Artifacts

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Contents

[edit] Artifacts

[edit] One Dot Artifacts

[edit] 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.

[edit] Orichalcum Dragon's Teeth

These golden slugs fly straight and true toward their target, adding two to the weapon's Accuracy and Damage.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] 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.

[edit] Two Dot Artifacts

[edit] 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.

[edit] Three Dot Artifacts

[edit] 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.

[edit] Hymnblade

Created in the early First Age for a group of Solar warriors dedicated to hemming in the earliest shadowlands and protecting the holy sites of the Unconquered Sun, the Hymnblades are orichalcum daiklaves (3 are normal daiklaves, 3 are reavers, 3 are reapers). Each one was specially blessed by Zeniths, and forged by Twilights working only during the day, and only in the holy city of Ondar Shambal, and each has etched onto its blade prayers written by each of its carrier's incarnations.

The blade has normal stats for a daiklave of its type, and includes one hearthstone setting. Attacks made with the blade do not cut as normal attacks, however. Instead, when the blade is swung - its holy song is so great and terrible that Creation tears itself apart rather than profaning such a sacred weapon. Even missed blows leave great furrows in the ground as it tears itself to pull away from the blade. Any person killed by a Hymnblade passes immediately into Lethe, additionally - ghosts struck by the blade lose one point of Fetter for every damage success rolled.

Abyssal versions of these blades are known to exist - forged from Soulsteel and called Dirgecleavers. Dirgecleavers send the souls of those they kill screaming into the Void, and the rending damage they cause is a result of Creation's fear, rather than awe, but they are mechanically the same to their Solar counterparts.

Where the Abyssals developed such weapons is unknown, but rumours persist of a long-lost Grand Hymnblade, carried by the master of the Order into battle and lost, when he fell in the heart of a Shadowland - or perhaps lost when he fled the Usurpation. The discovery of such a blade, wherever it may lie, would be a great boon in the battle against the Deathlords.

[edit] Four Dot Artifacts

[edit] The Talon of Oramus

This artifact dates back to the High First Age, when it was forged by master craftsmen of the Celestial Exalted as proof of their mastery over all of Creation – even time itself. As a device, it is unassuming – a dagger whose blade is fashioned from ivory, eight inches long, curved and serrated on the outside edge. The entire length of the blade is inset with a complicated pattern of Essence circuitry fashioned from orichalcum, moonsilver and starmetal, connecting the hearthstone setting in the blade to the Essence reservoir concealed in the hilt. The knife's grip is fashioned from yet more moonsilver and starmetal, woven in an intricate pattern around a core of orichalcum, and at the pommel there is a switch which activates the Artifact's powers when pressed.

The Artifact possesses an Essence reservoir which holds 25 motes. When used as a weapon, it has the stats of a short daiklave but receives no magical material bonus.

The Talon of Oramus has three powers. It is rumoured that it is but part of a larger apparatus that was lost with the end of the First Age, and that – if it were repaired and connected once again to this larger device, one of the great Wonders of the First Age would be restored – or the very foundation of Creation would be shaken apart, no one alive knows for sure which. Activating any of the Dagger's powers is a reflexive action.

  • Spending 5 motes from the Dagger's reservoir allows the user to briefly unravel Fate for a mere instant, allowing them to reroll any one dice roll. They must take the result of the second roll, even if it was worse than the first, unless they want to spend another 5 motes from the reservoir.
  • For 15 motes, the dagger releases a burst of energy that briefly slows down the passage of time for everyone but the user in the immediate area. This allows the user to take a second action on the same tick as their first, just as though they had waited for their next action.
  • For 20 motes, the dagger warps divergent strands of Fate, melding them together into one continuity. In effect, this allows the user to take an action – such as an attack – which affects multiple people, up to his (Essence) in people at once. The action taken must be the same for each person, and is resolved as one action which is then applied separately to each person, representing the convergence of different choices.
  • The Dagger's Essence Reservoir is specially designed to support the powers it possesses, and normal means of recharging it will not necessarily work. It can only be charged from a Manse, Demesne or Hearthstone – in which case it usurps the normal essence regeneration provided in order to recharge its own reservoir. Alternately, it can be recharged by using it to strike the killing blow against a demon, fair folk or other being that is outside Fate. In which case, the dagger immediately regains a number of points of Essence equal to the Permanent Essence of the creature it was used to kill. Only Essence from the Dagger's reservoir can be used to power the Dagger's abilities.
  • Additionally, each time the Talon is used, anyone attempting to track the carrier's location through Astrology or by viewing the Loom of Fate gains a +1 cumulative bonus. This bonus fades at a rate of 1 per day in which the Talon is not use

[edit] Five Dot Artifacts

[edit] N/A Artifacts

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