Magitech Artifacts

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=== Clockwork Armour ===
=== Clockwork Armour ===
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Repair Rating: 1<br>
This wonder of the Age of Sorrows consists of exceptional mortal armor - Articulated Plate, Plate-and-Chain and Superheavy Plate can all be modified with a series of steam-powered clockwork devices which ease their movement and help support their great weight. Armor so-equipped reduces its Fatigue value to 0, and subtracts 2 from its Mobility Penalty. Clockwork Armor has a Repair Rating of 2.<br>
This wonder of the Age of Sorrows consists of exceptional mortal armor - Articulated Plate, Plate-and-Chain and Superheavy Plate can all be modified with a series of steam-powered clockwork devices which ease their movement and help support their great weight. Armor so-equipped reduces its Fatigue value to 0, and subtracts 2 from its Mobility Penalty. Clockwork Armor has a Repair Rating of 2.<br>
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=== Combat Trigger System ===
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''Inspired by Mong's desire for Gunblades''<br>
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=== Piston Hammer ===
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These devices were developed in the High First Age and used primarily by a group of Solar duelists. They saw little use until after the Usurpation due to their complicated nature. Following the death of the Lawgivers, however, Dragon-Blooded found that these devices could be used to give them an edge in combat with superior foes, and so the best Terrestrial warriors were equipped with daiklaves that had these systems added.<br>
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The system itself consists of a trigger built into the grip of the daiklave, though similar systems can be built into nearly any weapon available. As a reflexive action on Step 9 of any attack he makes, the character using a weapon equipped with this item may make a Wits + Melee roll. The successes on this roll - if any - may be used to replace any failures on the damage roll made in Step 10. So, for instance, if an Exalt uses this ability and scores four successes on the Wits + Melee roll. Then rolls three damage dice and only scores one success, he may "replace" the two dice that were not successes with two dice from the previous Wits + Melee roll. The remaining two successes from that roll would be lost, as this ability cannot add additional dice to post-soak damage.<br>
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=== Piston Hammer ===
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Repair Rating: 1<br>
This exceptional sledge is equipped with a specially designed head, installed with densely packed, spring-loaded pistons. Its base damage is reduced to +6B/2 for the first four successful attacks made with it. On the fifth attack, however, it releases the stored energy of the first four attacks, increasing its damage to +16L/5. Piston Hammers have a repair rating of 1.<br>
This exceptional sledge is equipped with a specially designed head, installed with densely packed, spring-loaded pistons. Its base damage is reduced to +6B/2 for the first four successful attacks made with it. On the fifth attack, however, it releases the stored energy of the first four attacks, increasing its damage to +16L/5. Piston Hammers have a repair rating of 1.<br>

Revision as of 16:00, 13 April 2008

Contents

Magitech

One Dot Magitech

Clockwork Armour

Repair Rating: 1
This wonder of the Age of Sorrows consists of exceptional mortal armor - Articulated Plate, Plate-and-Chain and Superheavy Plate can all be modified with a series of steam-powered clockwork devices which ease their movement and help support their great weight. Armor so-equipped reduces its Fatigue value to 0, and subtracts 2 from its Mobility Penalty. Clockwork Armor has a Repair Rating of 2.

Combat Trigger System

Inspired by Mong's desire for Gunblades

These devices were developed in the High First Age and used primarily by a group of Solar duelists. They saw little use until after the Usurpation due to their complicated nature. Following the death of the Lawgivers, however, Dragon-Blooded found that these devices could be used to give them an edge in combat with superior foes, and so the best Terrestrial warriors were equipped with daiklaves that had these systems added.

The system itself consists of a trigger built into the grip of the daiklave, though similar systems can be built into nearly any weapon available. As a reflexive action on Step 9 of any attack he makes, the character using a weapon equipped with this item may make a Wits + Melee roll. The successes on this roll - if any - may be used to replace any failures on the damage roll made in Step 10. So, for instance, if an Exalt uses this ability and scores four successes on the Wits + Melee roll. Then rolls three damage dice and only scores one success, he may "replace" the two dice that were not successes with two dice from the previous Wits + Melee roll. The remaining two successes from that roll would be lost, as this ability cannot add additional dice to post-soak damage.

Piston Hammer

Repair Rating: 1
This exceptional sledge is equipped with a specially designed head, installed with densely packed, spring-loaded pistons. Its base damage is reduced to +6B/2 for the first four successful attacks made with it. On the fifth attack, however, it releases the stored energy of the first four attacks, increasing its damage to +16L/5. Piston Hammers have a repair rating of 1.

Two Dot Magitech

Dragon Tooth Launchers

These handheld devices, called "firearmaments", or firearms, by their inventor due to their use of some of the repulsion effects found in Air and Fire aspected Essence, were developed during the late High First Age, but really didn't come into widespread use until the early Shogunate, when the Dragon-Blooded found that their designs were relatively easy to reproduce.

Dragon Tooth Launchers are ranged weapons that use the Archery skill, and fire small slugs of steel or lead at high velocities using a magitech-enhanced alchemical reaction. At 2 dots, they come in two available versions - a one-handed weapon fed from a cylinder that can hold six slugs, and a two-handed, high-rate version that holds a higher number of rounds in a small box that "clips" into the feeding mechanism of the weapon, holding about 20 shots total before it must be reloaded. These devices aren't often produced in the Second Age, but can be found in Shogunate weapons caches or in the hands of Lookshayan urban guerillas.

These items benefit from magical material bonuses as thrown weapons. The following mundane ammunition types are available for Dragon Tooth Launchers:

  • Normal Ammunition, Resources 1 for 20 Shots, Base Damage: 6L
  • Steel Ammunition, Resources 2 for 20 shots, Base Damage: 4L, Adds P tag
  • Exploding Ammunition, Resources 2 for 10 shots, Base Damage: 6L; Exploding ammo does base damage to everyone within 10 yards of the target as a secondary Environmental effect. A botch may cause Exploding Ammunition to explode in the weapon, dealing base damage x the number of rounds in the weapon to the character.
  • Bean bullets, Resource 1 for 20 shots, Base Damage: 8B


Dragon-Tooth "Pistol"

Repair Rating 1
Speed 5
Accuracy +2
Damage As Ammo +2L
Range 75
Rate 2
Tags B
Commitment 3

A popular variant of the Dragon Tooth pistol is a hold-out design used by assassins and diplomats in the Shogunate period. Constructed out of transparent adamant, the gun only carried one bullet, but was nearly impossible to detect, adding 4 to the difficulty of all Awareness rolls to detect it once concealed. It had the following stats:

Repair Rating 1
Speed 5
Accuracy +0
Damage As Ammo
Range 20
Rate 1
Tags B

Dragon-Tooth "Machine Firearm"

Repair Rating 2
Speed 6
Accuracy +1
Damage As Ammo +4L
Range 60
Rate 4
Tags B, 2
Commitment 5
Note: If the Machine Firearm is used to make 4 or more attacks in a single action two actions in row (through flurries or Extra Action charms), the build up of fire-aspected Essence in the chamber may cause overheating on the second action. Roll a number of dice equal to the total number of shots fired on both actions, every three successes deals one level of bashing damage to the user, soaked normally.

Spark Gloves

These Shogunate era-devices are a pair of gloves with bands of blue and black jade across the major strike points of the hand. Used primarily for defense and police actions, the gloves are capable of delivering a powerful electrical shock to anyone they strike. This ability requires 1 mote to activate. After rolling for damage, the user rolls their Dexterity + Martial Arts, adding a number of dice equal to their damage successes. The target resists with Stamina + Resistance. For each extra success that the user rolls, the target suffers a -1 penalty to all actions for the next 20 ticks. Additionally, if the user scores more successes than the target's Stamina, the target is immediately rendered unconscious.

By spending 3 motes, the user can "overcharge" the gloves, causing the target to also check to resist Knockback against a difficulty of 4. If he fails, he's thrown back 5 yards.

Repair Rating 2
Commitment 3 motes
Damage +3B
Rate 2
Defense +1 (can defend against lethal attacks)
Accuracy +0
Notes: Because of their flexibility and natural ergonomics, users of Spark Gloves are always considered unarmed when using Martial Arts styles.

Three Dot Magitech

Dragon Tooth "Rifle"

This weapon was one of the later weapons designed prior to the Usurpation and, though many Exalts preferred bows due to their greater potential range, a sizeable minority enjoyed the increased accuracy and damage of the Dragon Tooth weapon.

This weapon has a setting for a single hearthstone, and benefits from magical material bonuses as an Archery weapon. It is otherwise similar to the two-dot Dragon Tooth weapons. A Dragon Tooth Rifle holds ten shots.

Repair Rating 2
Speed 6
Accuracy +2
Damage As Ammo + 8L
Rate 1
Range 150
Tags 2, B
Commitment 5
Note: Dragon Tooth "Rifles" can be equipped with an artifact bayonet, bought and statted as a short daiklave with the same mm bonus as the rifle.

"Dragon Fire" Dragon-Tooth Launcher

This specialty Dragon-Tooth Launcher was designed for ship crews - having a shorter accurate range and less penetration than other designs, but making up for it with tremendous close-range power, making it more useful against the unarmoured opponents more commonly found at sea. At Artifact 3, it holds two shots before it needs to be reloaded. Artifact 4 versions exist, which hold 8 shots in an internal magazine.

Repair Rating 2
Speed 5
Accuracy +1
Range 30
Damage As Ammo + 10L
Rate 2
Tags 2, B
Committment 3
Note: Double soak and hardness provided by armour against this weapon.

Four Dot Magitech

Five Dot Magitech

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