Artifacts
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== Three Dot Artifacts == | == Three Dot Artifacts == | ||
+ | === ''Matango'' Symbiotic Armour System (Armor of Sextis Jylis === | ||
+ | The Matango armour was developed during the High First Age by a Twilight Genesis-crafter. It comes "packaged" in a small spore-pouch, about the size of one's fist, and when applied to the skin, spreads out to encompass the user in a suit of living armour created from an extremely difficult to reproduce form of Genesis-crafted lichen. Though the Symbiotic Armour System has many similarities to magitech armour, it is self-repairing and does not have a repair rating.<br> | ||
+ | |||
+ | In terms of soak, Matango armour is treated as artifact lamellar, but lacks any of the magical material bonuses. It requires only 2 motes to activate and commit, and is compatible with Aegis Inset Amulets. While wearing the armour, the user requires only water for sustenance, everything else is provided by the armour, which has food and air reserves that may last for up to five days before it needs to be removed and re-charged. Additionally, by spend an additional mote of essence when committing to the armour, the user may allow the armour to insinuate itself into his muscles, boosting his strength and overland speed. If this is done, the armour adds 2 to the character's effective Strength and doubles the speed at which the character runs, walks or sprints.<br> | ||
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+ | Matango Armour has a Mobility penalty of -1, and a Fatigue rating of 0.<br> | ||
== Four Dot Artifacts == | == Four Dot Artifacts == |
Revision as of 16:21, 13 April 2008
Contents |
Artifacts
One Dot Artifacts
Dragon Tooth Ammunition
Until the Usurpation, the rarity of Dragon Tooth weapons meant that their ammunition could be custom designed using magical materials, providing the user with a great deal more power. After, as the Dragon-Blooded mass produced them during the Shogunate, lesser metals were used for the ammunition, and it became harder to find these rare relic ammunitions. Each dot of Artifact buys five shots of the appropriate ammunition. Artifact Dragon Tooth Ammunition has a base damage of 8L.
Artifact ammunition is not damaged by firing and can be reused. Unsuccessful attacks require a Perception + Awareness roll, normal difficulty, to find the bullet. A successful attack requires that the bullet be dug out of the corpse of the target, which requires an Intelligence + Medicine roll with a difficulty of 3.
Orichalcum Dragon's Teeth
These golden slugs fly straight and true toward their target, adding two to the weapon's Accuracy and Damage.
Moonsilver Dragon's Teeth
Moonsilver Dragon's Teeth deformed on impact, inflicting horrible wounds on their target, and increasing the damage of the attack by 4, and adding the O tag with a minimum damage of 3 but were strangely less effective at long range, reducing the range of the weapon by 50 yards.
Jade Dragon's Teeth
A favourite of assassins, Jade Dragon's Teeth were bouyed by the confluence of fire and air, increasing the weapon's range by 75 yards.
Starmetal Dragon's Teeth
This rare ammunition was designed to create a link in the Loom of Fate between the target and the firer. For every two successful attacks made using Starmetal Dragon's Teeth, the weapon receives a +1 bonus to its Accuracy against that target.
Soulsteel Dragon's Teeth
A recently developed weapon, soulsteel Dragon's Teeth burrow through their target, dealing half the weapon's base damage on the tick after a successful attack, ignoring armored soak.
Adamant Dragon's Teeth
These rare bullets add the P tag to the attack. Additionally, it adds the Crippling keyword to the attack. If the attack isn't a called shot, the target suffers a -2 internal penalty due to the painful nature of the shattering steel-glass as it impacts. If the attack is a called shot, and does at least one HL of damage, the limb impacted by the shot is disabled.
Skin-Shedding Rounds
Skin Shedding Rounds are extremely rare, costing one dot of Artifact per bullet. They can be made with a core of any magical material, and copy that material's effect. However, they add the Piercing tag - which offsets the Moonsilver bullet drawbacks and stacks with the benefits of Adamant, causing it to completely ignore armored soak. Additionally, by spending three actions Aiming, the character can cause a Skin-Shedding Round to "lock on" to a target - creating a unique essence resonance that allows it to ignore cover and reduces the target's Dodge DV to 0 before charms. Reusing Skin-Shedding Rounds requires that they be repaired first. Skin-Shedding Rounds have a Repair Rating of 3.
Two Dot Artifacts
Dragon-Hide Lamellar
This armor was developed in the mid-Shogunate as standard issue equipment for mortal infantry stationed at secure Shogunate bases. Though not actually made from dragon's hide, its composite jade-and-ceramic construction, combined with the comfortable design of lamellar armour, made it a popular and easy-to-produce armour for mortal soldiers during the Shogunate. Dragon-Hide Lamellar has the stats listed below, and ignores the soak-halving effects of weapons with the Piercing tag.
Soak +8B/+10L Mobility Penalty -1 Fatigue 0 Tags: May be hidden under a heavy jacket or coat.
Three Dot Artifacts
Matango Symbiotic Armour System (Armor of Sextis Jylis
The Matango armour was developed during the High First Age by a Twilight Genesis-crafter. It comes "packaged" in a small spore-pouch, about the size of one's fist, and when applied to the skin, spreads out to encompass the user in a suit of living armour created from an extremely difficult to reproduce form of Genesis-crafted lichen. Though the Symbiotic Armour System has many similarities to magitech armour, it is self-repairing and does not have a repair rating.
In terms of soak, Matango armour is treated as artifact lamellar, but lacks any of the magical material bonuses. It requires only 2 motes to activate and commit, and is compatible with Aegis Inset Amulets. While wearing the armour, the user requires only water for sustenance, everything else is provided by the armour, which has food and air reserves that may last for up to five days before it needs to be removed and re-charged. Additionally, by spend an additional mote of essence when committing to the armour, the user may allow the armour to insinuate itself into his muscles, boosting his strength and overland speed. If this is done, the armour adds 2 to the character's effective Strength and doubles the speed at which the character runs, walks or sprints.
Matango Armour has a Mobility penalty of -1, and a Fatigue rating of 0.