic, carbon fiber, and titanium. The weapon is powered by a high-capacity energy cell and is capable of single shot and semi-automatic rates of fire. The power of the weapon is impressive, capable of penetrating reinforced targets at ranges greater than most comparable rifles. When fired, it produces a high-pitched whine and loud report, making it difficult to use stealthily. The weapon was shelved due to its materials cost, specialized ammunition and the need for frequent recharging, which limited its combat effectiveness. There were only a six prototypes created, which have begun to appear on the black market.

                                Damage: +5 Initiative: -4 Size:3 Strength: 3 Durability: 3(7) Capacity: 10 Range: 300/600/1200 Tags: Piercing 3 Availability: 5

                                Powers
                                Next Generation Weapon: The Tartarus EM has a number of advancements, reflected in its statistic; Its materials and construction reduce its initiative penalty by 1. The weapon has an integrated high-end digital scope, which reduces any penalties imposed by range by 2. The force it generates punches through most armor, improving its damage and granting the weapon the Piercing 3 tag. As is typical for heavy weapons, if not properly braced and set to handle the recoil, the shooter takes 1 bashing damage and suffers the Knocked Down Tilt. The Tartarus EM is packaged with 1clip, 10 rounds of ammunition, and two battery packs.

                                Drawback
                                Bleeding Edge: The Tartarus EM is the product of remarkably advanced, but otherwise mundane technology. Any attempts to analyze, repair, or replicate the rifle suffer a -3 penalty.
                                Exotic Ammunition: The caseless iron rounds fired by the Tatarus have to be machined and prepared to exacting specifications in order to be fired without damaging the rifle. Attempts to craft such ammunition requires expensive machining tools and suffer the penalty imposed by Bleeding Edge. In addition, the high capacity batteries retain enough energy are often unpredictable, running out of power at inopportune times. On a critical failure the battery runs dry until swapped or recharged (the system comes with a charging unit and takes approximately 8 hours to fully charge).



                                The Artificer's Workshop - A collection of Exalted Artifacts
                                Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                                The Horror Lab - A collection of Beasts, Monsters and less definable things.
                                Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                                Twilight Menagerie - A collection of Ephemeral Entities

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