Post by Ichibey on May 8, 2022 3:03:50 GMT
ARTEFACTS
Yes, we know you want to get your hands on our gear. It won't be so easy to do though.
Yes, we know you want to get your hands on our gear. It won't be so easy to do though.
Both sides of the Collision in the Lyrical Magiverse are storied, with long histories going back thousands of years. And now, those histories have manifest as echoes occurring around planet Earth. Some echoes speak of worlds that couldn't possibly be the same as these two. Or reflect the mysterious arrival of objects that could not possibly have made their way here all by themselves.
And yet here they are.
Be it an item that resonates with a Wishmaker's Soul Gem in a way that says it has a story greater than a mere Fire Extinguisher, or a relic held in high regard by the Belkan Sanktkaiser Church appearing without a discernible explanation in an Earthly ruin.
How did they get here? Nobody knows. The Companions' best theory is it has something to do with an anomalous wish that they have somehow forgotten. Hex Hammer's researchers can only imagine the kind of Lost Logia that would make such incidents possible, one that has yet to be recorded in the archives.
Whatever the case, these anomalous Artefacts are now here, scattered across this world, waiting to be discovered.
ARTEFACT BASICS
An Artefact is a special item of incredible power that occupies a unique fifth slot in a character's Inventory.
To emphasise this, Artefacts have two (2) Effects rather than just one: a Primary Effect, and a Secondary Effect.
Each character can only hold one (1) Artefact at a time, and although it takes up a special slot, it still adheres to the rules covering item types. For example, you can't equip two (2) Field Spells at the same time, because a Field Spell is literally your complete outfit.
An Artefact cannot be placed into Storage and must be equipped at all times.
An Artefact cannot be bought or sold, only traded for another Artefact. A given Artefact can only be traded once per month.
There are two (2) classes of Artefacts.
An Artefact is a special item of incredible power that occupies a unique fifth slot in a character's Inventory.
To emphasise this, Artefacts have two (2) Effects rather than just one: a Primary Effect, and a Secondary Effect.
Each character can only hold one (1) Artefact at a time, and although it takes up a special slot, it still adheres to the rules covering item types. For example, you can't equip two (2) Field Spells at the same time, because a Field Spell is literally your complete outfit.
An Artefact cannot be placed into Storage and must be equipped at all times.
An Artefact cannot be bought or sold, only traded for another Artefact. A given Artefact can only be traded once per month.
There are two (2) classes of Artefacts.
LOST ARTEFACTS
The first are the Lost Artefacts, which are premade by staff and have some connection to a canon character. They are understandably quite powerful, and could potentially be known to their Origin at large.
These are the Artefacts whispered of in rumour and folklore. This leads to the risk of someone challenging you for ownership of a Lost Artefact. After all, its reputation precedes it, and by taking possession of one, you paint a target on yourself for a character of sufficient power to wrest it from your fingers.
If a character wielding a Lost Artefact is killed in any way outside of an Artefact Challenge, the Artefact is returned to the pool and made available for Questing. The Lost Artefact carries over to your new character if you choose to retire them and respec instead. Be mindful of the Artefact's Origin. If your new character has a different Origin, you won't be able to use it.
The first are the Lost Artefacts, which are premade by staff and have some connection to a canon character. They are understandably quite powerful, and could potentially be known to their Origin at large.
These are the Artefacts whispered of in rumour and folklore. This leads to the risk of someone challenging you for ownership of a Lost Artefact. After all, its reputation precedes it, and by taking possession of one, you paint a target on yourself for a character of sufficient power to wrest it from your fingers.
If a character wielding a Lost Artefact is killed in any way outside of an Artefact Challenge, the Artefact is returned to the pool and made available for Questing. The Lost Artefact carries over to your new character if you choose to retire them and respec instead. Be mindful of the Artefact's Origin. If your new character has a different Origin, you won't be able to use it.
CUSTOM ARTEFACTS
The second are Custom Artefacts, which must be crafted by a character. In terms of balance, they should be somewhat below a Lost Artefact in power. On the other hand, nobody has heard of them, and so they cannot be challenged for.
If a character wielding a Custom Artefact is killed or retired, they may modify it to fit their new character and submit the new idea for evaluation.
The second are Custom Artefacts, which must be crafted by a character. In terms of balance, they should be somewhat below a Lost Artefact in power. On the other hand, nobody has heard of them, and so they cannot be challenged for.
If a character wielding a Custom Artefact is killed or retired, they may modify it to fit their new character and submit the new idea for evaluation.
ARTEFACT QUESTS
In order to acquire a Lost Artefact, one must undertake a Quest.
This requires the character to pay a reasonably hefty cost of their Origin's Currency. How much? That depends on the Artefact. See below.
Once this Cost to Quest has been paid, the character must embark on an Artefact Quest, a type of adventure (solo or otherwise) to hunt down this Artefact.
The Artefact Quest must meet the minimum word count listed in the Cost to Quest. Unlike Missions, this is the number of words per character, not in total. What should go in there? Simple enough. It should contain the story of how you found the Artefact. Any kind of adventure story will do, as long as it's epic. Yes, even slightly epic will do. Whatever epic-ness you can fit in a couple thousand words.
If you want to find "Kyaku's Pointy Stick" in a hidden trap-laden catacomb beneath her "uncle's" church full of Hexmerised zombies, be my guest!
If you want to get "Mumi's Big Frakkin Gun" in a battle against some kind of nefarious super Hex, you can do that (Combat System optional. You already paid for it after all!).
If you want to run into "Vivo's TShirt" at a gas station after finishing a cheesy 90s-style buddy road trip story involving a colourful cast of wacky NPCs, go ahead!
Just don't write about how you found it in the unknown space beneath the couch, no matter how funny that sounds. At least make it a deadly pocket dimension accessible only through the space beneath the couch.
Seriously, this is an Artefact, not a decoder ring from a cereal box! How you get it has gotta be epic in some way!
Once your Artefact Quest has been graded, you will receive your shiny new Artefact along with any other rewards you earned along the way. Congratulations!
In order to acquire a Lost Artefact, one must undertake a Quest.
This requires the character to pay a reasonably hefty cost of their Origin's Currency. How much? That depends on the Artefact. See below.
Once this Cost to Quest has been paid, the character must embark on an Artefact Quest, a type of adventure (solo or otherwise) to hunt down this Artefact.
The Artefact Quest must meet the minimum word count listed in the Cost to Quest. Unlike Missions, this is the number of words per character, not in total. What should go in there? Simple enough. It should contain the story of how you found the Artefact. Any kind of adventure story will do, as long as it's epic. Yes, even slightly epic will do. Whatever epic-ness you can fit in a couple thousand words.
If you want to find "Kyaku's Pointy Stick" in a hidden trap-laden catacomb beneath her "uncle's" church full of Hexmerised zombies, be my guest!
If you want to get "Mumi's Big Frakkin Gun" in a battle against some kind of nefarious super Hex, you can do that (Combat System optional. You already paid for it after all!).
If you want to run into "Vivo's TShirt" at a gas station after finishing a cheesy 90s-style buddy road trip story involving a colourful cast of wacky NPCs, go ahead!
Just don't write about how you found it in the unknown space beneath the couch, no matter how funny that sounds. At least make it a deadly pocket dimension accessible only through the space beneath the couch.
Seriously, this is an Artefact, not a decoder ring from a cereal box! How you get it has gotta be epic in some way!
Once your Artefact Quest has been graded, you will receive your shiny new Artefact along with any other rewards you earned along the way. Congratulations!
ARTEFACT CRAFTING
Crafting a Custom Artefact is a different kind of beast. Arguably, it could take longer to accomplish, but such is the cost of creating your own custom Artefact from scratch.
In order to Craft a Custom Artefact, you first need to acquire a number of Labyrinth Resources. These are special items that can only be gained from performing Hex Hunts or Rumour Raids.
The recipes for a Custom Artefact are as follows:
Once you've acquired the necessary ingredients, either by farming them yourself, or buying/trading them from other players, you can make a request to craft your Custom Artefact, and submit the following template. If you'd like, you can even discuss it with Staff before making your submission, so that it doesn't get rejected on the first run.
And... that's it, really! Enjoy your new personalised Artefact!
Crafting a Custom Artefact is a different kind of beast. Arguably, it could take longer to accomplish, but such is the cost of creating your own custom Artefact from scratch.
In order to Craft a Custom Artefact, you first need to acquire a number of Labyrinth Resources. These are special items that can only be gained from performing Hex Hunts or Rumour Raids.
The recipes for a Custom Artefact are as follows:
CUSTOM ARTEFACT RECIPE
Techmage Custom Artefact | | | Wishmaker Custom Artefact |
5 x Magical Residue | 5 x Magical Residue |
1 x Gossip Husk | 1 x Familiar Husk |
1 x Gossip Essence | 1 x Familiar Essence |
1 x Lore Fragment | 1 x Curse Fragment |
Once you've acquired the necessary ingredients, either by farming them yourself, or buying/trading them from other players, you can make a request to craft your Custom Artefact, and submit the following template. If you'd like, you can even discuss it with Staff before making your submission, so that it doesn't get rejected on the first run.
And... that's it, really! Enjoy your new personalised Artefact!
ARTEFACT CHALLENGES
Owners of Lost Artefacts should be made aware that they can be challenged to a Duel by a player who wants to take that Artefact for themselves.
Challenges are issued as an appropriately labeled thread in the Request forum.
The challenged Artefact holder can either accept the challenge, and begin a Duel thread, or give up their Artefact without a fight.
If the challenge is not answered within one (1) week, yet the holder remains visibly active on the site or community, the Artefact is considered forfeit and returned to the item pool, where it can be quested for by whoever is able.
Owners of Lost Artefacts should be made aware that they can be challenged to a Duel by a player who wants to take that Artefact for themselves.
Challenges are issued as an appropriately labeled thread in the Request forum.
The challenged Artefact holder can either accept the challenge, and begin a Duel thread, or give up their Artefact without a fight.
If the challenge is not answered within one (1) week, yet the holder remains visibly active on the site or community, the Artefact is considered forfeit and returned to the item pool, where it can be quested for by whoever is able.
ARTEFACT POOL
Staff of Friendship
Only those possessing a heart capable of razing entire cities without blinking is strong enough to wield this powerful Intelligent Device.
Origin: Techmage
Type: Armament
Cost to Quest: ₡100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an at-will action at the start of your turn, choose one (1) of four (4) bonuses:
Uses: Indefinite
Only those possessing a heart capable of razing entire cities without blinking is strong enough to wield this powerful Intelligent Device.
Origin: Techmage
Type: Armament
Cost to Quest: ₡100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an at-will action at the start of your turn, choose one (1) of four (4) bonuses:
- +20 Accuracy
- +5 Gauge
- +1 Damage Die
- +2 Damage Tier
Uses: Indefinite
Shield of Dedication
"If only I could turn back time
If only I had said what I still hide
If only I could turn back time
I would save you tonight..."
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, steal one opponent's next Reaction and turn it into another Action for yourself this turn.
Secondary Effect: As a Passive Effect, gain a sixth Inventory slot reserved for Accessories. Your Accessory limit is raised to 4 slots.
Uses: Primary Effect: Once every three Turns. Secondary Effect: Indefinite
"If only I could turn back time
If only I had said what I still hide
If only I could turn back time
I would save you tonight..."
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, steal one opponent's next Reaction and turn it into another Action for yourself this turn.
Secondary Effect: As a Passive Effect, gain a sixth Inventory slot reserved for Accessories. Your Accessory limit is raised to 4 slots.
Uses: Primary Effect: Once every three Turns. Secondary Effect: Indefinite
Glove of Custodianship
A bright pink Boost Device capable of summoning a powerful Guardian Dragon destined to protect an entire nation.
Origin: Techmage
Type: Armament
Cost to Quest: ₲100,000, 1000 words
Action: Action/At-Will
Primary Effect:As an Action, summon a Guardian Dragon as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Guardian Dragon can be attacked by the enemy. They have 80 HP and 75 Defence. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
Uses: Primary Effect: Once per Thread. Secondary Effect: Once per turn
A bright pink Boost Device capable of summoning a powerful Guardian Dragon destined to protect an entire nation.
Origin: Techmage
Type: Armament
Cost to Quest: ₲100,000, 1000 words
Action: Action/At-Will
Primary Effect:As an Action, summon a Guardian Dragon as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Guardian Dragon can be attacked by the enemy. They have 80 HP and 75 Defence. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
- Dragon's Judgement: Roll an attack for 1d100+40 Accuracy and 4d8 damage against a target of your choice, with a 20% chance of inflicting Burn.
- Dragon's Scales: Cast Hard Shield for you or itself.
- Dragon's Breath: Roll for a 50% chance of Burn against a single target.
- Dragon Flight: Apply Dragon Flight to yourself or an ally. Dragon Flight raises Defence by 35 and negates a Critical Hit's ability to auto-hit.
- Intercept: Intercept an attack intended for you. The attack's Accuracy roll must beat the Guardian Dragons's Defence to damage it.
Uses: Primary Effect: Once per Thread. Secondary Effect: Once per turn
Spear of Prudence
This sharp crimson spear has these words written on its shaft, "Never waste good food".
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, add the Pierce Major Effect and one (1) Damage Die to each attack in your next Action. Each 1 point of damage dealt by a Piercing attack requires 2 DR to reduce. Shield-type spells that negate all damage will only be 50% as effective.
Secondary Effect: As a Passive Effect, each of your equipped Consumables can be used three (3) times per Thread.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite
This sharp crimson spear has these words written on its shaft, "Never waste good food".
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, add the Pierce Major Effect and one (1) Damage Die to each attack in your next Action. Each 1 point of damage dealt by a Piercing attack requires 2 DR to reduce. Shield-type spells that negate all damage will only be 50% as effective.
Secondary Effect: As a Passive Effect, each of your equipped Consumables can be used three (3) times per Thread.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite
Book of Family
An infamous Belkan Lost Logia whose 666 pages are filled with the stolen linker cores of its victims, allowing its master to use a wide variety of spells. Its built-in Security Programs are just as dangerous.
Origin: Techmage
Type: Armament
Cost to Quest: ₡150,000, 1500 words
Action: Action/At-Will
Primary Effect: As an Action, summon a Security Program as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Security Program can be attacked by the enemy. They have 80 HP and 75 Defence. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
Limit: Only one Sidekick may be active at any given time. Only one temporary spell may be learned at any given time. The same temporary spells cannot be used in consecutive Threads. All Gauge Spells count as a single spell under this rule.
Uses: Primary Effect: Once per Thread. Secondary Effect: Twice per Thread.
An infamous Belkan Lost Logia whose 666 pages are filled with the stolen linker cores of its victims, allowing its master to use a wide variety of spells. Its built-in Security Programs are just as dangerous.
Origin: Techmage
Type: Armament
Cost to Quest: ₡150,000, 1500 words
Action: Action/At-Will
Primary Effect: As an Action, summon a Security Program as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Security Program can be attacked by the enemy. They have 80 HP and 75 Defence. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
- Knight's Blade: Roll an attack for 1d100+40 Accuracy and 4d8 damage against a target of your choice. This attack has a Critical Range of 10, meaning it scores a critical hit on a natural roll of 85 and up.
- Knight's Shield: Cast Hard Shield for you or itself.
- Knight's Chain Roll for a 50% chance of Bind against a single target. Characters afflicted by Bind lose their Reaction for one turn.
- Knight's Offering: Boost Gauge Level for yourself or an ally by 20%.
- Intercept: Intercept an attack intended for you. The attack's Accuracy roll must beat the Security Program's Defence to damage it.
Limit: Only one Sidekick may be active at any given time. Only one temporary spell may be learned at any given time. The same temporary spells cannot be used in consecutive Threads. All Gauge Spells count as a single spell under this rule.
Uses: Primary Effect: Once per Thread. Secondary Effect: Twice per Thread.
Musket of Elegance
This beautifully-crafted ivory percussion lock rifled musket glows with a golden sheen. And yet, it invokes feelings of loneliness in those who wield it.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, you may now use Ranged attacks up to three (3) times per Action. Ranged attacks' damage penalty is waived for when this effect is in use.
Secondary Effect: As a Passive Effect, you gain a special Inventory Slot reserved for the item Silken Biwa. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once every three Turns. Secondary Effect: Indefinite
This beautifully-crafted ivory percussion lock rifled musket glows with a golden sheen. And yet, it invokes feelings of loneliness in those who wield it.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, you may now use Ranged attacks up to three (3) times per Action. Ranged attacks' damage penalty is waived for when this effect is in use.
Secondary Effect: As a Passive Effect, you gain a special Inventory Slot reserved for the item Silken Biwa. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once every three Turns. Secondary Effect: Indefinite
Hammer of Loyalty
This Ancient Belkan Armed Device answers to the title of "Count". He admits to having a strange affinity for rabbits and hats.
Origin: Techmage
Type: Armament
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, spend three (-3) Mana to apply an AOE effect and add two (+2) Damage Tiers to your next attack. It will count as an attack against all enemies.
Secondary Effect: As a Passive Effect, your attacks now have a 20% chance of inflicting Fracture. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite
This Ancient Belkan Armed Device answers to the title of "Count". He admits to having a strange affinity for rabbits and hats.
Origin: Techmage
Type: Armament
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, spend three (-3) Mana to apply an AOE effect and add two (+2) Damage Tiers to your next attack. It will count as an attack against all enemies.
Secondary Effect: As a Passive Effect, your attacks now have a 20% chance of inflicting Fracture. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite
Bow of Humility
A Relic protected by the Puella Magi cult known as the Sisterhood of the Rose. This rose-crested bow has an uncertain grip, as if it intends to make its user unsure of where its arrows would land. Its shots land true, however, especially when it uses people as arrows.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: Action/Passive
Primary Effect: As an Action, select an ally to serve as "ammunition", and perform a special attack Rose Shot against a target. This attack deals 2 Damage Dice + 1 Damage Die for every 5 Class Levels your chosen ally has. For example, if your ally is at Class Level 3, they have no Damage Die bonus. If they are at Class Level 14, however, they will provide 2 Damage Dice. Your ally does not spend Actions to take part in this attack.
Secondary Effect: As a Passive Effect, reduce EP by three (-3) per Turn.
Uses: Primary Effect: Once every three Turns. The same ally cannot be used consecutively, unless only one (1) ally is present. Secondary Effect: Indefinite
A Relic protected by the Puella Magi cult known as the Sisterhood of the Rose. This rose-crested bow has an uncertain grip, as if it intends to make its user unsure of where its arrows would land. Its shots land true, however, especially when it uses people as arrows.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: Action/Passive
Primary Effect: As an Action, select an ally to serve as "ammunition", and perform a special attack Rose Shot against a target. This attack deals 2 Damage Dice + 1 Damage Die for every 5 Class Levels your chosen ally has. For example, if your ally is at Class Level 3, they have no Damage Die bonus. If they are at Class Level 14, however, they will provide 2 Damage Dice. Your ally does not spend Actions to take part in this attack.
Secondary Effect: As a Passive Effect, reduce EP by three (-3) per Turn.
Uses: Primary Effect: Once every three Turns. The same ally cannot be used consecutively, unless only one (1) ally is present. Secondary Effect: Indefinite
Scythe of Redemption
This jet black Intelligent Device is capable of wielding the awesome powers of lightning. Its user's speed is enhanced that they might be considered fast as lightning too.
Origin: Techmage
Type: Armament
Cost to Quest: ₡100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an at-will action at the start of your turn, choose one (1) of four (4) bonuses:
Uses: Primary Effect: Indefinite. Secondary Effect: Indefinite
This jet black Intelligent Device is capable of wielding the awesome powers of lightning. Its user's speed is enhanced that they might be considered fast as lightning too.
Origin: Techmage
Type: Armament
Cost to Quest: ₡100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an at-will action at the start of your turn, choose one (1) of four (4) bonuses:
- +20 Defence
- +10 Critical Range
- Gain 1 Stack of Mana Conversion Affinity (Stun). You may reserve up to five (5) Stacks at a time and use up to six (6) stacks on a single attack.
- +15% Success Rate for any infliction of Stun
Uses: Primary Effect: Indefinite. Secondary Effect: Indefinite
Sword of Conviction
A robust cutlass of straightforward craftsmanship. It seems to cry out in denial of self-interest and invokes a sense of martyrdom in its user.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, add one (+1) Damage Tier to each attack in your next Action and increase their Critical Range to 15. This means your attack scores a Critical Hit on a natural roll of 80 and up. Stacks with all other sources of increased Critical Range.
Secondary Effect: As a Passive Effect, regenerate 5 HP per turn.Alternatively, you gain a special Inventory Slot reserved for the item Fire Extinguisher. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite
A robust cutlass of straightforward craftsmanship. It seems to cry out in denial of self-interest and invokes a sense of martyrdom in its user.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, add one (+1) Damage Tier to each attack in your next Action and increase their Critical Range to 15. This means your attack scores a Critical Hit on a natural roll of 80 and up. Stacks with all other sources of increased Critical Range.
Secondary Effect: As a Passive Effect, regenerate 5 HP per turn.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite
Cloak of Scholarship
Once belonging to a famous archaeologist and magical prodigy, this cloak is an important heirloom. Unlike most Techmages who use Devices, this cloak retains traces of his incredible defensive prowess interwoven into its fabric in an alternative form of code, rather than a standard digital library.
Origin: Techmage
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/At-Will
Primary Effect: As an At-Will Action, gain one (+1) stack of Reinforced Defence per turn. Reinforced Defence adds ten (+10) Armour, DR, and Defence to yourself or an ally. Up to five (5) stacks may be reserved at a time. Up to five (5) stacks may be applied at a time. Stacks may be reserved and spent on the same turn.
Secondary Effect: As an At-Will Action, restore one (1) use to a defensive spell for yourself or an ally.
Uses: Primary Effect: Once per Turn. Secondary Effect: Once per Turn
Once belonging to a famous archaeologist and magical prodigy, this cloak is an important heirloom. Unlike most Techmages who use Devices, this cloak retains traces of his incredible defensive prowess interwoven into its fabric in an alternative form of code, rather than a standard digital library.
Origin: Techmage
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/At-Will
Primary Effect: As an At-Will Action, gain one (+1) stack of Reinforced Defence per turn. Reinforced Defence adds ten (+10) Armour, DR, and Defence to yourself or an ally. Up to five (5) stacks may be reserved at a time. Up to five (5) stacks may be applied at a time. Stacks may be reserved and spent on the same turn.
Secondary Effect: As an At-Will Action, restore one (1) use to a defensive spell for yourself or an ally.
Uses: Primary Effect: Once per Turn. Secondary Effect: Once per Turn
Bow of Salvation
A Holy Relic jealously guarded by the Sisterhood of the Rose in their most heavily fortified temple. Its original owner is said to have received it as a gift from the Rose Goddess and blessed with the power to remove Grief without needing Seeds. Made of a single tree branch, studded with pink gems and roses, this bow's wispy immaterial extremities show it is no ordinary magical weapon. It radiates a calming peace of incomprehensible depth. The Mother Superior claims that it is but the shadow of an infinitesimal fragment of a greater whole that encompasses the universe itself.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲200,000, 2000 words
Action: At-Will/At-Will
Primary Effect: As an At-Will Action, add 30 Accuracy and one (+1) Damage Die to each Ranged attack in your next Action. If your target is a Hex or is currently using a Doppel, apply the special effect Anti-Hex in addition to the Primary Effect. Anti-Hex adds 20 Accuracy and two (+2) Damage Dice to attacks used against Hexes, and Wishmakers currently using their Doppel. If your attack(s) hit(s), roll 1d100 for a 25% chance to reduce the target's Doppel Duration by 1 Turn. Success is determined as if the roll were for a Status Effect.
Secondary Effect: As an At-Will Action, reduce Grief Gauge by 20% for yourself or an ally. Alternatively, increase Gauge by 20% for a Techmage ally.
Uses: Primary Effect: Once per Turn. Secondary Effect: Once per Turn.
A Holy Relic jealously guarded by the Sisterhood of the Rose in their most heavily fortified temple. Its original owner is said to have received it as a gift from the Rose Goddess and blessed with the power to remove Grief without needing Seeds. Made of a single tree branch, studded with pink gems and roses, this bow's wispy immaterial extremities show it is no ordinary magical weapon. It radiates a calming peace of incomprehensible depth. The Mother Superior claims that it is but the shadow of an infinitesimal fragment of a greater whole that encompasses the universe itself.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲200,000, 2000 words
Action: At-Will/At-Will
Primary Effect: As an At-Will Action, add 30 Accuracy and one (+1) Damage Die to each Ranged attack in your next Action. If your target is a Hex or is currently using a Doppel, apply the special effect Anti-Hex in addition to the Primary Effect. Anti-Hex adds 20 Accuracy and two (+2) Damage Dice to attacks used against Hexes, and Wishmakers currently using their Doppel. If your attack(s) hit(s), roll 1d100 for a 25% chance to reduce the target's Doppel Duration by 1 Turn. Success is determined as if the roll were for a Status Effect.
Secondary Effect: As an At-Will Action, reduce Grief Gauge by 20% for yourself or an ally. Alternatively, increase Gauge by 20% for a Techmage ally.
Uses: Primary Effect: Once per Turn. Secondary Effect: Once per Turn.
Saint's Robe
An Ancient Belkan pattern Barrier Jacket archetype stored on a disk found in an archaeological dig. It was lost in a trans-dimensional jump accident on the way to an Administered museum world. While it is only a pale imitation of the Sanktkaiser's actual battle armour, it still possesses impressive defensive capabilities.
Origin: Techmage
Type: Field Spell
Cost to Quest: ₲200,000, 2000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, gain two (+2) stacks of Saint's Veil at the beginning of each turn. Each stack of Saint's Veil reduces a target action's damage dice by one (-1), up to complete negation, and adds 5 armour to the user. Up to six (6) stacks may be held in reserve. Up to six (6) stacks may be used per turn. Stacks may not be used and reserved on the same turn. Stacks may be used against up to three (3) attacks.
Secondary Effect: As a Passive Effect, increase your max HP by 50 and gain a consistent bonus of 5 DR.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite.
An Ancient Belkan pattern Barrier Jacket archetype stored on a disk found in an archaeological dig. It was lost in a trans-dimensional jump accident on the way to an Administered museum world. While it is only a pale imitation of the Sanktkaiser's actual battle armour, it still possesses impressive defensive capabilities.
Origin: Techmage
Type: Field Spell
Cost to Quest: ₲200,000, 2000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, gain two (+2) stacks of Saint's Veil at the beginning of each turn. Each stack of Saint's Veil reduces a target action's damage dice by one (-1), up to complete negation, and adds 5 armour to the user. Up to six (6) stacks may be held in reserve. Up to six (6) stacks may be used per turn. Stacks may not be used and reserved on the same turn. Stacks may be used against up to three (3) attacks.
Secondary Effect: As a Passive Effect, increase your max HP by 50 and gain a consistent bonus of 5 DR.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite.
Jewel of Damnation
An Infernal Taboo sealed away in a crypt built by the Sisterhood of the Rose in the furthest reaches of Siberia. It appears to be a mutant Soul Gem that glows with an oppressive "nether-light". It tempts those who use it with thoughts of locking away your most precious thing in total isolation, safe from any harm that might befall it. The Mother Superior claims it is the fragment of a cursed artefact belonging to a "Greater Devil" than the "mere moniker" given by the Wings of Magius to the Kyu.
Origin: Wishmaker
Type: Seed
Cost to Quest: ₲200,000, 2000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, add 10 Accuracy and two (+2) Damage Dice to each attack in your next Action. If your attack(s) hit(s), roll for a 35% chance of inflicting Certain Doom on your target. Wishmakers afflicted with Certain Doom will have their Grief tolls doubled for the remainder of the Thread, and will receive 1 Permanent Grief even if their Doppel Activates. Techmages afflicted with Certain Doom will have their Gauge rate halved for the remainder of the Thread, and will be unable to replenish Mana through any means for the same duration.
Secondary Effect: As a Passive Effect, Doppel Duration for yourself and your allies is Doubled.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite.
An Infernal Taboo sealed away in a crypt built by the Sisterhood of the Rose in the furthest reaches of Siberia. It appears to be a mutant Soul Gem that glows with an oppressive "nether-light". It tempts those who use it with thoughts of locking away your most precious thing in total isolation, safe from any harm that might befall it. The Mother Superior claims it is the fragment of a cursed artefact belonging to a "Greater Devil" than the "mere moniker" given by the Wings of Magius to the Kyu.
Origin: Wishmaker
Type: Seed
Cost to Quest: ₲200,000, 2000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, add 10 Accuracy and two (+2) Damage Dice to each attack in your next Action. If your attack(s) hit(s), roll for a 35% chance of inflicting Certain Doom on your target. Wishmakers afflicted with Certain Doom will have their Grief tolls doubled for the remainder of the Thread, and will receive 1 Permanent Grief even if their Doppel Activates. Techmages afflicted with Certain Doom will have their Gauge rate halved for the remainder of the Thread, and will be unable to replenish Mana through any means for the same duration.
Secondary Effect: As a Passive Effect, Doppel Duration for yourself and your allies is Doubled.
Uses: Primary Effect: Once per Turn. Secondary Effect: Indefinite.
Glove of Genius
An advanced Device developed by a mad genius using a unique homegrown magical system. It possesses a powerful processor, allowing its master to control a literal army of combat drones if they have the micromanaging skills to do so. It is also capable of generating targeted Anti-Magic Countermeasure Fields of superior intensity compared to those in the Bureau's arsenal, comparable to those the Ancient Belkan Sanktkaisers used for their personal training.
Origin: Techmage
Type: Armament
Cost to Quest: ₲200,000, 2000 words
Action: Action/Passive
Primary Effect: As an Action, summon a small army of ten (10) Gadget Drones as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Gadget Drone can be attacked by the enemy. They have 50 HP and 40 Defence. Lose one (-1) attack for every five (-5) HP lost. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
Uses: Primary Effect: Twice per Thread. Only one Sidekick may be active at a given time. Secondary Effect: Indefinite.
An advanced Device developed by a mad genius using a unique homegrown magical system. It possesses a powerful processor, allowing its master to control a literal army of combat drones if they have the micromanaging skills to do so. It is also capable of generating targeted Anti-Magic Countermeasure Fields of superior intensity compared to those in the Bureau's arsenal, comparable to those the Ancient Belkan Sanktkaisers used for their personal training.
Origin: Techmage
Type: Armament
Cost to Quest: ₲200,000, 2000 words
Action: Action/Passive
Primary Effect: As an Action, summon a small army of ten (10) Gadget Drones as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Gadget Drone can be attacked by the enemy. They have 50 HP and 40 Defence. Lose one (-1) attack for every five (-5) HP lost. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
- Gadget Beam: Roll ten attacks for 1d100+20 Accuracy and 1d2 damage. This can be divided up to against three (3) targets of your choice.
- Multilayer Shields: Cast Area Barrier
- Anti-Magic Countermeasures: Roll for a 50% chance of Freeze against a single target
- Single Drone Kamikaze: Sacrifice five (-5) HP for a kamikaze run that deals 3d3 DIRECT DAMAGE against a target.
- Single Drone Intercept: Intercept an attack intended for you. The attack's Accuracy roll must beat the Gadget Drone's Defence to damage it. A maximum of four (-5) HP can be lost per intercept.
Uses: Primary Effect: Twice per Thread. Only one Sidekick may be active at a given time. Secondary Effect: Indefinite.