Home > Rulebook > Equipment > Magi-Tech & Legendary Items > Legendary Artefacts
Legendary Artefacts are powerful items that break through the fabric of reality, adapting and getting stronger with their wielders as they are actively used. These items do get experience and level up with the user, and are treated as if they are level 1 characters, levelling up all the way to rank 5. They receive their own experience pools. You can only attune to three legendary artifacts at once, attuning to an item takes a long rest. You may only attune to one item per long rest.


Blade of the Four Seasons

Two-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 400 (d2%) Slashing Critical: x3 Range: 2m TP Cost: 1
Properties: Deadly Weight: 3kg Cost: C$63

This katana is characterised by it’s long blade, engraved in ancient with a quote, saying “In the coldest of winters, I found inside of me an unrelenting summer”. The engravings of the katana change depending on it’s form, usually engraving the characteristics of each season, summer has multiple suns engraved, autumn has leaves, winter has snowflakes, and spring has multiple sprouts.

The cross-guard and hilt of the weapon is closely interlinked, and weaved with a soft, enchanted fabric, that appears more of a beige when unused, but changes colours depending on the form.

Rank 1
Blade Forms – The user of this weapon can change it’s form for 2 TP. They gain all abilities in the form of the weapon upon changing the form.

Summer
Heat – The weapon’s damage type is changed to Fire, and the user may cast Flare at no MP or TP cost as part of any attack they perform with this weapon.

Autumn
Wind – The weapon’s damage type is changed to Force, and the user may cast Wind at no MP or TP cost as part of any attack they perform with this weapon.

Winter
Cold – The weapon’s damage type is changed to Frost, and the user may cast Permafrost at no MP or TP cost as part of any attack they perform with this weapon.

Spring
Renewal – The weapon’s damage instead heals the target, and the user may cast Minor Heal at no MP or TP cost as part of any attack they perform with this weapon.

Rank 2
Favoured Terrain – Select one biome of your choice (e.g. plains, forest, swamp, etc.), while in this biome, your attacks always go first in combat.
Blade Forms – The user of this weapon can change it’s form for 2 TP. They gain all abilities in the form of the weapon upon changing the form.

Summer
Heat – The weapon’s damage type is changed to Fire, and the user may cast Flare at no MP or TP cost as part of any attack they perform with this weapon. All Fire damage dealt by the user while in this mode is increased by +20%
Heatwave – Once per encounter, the user may create a heatwave, dealing 200 (d4%) Fire damage in a 10m radius centred from the user. The temperature is moved to one step hotter for 10 minutes.

Autumn
Wind – The weapon’s damage type is changed to Force, and the user may cast Wind at no MP or TP cost as part of any attack they perform with this weapon. All Force damage dealt by the user while in this mode is increased by +20%
Fall Splendour – All attacks dealt by this weapon knock back your target by 1m

Winter
Cold – The weapon’s damage type is changed to Frost, and the user may cast Permafrost at no MP or TP cost as part of any attack they perform with this weapon. All Frost damage dealt by the user while in this mode is increased by +20%
Glacial Strike – When attacked by this weapon, the target’s movement speed is reduced by 1m/TP per hit for the rest of the round.

Spring
Renewal – The weapon’s damage instead heals the target, and the user may cast Minor Heal at no MP or TP cost as part of any attack they perform with this weapon. All healing performed by the user while in this mode is increased by +10%
Restoration – When healing another target while in this mode, the user receives 25% of the healing back to their own HP.

Rank 3
Favoured Terrain – Select one biome of your choice (e.g. plains, forest, swamp, etc.), while in this biome, your attacks always go first in combat, and you receive a +10% bonus to all non-combat actions while in this area.
Localised Weather – The user may cast Change Weather at no MP or TP cost once per day.
Blade Forms – The user of this weapon can change it’s form for 2 TP. They gain all abilities in the form of the weapon upon changing the form.

Summer
Heat – The weapon’s damage type is changed to Fire, and the user may cast Flare at no MP or TP cost as part of any attack they perform with this weapon. All Fire damage dealt by the user while in this mode is increased by +40%
Heatwave – Once per encounter, the user may create a heatwave, dealing 250 (d4%) Fire damage in a 15m radius centred from the user. The temperature is moved to one step hotter for 10 minutes.
Backburn – Attacks made from behind the target with this weapon deal an additional +50% damage, and causes an additional 25 Fire Damage per action made by the target for the rest of the round. This ability can stack up to 10 times, all stacks can be removed by the target for 1 TP.

Autumn
Wind – The weapon’s damage type is changed to Force, and the user may cast Wind at no MP or TP cost as part of any attack they perform with this weapon. All Force damage dealt by the user while in this mode is increased by +40%
Fall Splendour – All attacks dealt by this weapon knock back your target by 2m
Decay – All armour and items attacked by this weapon receive double damage.

Winter
Cold – The weapon’s damage type is changed to Frost, and the user may cast Permafrost at no MP or TP cost as part of any attack they perform with this weapon. All Frost damage dealt by the user while in this mode is increased by +40%
Glacial Strike – When attacked by this weapon, the target’s movement speed is reduced by 2m/TP per hit for the rest of the round.
Snowflake – All ranged attacks made in a 10m radius from the user can be attacked directly, when dealing more damage then the attack itself, the projectile freezes in the air and can be used at a target of choice as if casting Magic Missile at no TP or MP cost.

Spring
Renewal – The weapon’s damage instead heals the target, and the user may cast Minor Heal at no MP or TP cost as part of any attack they perform with this weapon. All healing performed by the user while in this mode is increased by +20%
Restoration – When healing another target while in this mode, the user receives 25% of the healing back to their own HP.
Love – The user receives a +20% bonus to all social actions made in combat while in this mode. Their healing abilities affect all in a 5m radius from the wielder.

Rank 4
Morph Ground – The user can morph up to 1m3 the ground around them to change the terrain as if using the Change Terrain power. They may do this once per encounter for no MP cost.
Favoured Terrain – Select one biome of your choice (e.g. plains, forest, swamp, etc.), while in this biome, your attacks always go first in combat, all abilities cast while in this area are +20% more effective, and you receive a +20% bonus to all non-combat actions while in this area.
Localised Weather – The user may cast Change Weather at no MP or TP cost twice per day.
Blade Forms – The user of this weapon can change it’s form for 2 TP. They gain all abilities in the form of the weapon upon changing the form.

Summer
Heat – The weapon’s damage type is changed to Fire, and the user may cast Flare at no MP or TP cost as part of any attack they perform with this weapon. All Fire damage dealt by the user while in this mode is increased by +60%
Heatwave – Once per encounter, the user may create a heatwave, dealing 300 (d4%) Fire damage in a 20m radius centred from the user. The temperature is moved to one step hotter for 10 minutes.
Backburn – Attacks made from behind the target with this weapon deal an additional +75% damage, and causes an additional 25 Fire Damage per action made by the target for the rest of the round. This ability can stack up to 15 times, all stacks can be removed by the target for 1 TP.
Daylight – The blade glows a bright red, lighting up all areas within a 50m radius, this light can be dimmed at will for the user. This light is treated as if being directly hit by sunlight.

Autumn
Wind – The weapon’s damage type is changed to Force, and the user may cast Wind at no MP or TP cost as part of any attack they perform with this weapon. All Force damage dealt by the user while in this mode is increased by +60%
Fall Splendour – All attacks dealt by this weapon knock back your target by 3m
Decay – All armour and items attacked by this weapon receive double damage.
Harvest – All items foraged while in this mode are doubled in quantity and quality, and all attacks dealt to plants and animals are considered critical hits if they successfully hit.

Winter
Cold – The weapon’s damage type is changed to Frost, and the user may cast Permafrost at no MP or TP cost as part of any attack they perform with this weapon. All Frost damage dealt by the user while in this mode is increased by +60%
Glacial Strike – When attacked by this weapon, the target’s movement speed is reduced by 3m/TP per hit for the rest of the round.
Snowflake – All ranged attacks made in a 20m radius from the user can be attacked directly, when dealing more damage then the attack itself, the projectile freezes in the air and can be used at a target of choice as if casting Magic Missile at no TP or MP cost.
Freeze – When dealing over 1,000 Frost Damage in a single attack, the target must take a Resistance action (DC equal to weapon modifier), on fail, they are immediately petrified for the rest of the round.

Spring
Renewal – The weapon’s damage instead heals the target, and the user may cast Minor Heal at no MP or TP cost as part of any attack they perform with this weapon. All healing performed by the user while in this mode is increased by +30%
Restoration – When healing another target while in this mode, the user receives 50% of the healing back to their own HP.
Love – The user receives a +40% bonus to all social actions made in combat while in this mode. Their healing abilities affect all in a 10m radius from the wielder.
Growth – All plants and animals within a 50m radius receive a +100 Passive Damage Threshold, and regenerates 25 HP per round. The wielder is also affected by this ability.

Rank 5
Festival – Once per day, the user can create a 1km radius at no TP cost, granting all allied creatures a +100% damage boost, and a +20% bonus to all actions. The entire area in this radius is considered dimly lit or brighter. This effect lasts for 1 hour.
Morph Ground – The user can morph up to 1m3 the ground around them to change the terrain as if using the Change Terrain power. They may do this three times per encounter for no MP cost.
Favoured Terrain – Select one biome of your choice (e.g. plains, forest, swamp, etc.), while in this biome, your attacks always go first in combat, the TP cost of all attacks performed by this weapon are halved, all abilities cast while in this area are +40% more effective, and you receive a +30% bonus to all non-combat actions while in this area.
Localised Weather – The user may cast Change Weather at no MP or TP cost three times per day.
Blade Forms – The user of this weapon can change it’s form for 2 TP. They gain all abilities in the form of the weapon upon changing the form.

Summer
Heat – The weapon’s damage type is changed to Fire, and the user may cast Flare at no MP or TP cost as part of any attack they perform with this weapon. All Fire damage dealt by the user while in this mode is increased by +80%
Heatwave – Once per encounter, the user may create a heatwave, dealing 400 (d4%) Fire damage in a 25m radius centred from the user. The temperature is moved to one step hotter for 10 minutes.
Backburn – Attacks made from behind the target with this weapon deal an additional +100% damage, and causes an additional 25 Fire Damage per action made by the target for the rest of the round. This ability can stack up to 20 times, all stacks can be removed by the target for 1 TP.
Daylight – The blade glows a bright red, lighting up all areas within a 100m radius, this light can be dimmed at will for the user. This light is treated as if being directly hit by sunlight.
Summer Equinox – Once per encounter, the user may cause an Equinox, once this ability is active, all creatures in a 100m radius receive double the amount of fire damage, and all creatures that are immune or resistant to fire damage, are no longer immune or resistant, taking full damage for 1 round. All attacks dealt to the user in this mode create a flame aura, burning those in a 3m radius around the wielder for 100 Fire Damage per attack. The user has a +100 Passive Damage Threshold. This Equinox lasts for 1 round.

Autumn
Wind – The weapon’s damage type is changed to Force, and the user may cast Wind at no MP or TP cost as part of any attack they perform with this weapon. All Force damage dealt by the user while in this mode is increased by +80%
Fall Splendour – All attacks dealt by this weapon knock back your target by 4m
Decay – All armour and items attacked by this weapon receive double damage.
Harvest – All items foraged while in this mode are doubled in quantity and quality, and all attacks dealt to plants and animals are considered critical hits if they successfully hit.
Autumn Equinox – Once per encounter, the user may cause an Equinox, once this ability is active, all creatures in a 100m radius receive double the amount of Force damage, all Powers and Perks currently being casted in this radius are dispelled, and all attacks that deal Force Damage are now homing. This Equinox lasts for 1 round.

Winter
Cold – The weapon’s damage type is changed to Frost, and the user may cast Permafrost at no MP or TP cost as part of any attack they perform with this weapon. All Frost damage dealt by the user while in this mode is increased by +80%
Glacial Strike – When attacked by this weapon, the target’s movement speed is reduced by 4m/TP per hit for the rest of the round.
Snowflake – All ranged attacks made in a 25m radius from the user can be attacked directly, when dealing more damage then the attack itself, the projectile freezes in the air and can be used at a target of choice as if casting Magic Missile at no TP or MP cost.
Freeze – When dealing over 1,000 Frost Damage in a single attack, the target must take a Resistance action (DC equal to weapon modifier), on fail, they are immediately petrified for the rest of the round.
Winter Equinox – Once per encounter, the user may cause an Equinox, once this ability is active, all creatures in a 100m radius receive double the amount of Frost damage. The area is encased in a complete frozen land, making all terrain slippery, and turning the temperature into a moderate cold. All melee attacks made against the user are automatically reflected onto the attacker. This Equinox lasts for 1 round.

Spring
Renewal – The weapon’s damage instead heals the target, and the user may cast Minor Heal at no MP or TP cost as part of any attack they perform with this weapon. All healing performed by the user while in this mode is increased by +40%
Restoration – When healing another target while in this mode, the user receives 50% of the healing back to their own HP.
Love – The user receives a +60% bonus to all social actions made in combat while in this mode. Their healing abilities affect all in a 10m radius from the wielder.
Growth – All plants and animals within a 100m radius receive a +100 Passive Damage Threshold, and regenerates 25 HP per round. The wielder is also affected by this ability.
Spring Equinox – Once per encounter, the user may cause an Equinox, once this ability is active, all allied creatures in a 100m radius are healed to maximum HP. While in this state, every ally regenerates 25 HP per action made. All allied creatures also gain an additional 2 TP. This Equinox lasts for 1 round.


The Tesseract

Special Weapon, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 10kg Cost: C$250

This electrum coloured weapon has many forms and shapes, being known for it’s characteristic prismatic sheen that tessellates the length of the weapon, vaguely obscuring it’s true shape to those who look upon it from afar.

The Tesseract is a weapon known for containing multiple bits of information from multiple universes and past multiple resets. It is theorised to originally be a tool made for mankind to use in case of a universal reset, being able to reveal the past universes to it’s wielders, giving them information that they otherwise would have never known.

Rank 1
Forms – The Tesseract has multiple forms that it can change to. It may change forms once per rest.

Melee Form
Damage: 200 (d2%) True Critical: x5 Range: 2m TP Cost: 0.5

Uses any Melee proficiency.

Ranged Form
Damage: 100 (d4%) True Critical: x4 Range: 500m
TP Cost: 1 Capacity: 5 Reload: 2 TP

Uses any Ranged proficiency.

Caster Foci Form
Damage: 50 (d10%) True Critical: x3 Range: 200m TP Cost: 0.75
Capacity: 1 Reload: 0 TP Power Potency: +200% TP Modifier: +200%

Uses Caster Foci proficiency.

Unlock – The Tesseract may unlock anything it touches for 2 TP. When this is performed, all locks are successfully activated, electronic or not, physical or non-physical. Unlocking a person removes all curses or restraints on themselves, and frees them of any abilities that would be watching or controlling them.

Rank 2
Forms – The Tesseract has multiple forms that it can change to. It may change forms once per rest.

Melee Form
Damage: 400 (d2%) True Critical: x5 Range: 2m TP Cost: 0.5

Uses any Melee proficiency.

Ranged Form
Damage: 200 (d4%) True Critical: x4 Range: 500m
TP Cost: 1 Capacity: 5 Reload: 2 TP

Uses any Ranged proficiency.

Caster Foci Form
Damage: 100 (d10%) True Critical: x3 Range: 200m TP Cost: 0.75
Capacity: 1 Reload: 0 TP Power Potency: +250% TP Modifier: +150%

Uses Caster Foci proficiency.

Unlock – The Tesseract may unlock anything it touches for 2 TP. When this is performed, all locks are successfully activated, electronic or not, physical or non-physical. Unlocking a person removes all curses or restraints on themselves, and frees them of any abilities that would be watching or controlling them. Creatures and Targets that have been unlocked receive the ability to cast boon on themselves for one round.
Reality Warp – Spending one minute focusing on the Tesseract allows you to swap to a different universe inside of the multiverse, you may target an amount of creatures equal to your level. Performing this ability provokes exposure

Rank 3
Forms – The Tesseract has multiple forms that it can change to. It may change forms once per rest.

Melee Form
Damage: 600 (d2%) True Critical: x5 Range: 2m TP Cost: 0.5

Uses any Melee proficiency.

Ranged Form
Damage: 300 (d4%) True Critical: x4 Range: 500m
TP Cost: 1 Capacity: 5 Reload: 2 TP

Uses any Ranged proficiency.

Caster Foci Form
Damage: 150 (d10%) True Critical: x3 Range: 200m TP Cost: 0.75
Capacity: 1 Reload: 0 TP Power Potency: +300% TP Modifier: +100%

Uses Caster Foci proficiency.

Unlock – The Tesseract may unlock anything it touches for 2 TP. When this is performed, all locks are successfully activated, electronic or not, physical or non-physical. Unlocking a person removes all curses or restraints on themselves, and frees them of any abilities that would be watching or controlling them. Creatures and Targets that have been unlocked receive the ability to cast fortune on themselves once.
Reality Warp – Spending one round focusing on the Tesseract allows you to swap to a different universe inside of the multiverse, you may target an amount of creatures equal to your level to travel. Performing this ability provokes exposure
Timeline Travel – Spending one minute focusing on the Tesseract allows you to travel to any time in the past or future of the current universe, you may target an amount of creatures equal to your level to travel. Performing this ability provokes exposure

Rank 4
Forms – The Tesseract has multiple forms that it can change to. It may change forms once per rest.

Melee Form
Damage: 800 (d2%) True Critical: x5 Range: 2m TP Cost: 0.5

Uses any Melee proficiency.

Ranged Form
Damage: 400 (d4%) True Critical: x4 Range: 500m
TP Cost: 1 Capacity: 5 Reload: 2 TP

Uses any Ranged proficiency.

Caster Foci Form
Damage: 200 (d10%) True Critical: x3 Range: 200m TP Cost: 0.75
Capacity: 1 Reload: 0 TP Power Potency: +350% TP Modifier: +50%

Uses Caster Foci proficiency.

Unlock – The Tesseract may unlock anything it touches for 2 TP. When this is performed, all locks are successfully activated, electronic or not, physical or non-physical. Unlocking a person removes all curses or restraints on themselves, and frees them of any abilities that would be watching or controlling them. Creatures and Targets that have been unlocked receive the ability to cast miracle on themselves once.
Reality Warp – Spending one round focusing on the Tesseract allows you to swap to a different universe inside of the multiverse, you may target an amount of creatures equal to your level to travel.
Timeline Travel – Spending one round focusing on the Tesseract allows you to travel to any time in the past or future of the current universe, you may target an amount of creatures equal to your level to travel.
Dimensional Merge – Spending one round focusing on the Tesseract allows you to travel to any dimension in existence, you may target an amount of creatures equal to your level to travel.

Rank 5
Forms – The Tesseract has multiple forms that it can change to. It may change forms once per rest.

Melee Form
Damage: 1,000 (d2%) True Critical: x5 Range: 2m TP Cost: 0.5

Uses any Melee proficiency.

Ranged Form
Damage: 500 (d4%) True Critical: x4 Range: 500m
TP Cost: 1 Capacity: 5 Reload: 2 TP

Uses any Ranged proficiency.

Caster Foci Form
Damage: 250 (d10%) True Critical: x3 Range: 200m TP Cost: 0.75
Capacity: 1 Reload: 0 TP Power Potency: +400% TP Modifier: +0%

Uses Caster Foci proficiency.

Unlock – The Tesseract may unlock anything it touches for 2 TP. When this is performed, all locks are successfully activated, electronic or not, physical or non-physical. Unlocking a person removes all curses or restraints on themselves, and frees them of any abilities that would be watching or controlling them. Creatures and Targets that have been unlocked receive the ability to cast wish on themselves once.
Reality Warp – Spending one round focusing on the Tesseract allows you to swap to a different universe inside of the multiverse, you may target an amount of creatures equal to your level to travel.
Timeline Travel – Spending one round focusing on the Tesseract allows you to travel to any time in the past or future of the current universe, you may target an amount of creatures equal to your level to travel.
Dimensional Merge – Spending one round focusing on the Tesseract allows you to travel to any dimension in existence, you may target an amount of creatures equal to your level to travel.
Absolution – You may select any target to rewrite their fate, granting them an absolute demise. They always will be affected by this fateful event that you’ve created. Only one absolution can be performed on a target.


The Patriot

Two-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 25 Piercing Critical: N/A Range: 50m
TP Cost: 1 Capacity: ∞ Reload: N/A
Properties: Automatic (d100), Versatile Weight: 1.5kg Cost: C$55

The Patriot is an assault rifle, lacking a stock and featuring a drum magazine with a cut barrel. The inside of the weapon’s receiver is shaped as an infinity symbol, granting it infinite ammunition. The sheer rate of fire of this weapon causes bullets that come out of this weapon to tumble through the air.

Rank 1
Tumbling – Every attack made by this target pierces other targets, those within 3m of a target attacked by this weapon also are hit with the attack.

Rank 2
Tumbling – Every attack made by this target pierces other targets, those within 3m of a target attacked by this weapon also are hit with the attack.
CQC Expert – When performing unarmed attacks, you may perform a utility action for no added TP cost.

Rank 3
Tumbling – Every attack made by this target pierces other targets, those within 3m of a target attacked by this weapon also are hit with the attack.
CQC Expert – When performing unarmed attacks, you may perform a utility action for no added TP cost.
Cone Fire – Attacks with this weapon hit in a 45 degree cone in a 50m radius

Rank 4
Tumbling – Every attack made by this target pierces other targets, those within 3m of a target attacked by this weapon also are hit with the attack.
CQC Expert – When performing unarmed attacks, you may perform a utility action for no added TP cost.
Cone Fire – Attacks with this weapon hit in a 45 degree cone in a 50m radius
Stabilising – When rolling the result of the automatic weapon, for each automatic roll, add an additional +10 to the automatic dice result for each attack with this weapon after the previous. The automatic dice results number cannot go over 100.

Rank 5
Tumbling – Every attack made by this target pierces other targets, those within 3m of a target attacked by this weapon also are hit with the attack.
CQC Expert – When performing unarmed attacks, you may perform a utility action for no added TP cost.
Cone Fire – Attacks with this weapon hit in a 45 degree cone in a 50m radius
Stabilising – When rolling the result of the automatic weapon, for each automatic roll, add an additional +20 to the automatic dice result for each attack with this weapon after the previous. The automatic dice results number cannot go over 100.
Eater of Snakes – All food consumed restores saturation for double the amount. You automatically succeed at all actions made to resist diseases from expired or rotten food.

Staff of the Multiverse

Two-Handed Caster Foci, Legendary Artefact
Crafting Recipe: –
Damage: 1,000 (d2%) True Critical: x4 Range: 1,000m TP Cost: 1
Capacity: 10 Reload: 2 TP Power Potency: +200% TP Modifier: -50%
Properties: – Weight: 4kg Cost: C$150

This staff is a tall, white staff with golden accents, featuring a smooth, marble stick, containing an energy globe with multiple, smaller orbs surrounding it. This staff is usually held by loremasters and scientists, those testing the universe finding the most value out of this staff.

The staff fires orbs of energy, appearing as multiple different planets at it’s target.

Rank 1
Universe of Your Own – The user may access a demiplane equal to a whole universe, they have complete control over the appearance, functions and details of the universe, and all creatures inside of this universe automatically fail (unless the caster dictates) against the caster. All items created inside of this universe cannot be brought outside of this universe.

Rank 2
Universe of Your Own – The user may access a demiplane equal to a whole universe, they have complete control over the appearance, functions and details of the universe, and all creatures inside of this universe automatically fail (unless the caster dictates) against the caster. All items created inside of this universe cannot be brought outside of this universe.
Multiversal Traversal – The user can spend one minute forming a 3m circle filled with rune-shaped energy to enter any multiverse, parallel dimension, and other outcomes. Targets inside of the circle are transported with the user.

Rank 3
Universe of Your Own – The user may access a demiplane equal to a whole universe, they have complete control over the appearance, functions and details of the universe, and all creatures inside of this universe automatically fail (unless the caster dictates) against the caster. All items created inside of this universe cannot be brought outside of this universe.
Multiversal Traversal – The user can spend one minute forming a 3m circle filled with rune-shaped energy to enter any multiverse, parallel dimension, and other outcomes. Targets inside of the circle are transported with the user. The user may create another 3m circle within their sight for targets to enter.
Reality Warping – The user may drain 25% of their Maximum HP to cast wish at will, this provokes no exposure. This HP is restored on the next long rest that the user performs. All attacks made by this staff are homing.

Rank 4
Universe of Your Own – The user may access a demiplane equal to a whole universe, they have complete control over the appearance, functions and details of the universe, and all creatures inside of this universe automatically fail (unless the caster dictates) against the caster. All items created inside of this universe cannot be brought outside of this universe.
Multiversal Traversal – The user can spend one minute forming a 3m circle filled with rune-shaped energy to enter any multiverse, parallel dimension, and other outcomes. Targets inside of the circle are transported with the user. The user may create another 3m circle within their sight for targets to enter.
Reality Warping – The user may drain 20% of their Maximum HP to cast wish at will, this provokes no exposure. This HP is restored on the next long rest that the user performs. All attacks made by this staff are homing.
Forced Teleport – The user may spend 2 TP to teleport a target within a 30m radius forcefully in any tile within that 30m radius. The Target must take a Composure action (DC equal to weapon modifier), on fail, the target is teleported to the tile chosen by the user.

Rank 5
Universe of Your Own – The user may access a demiplane equal to a whole universe, they have complete control over the appearance, functions and details of the universe, and all creatures inside of this universe automatically fail (unless the caster dictates) against the caster. All items created inside of this universe cannot be brought outside of this universe.
Multiversal Traversal – The user can spend one minute forming a 3m circle filled with rune-shaped energy to enter any multiverse, parallel dimension, and other outcomes. Targets inside of the circle are transported with the user. The user may create another 3m circle within their sight for targets to enter.
Reality Warping – The user may drain 10% of their Maximum HP to cast wish at will, this provokes no exposure. This HP is restored on the next long rest that the user performs. All attacks made by this staff are homing.
Forced Teleport – The user may spend 1 TP to teleport a target within a 30m radius forcefully in any tile within that 30m radius. The Target must take a Composure action (DC equal to weapon modifier), on fail, the target is teleported to the tile chosen by the user.
Exile – The user may choose a target and spend one minute, this ability provokes exposure. After the minute, the target must take a Composure action (DC equal to weapon modifier), on fail, the Target is no longer considered native to that universe, and is considered an outsider, the User transports them to another universe, reality or dimension of their choice, making the Target native to their destination reality.


Way of the Smiling Fist

Unarmed, Legendary Artefact
Crafting Recipe: –
Damage: 100 (d4%) Bludgeoning Critical: x3 Range: 1m TP Cost: 0.3
Properties: Natural, Light, Deadly Weight: – Cost: C$48

This fighting style is characterised by an unnecessarily brutal and savage style, transforming the wielders stance into more of an inhuman, heartless beast. This form maximises efficiency, maximising damage and casualties.

Rank 1
Intimidating – When fighting with this form, you gain a +5% bonus to all Intimidation Actions, each successful hit performed on a target grants a further +5% bonus to all Intimidation actions, this bonus is removed on rest.

Rank 2
Intimidating – When fighting with this form, you gain a +10% bonus to all Intimidation Actions, each successful hit performed on a target grants a further +5% bonus to all Intimidation actions, this bonus is removed on rest.
Bloodlust – With each successful kill made in this form, you gain +5 Passive DT, this bonus is removed on rest.

Rank 3
Intimidating – When fighting with this form, you gain a +15% bonus to all Intimidation Actions, each successful hit performed on a target grants a further +5% bonus to all Intimidation actions, this bonus is removed on rest.
Bloodlust – With each successful kill made in this form, you gain +10 Passive DT, this bonus is removed on rest.
Menacing – You receive a +20% bonus to all actions made to distract targets using your Intimidation bonus. Your Intimidation actions go first when determining what affects first.

Rank 4
Intimidating – When fighting with this form, you gain a +20% bonus to all Intimidation Actions, each successful hit performed on a target grants a further +5% bonus to all Intimidation actions, this bonus is removed on rest.
Bloodlust – With each successful kill made in this form, you gain +15 Passive DT, this bonus is removed on rest.
Menacing – You receive a +40% bonus to all actions made to distract targets using your Intimidation bonus. Your Intimidation actions go first when determining what affects first.
Sadism – When bringing a target to death’s door, you restore 25 HP, MP and SP. For each round that they remain in death’s door, you restore another 25 HP, MP and SP.

Rank 5
Intimidating – When fighting with this form, you gain a +25% bonus to all Intimidation Actions, each successful hit performed on a target grants a further +5% bonus to all Intimidation actions, this bonus is removed on rest.
Bloodlust – With each successful kill made in this form, you gain +20 Passive DT, this bonus is removed on rest.
Menacing – You receive a +60% bonus to all actions made to distract targets using your Intimidation bonus. Your Intimidation actions go first when determining what affects first.
Sadism – When bringing a target to death’s door, you restore 50 HP, MP and SP. For each round that they remain in death’s door, you restore another 50 HP, MP and SP.
Killing Grasp – As part of a grapple action, if your Intimidation bonus from Intimidating is above 100%, you may cause the target to take a Resistance action (equal to user’s Intimidation modifier), on fail, the target is immediately at death’s door. Using this ability resets your Intimidating bonus.


Excalibur

Two-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 500 (d4%) Slashing Critical: x3 Range: 2m TP Cost: 1
Properties: – Weight: 3kg Cost: C$110

Rumoured to be a legend, Excalibur is a powerful sword that granted it’s user the kingly right to an ancient civilisation. Originally being stuck in a stone, or gifted from a lady in a lake, there are multiple interpretations to how this story goes. This blade is silvery, with a strong grip and domineering presence, only fit to be wielded by those who are worthy.

Rank 1
Cut Steel – While blocking, the User can choose to cut through the attacker’s weapon, should they be within range, dealing the weapon’s damage to the attacker’s weapon. The user receives a +50% bonus to all actions made to sunder steel and weaker metals with this weapon.

Rank 2
Cut Steel – While blocking, the User can choose to cut through the attacker’s weapon, should they be within range, dealing the weapon’s damage to the attacker’s weapon. The user automatically succeeds on all actions made to sunder steel and weaker metals with this weapon.
Blinding Unsheath – While unsheathing the weapon, the user can choose to emit a blinding light from the blade, all creatures in a 50m radius must take a Composure action (DC equal to weapon modifier), on fail, the creatures are blinded for 1 round. This ability can only be used while in dim light or brighter.

Rank 3
Cut Steel – While blocking, the User can choose to cut through the attacker’s weapon, should they be within range, dealing the weapon’s damage to the attacker’s weapon. The user automatically succeeds on all actions made to sunder steel and weaker metals with this weapon.
Blinding Unsheath – While unsheathing the weapon, the user can choose to emit a blinding light from the blade, all creatures in a 60m radius must take a Composure action (DC equal to weapon modifier), on fail, the creatures are blinded for 1 round. This ability can only be used while in dim light or brighter.
Undying – While at death’s door, the user does not lose any wounds unless they were attacked directly. The user is immune to all bleed abilities and effects.

Rank 4
Cut Steel – While blocking, the User can choose to cut through the attacker’s weapon, should they be within range, dealing the weapon’s damage to the attacker’s weapon. The user automatically succeeds on all actions made to sunder steel and weaker metals with this weapon.
Blinding Unsheath – While unsheathing the weapon, the user can choose to emit a blinding light from the blade, all creatures in a 60m radius must take a Composure action (DC equal to weapon modifier), on fail, the creatures are blinded for 1 round. This ability can only be used while in dim light or brighter.
Undying – While at death’s door, the user does not lose any wounds unless they were attacked directly. The user is immune to all bleed abilities and effects.
Chain Lightning – The user may cast Lightning at no MP cost an amount of times equal to their level per day. This uses the weapon’s modifier when casting.

Rank 5
Cut Steel – While blocking, the User can choose to cut through the attacker’s weapon, should they be within range, dealing the weapon’s damage to the attacker’s weapon. The user automatically succeeds on all actions made to sunder steel and weaker metals with this weapon.
Blinding Unsheath – While unsheathing the weapon, the user can choose to emit a blinding light from the blade, all creatures in a 60m radius must take a Composure action (DC equal to weapon modifier), on fail, the creatures are blinded for 1 round. This ability can only be used while in dim light or brighter.
Undying – While at death’s door, the user does not lose any wounds unless they were attacked directly. The user is immune to all bleed abilities and effects.
Chain Lightning – The user may cast Lightning at no MP cost an amount of times equal to their level per day. This uses the weapon’s modifier when casting.
Worthy – The user becomes resistant to all true damage, and is considered “worthy” when using any weapons that harms others who use it.


Muramasa & Masamune

One-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Properties: Light Weight: 2kg Cost: C$120

A set of dual revolvers, Muramasa being coloured Black and Red, while Masamune is coloured white and blue. Known for their powerful nature and personality, these pistols contain the souls of two legendary gunslingers, each with their opposing nature, their souls live on in these pistols.

Rank 1
Muramasa
Damage: 200 (d2%) Piercing Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Unrelenting Fire – When equipped and not used, Muramasa fires on it’s own at the end of the round at a target of the user’s choice, emptying it’s entire capacity and reloading at no TP cost. The user rolls one attack roll, which is multiplied by the remaining capacity of the weapon.

Masamune
Damage: 500 (d2%) Piercing Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Precise Shot – The user can choose to spend double the TP cost of the attack to increase the chance to hit by +50%

Rank 2
Muramasa
Damage: 200 (d2%) Piercing Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Unrelenting Fire – When equipped and not used, Muramasa fires on it’s own at the end of the round at a target of the user’s choice, emptying it’s entire capacity and reloading at no TP cost. The user rolls one attack roll, which is multiplied by the remaining capacity of the weapon.
Defiance – When making an action to resist an ability, the User may expend a piece of ammunition from Muramasa’s capacity to gain a +10% bonus to the action.

Masamune
Damage: 500 (d2%) Piercing Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Precise Shot – The user can choose to spend double the TP cost of the attack to increase the chance to hit by +75%
Auto-Aim – Performing an Aim action with Masamune does not use your dual-wield action.

Rank 3
Muramasa
Damage: 200 (d2%) Piercing Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Unrelenting Fire – When equipped and not used, Muramasa fires on it’s own at the end of the round at a target of the user’s choice, emptying it’s entire capacity and reloading at no TP cost. The user rolls one attack roll, which is multiplied by the remaining capacity of the weapon.
Defiance – When making an action to resist an ability, the User may expend a piece of ammunition from Muramasa’s capacity to gain a +20% bonus to the action.
Reactionary – While exposed, you may use Muramasa at no penalties.

Masamune
Damage: 500 (d2%) Piercing Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Precise Shot – The user can choose to spend double the TP cost of the attack to increase the chance to hit by +100%
Auto-Aim – Performing an Aim action with Masamune does not use your dual-wield action.
Elegance – When attacking with Muramasa, you receive a +20% crit chance with Masamune when using your Dual Wield action to attack.

Rank 4
Muramasa
Damage: 200 (d2%) Fire Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Unrelenting Fire – When equipped and not used, Muramasa fires on it’s own at the end of the round at a target of the user’s choice, emptying it’s entire capacity and reloading at no TP cost. The user rolls one attack roll, which is multiplied by the remaining capacity of the weapon.
Defiance – When making an action to resist an ability, the User may expend a piece of ammunition from Muramasa’s capacity to gain a +20% bonus to the action.
Reactionary – While exposed, you may use Muramasa at no penalties.
Flaming Barrel – Muramasa receives the effects of a Moderate Fire enchantment.

Masamune
Damage: 500 (d2%) Force Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Precise Shot – The user can choose to spend double the TP cost of the attack to increase the chance to hit by +125%
Auto-Aim – Performing an Aim action with Masamune does not use your dual-wield action.
Elegance – When attacking with Muramasa, you receive a +20% crit chance with Masamune when using your Dual Wield action to attack.
Centrifugal Force – Masamune receives the effects of a Moderate Forceful enchantment.

Rank 5
Muramasa
Damage: 200 (d2%) Fire Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Unrelenting Fire – When equipped and not used, Muramasa fires on it’s own at the end of the round at a target of the user’s choice, emptying it’s entire capacity and reloading at no TP cost. The user rolls one attack roll, which is multiplied by the remaining capacity of the weapon.
Defiance – When making an action to resist an ability, the User may expend a piece of ammunition from Muramasa’s capacity to gain a +20% bonus to the action.
Reactionary – While exposed, you may use Muramasa at no penalties.
Flaming Barrel – Muramasa receives the effects of a Moderate Fire enchantment.
Loose Cannon – Muramasa’s capacity does not decrease while attacking, and all attacks are treated as if they are affected by the burst weapon property.

Masamune
Damage: 500 (d2%) Force Critical: x4 Range: 100m
TP Cost: 1 Capacity: 6 Reload: 2 TP

Precise Shot – The user can choose to spend double the TP cost of the attack to increase the chance to hit by +150%
Auto-Aim – Performing an Aim action with Masamune does not use your dual-wield action.
Elegance – When attacking with Muramasa, you receive a +20% crit chance with Masamune when using your Dual Wield action to attack.
Centrifugal Force – Masamune receives the effects of a Moderate Forceful enchantment.
Protector – When blocking, the user may make an attack to their attacker at no additional TP cost. The damage rolled from this ability is added to the user’s Block DT for the attack. If the user’s Block DT is above the damage dealt, the attacker takes the rest of the Block DT as Force Damage.


Blade of Dytheis

Two-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 800 (d4%) Slashing Critical: x2 Range: 2m TP Cost: 1
Properties: – Weight: 4kg Cost: C$80

An intimidating greatsword, with a wavy blade and dark, emanating energy coming from it. It features a large cross-guard with two skulls on each side, and multiple spikes on the hilt of the blade itself, designed to catch and lock in other melee weapons. This weapon is from a god of the undead from long ago.

Rank 1
Undead God’s Blessing – For all purposes, you are treated as an undead, all undead are friendly towards you unless provoked otherwise, and you are immune to all diseases, however, you may still be a carrier for diseases.

Rank 2
Undead God’s Blessing – For all purposes, you are treated as an undead, all undead are friendly towards you unless provoked otherwise, and you are immune to all diseases, however, you may still be a carrier for diseases. You are healed by all Necrotic damage.
Blackened Soul – On a critical hit, the user regains 50 HP. All HP restored over this amount is added as temporary HP. This temporary HP fades away after 10 minutes.

Rank 3
Undead God’s Blessing – For all purposes, you are treated as an undead, all undead are friendly towards you unless provoked otherwise, and you are immune to all diseases, however, you may still be a carrier for diseases. You are healed by all Necrotic damage, and are resistant to all physical damage types.
Blackened Soul – On a critical hit, the user regains 100 HP. All HP restored over this amount is added as temporary HP. This temporary HP fades away after 10 minutes.
Visions – The user may use Future Sight once per day at no MP cost.

Rank 4
Undead God’s Blessing – For all purposes, you are treated as an undead, all undead are friendly towards you unless provoked otherwise, and you are immune to all diseases, however, you may still be a carrier for diseases. You are healed by all Necrotic damage, and are resistant to all physical damage types.
Blackened Soul – On a critical hit, the user regains 150 HP. All HP restored over this amount is added as temporary HP. This temporary HP fades away after 10 minutes.
Visions – The user may use Future Sight twice per day at no MP cost.
Shadowstrike – If the user resides in dim light or darker, they have the ability to target anyone with this weapon should they also be within this same dim light or darker area.

Rank 5
Undead God’s Blessing – For all purposes, you are treated as an undead, all undead are friendly towards you unless provoked otherwise, and you are immune to all diseases, however, you may still be a carrier for diseases. You are healed by all Necrotic damage, and are resistant to all physical damage types.
Blackened Soul – On a critical hit, the user regains 200 HP. All HP restored over this amount is added as temporary HP. This temporary HP fades away after 10 minutes.
Visions – The user may use Future Sight three times per day at no MP cost.
Shadowstrike – If the user resides in dim light or darker, they have the ability to target anyone with this weapon should they also be within this same dim light or darker area.
Apostasy – Darkness envelops this blade, the Blade of Dytheis is treated as if it has a Major Cursed enchantment applied to it, all attacks made with this weapon release a wave of dark energy with each swing, attacking those in a 10m cone. Targets are unaffected by this wave if they are behind cover or another person.


Ranger’s Poncho

Clothing, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 400g Cost: C$78

This poncho covers the users upper body, woven with an enchanted fabric, it enhances the wearers abilities with ranged weaponry. This poncho has been worn by some of the most legendary gunslingers and firearm users, mainly for it’s light fabric, some swearing by that it increases their luck just a bit.

Rank 1
Grit – Once per encounter, the user can choose to critically hit on a successful ranged attack.

Rank 2
Grit – Twice per encounter, the user can choose to critically hit on a successful ranged attack.
Quick-Swap – The user may swap between ranged weapons for no TP cost, this does not provoke exposure.

Rank 3
Grit – Three times per encounter, the user can choose to critically hit on a successful ranged attack.
Quick-Swap – The user may swap between ranged weapons for no TP cost, this does not provoke exposure.
Dodge Roll – The user gains the ability to dodge roll at no TP cost once per encounter.

Rank 4
Grit – Four times per encounter, the user can choose to critically hit on a successful ranged attack.
Quick-Swap – The user may swap between ranged weapons for no TP cost, this does not provoke exposure.
Dodge Roll – The user gains the ability to dodge roll at no TP cost twice per encounter.
Round Off – The user instantly reloads their weapon on a critical hit.

Rank 5
Grit – Five times per encounter, the user can choose to critically hit on a successful ranged attack.
Quick-Swap – The user may swap between ranged weapons for no TP cost, this does not provoke exposure.
Dodge Roll – The user gains the ability to dodge roll at no TP cost three times per encounter.
Round Off – The user instantly reloads their weapon on a critical hit.
Don Quixote – The user receives an additional dual-wield action that they may perform as long as it is with a ranged weapon. This action costs no additional TP.


Grand Codex

Two-Handed Caster Foci, Legendary Artefact
Crafting Recipe: –
Damage: 500 (d2%) Force Critical: x4 Range: 200m TP Cost: 0.5
Capacity: 10 Reload: 3 TP Power Potency: +50% TP Modifier: +25%
Properties: – Weight: 4kg Cost: C$80

This large library of orbs and energy floats around, accompanied by a deck jutting out on the users arm, allowing them to read multiple powers and sigils that they have saved previously. Commonly used amongst casters and scholars for it’s powerful potential in mimicking abilities, and being an amazing tool at finding information, it’s hard to find a spellcaster that doesn’t use this.

Rank 1
Recall – The user can recall abilities they have seen before and cast it as if they were using Duplicate, this costs 2 TP and 100 MP.

Rank 2
Recall – The user can recall abilities they have seen before and cast it as if they were using Duplicate, this costs 1 TP and 100 MP.
Comprehend – The user gains the ability to comprehend all texts and languages that they can see. They automatically detect all magical presences and are able to decipher them automatically with utmost accuracy, and without potential of overwhelming themselves with the sheer force of others magical energy.

Rank 3
Recall – The user can recall abilities they have seen before and cast it as if they were using Duplicate, this costs 1 TP and 100 MP.
Comprehend – The user gains the ability to comprehend all texts and languages that they can see. They automatically detect all magical presences and are able to decipher them automatically with utmost accuracy, and without potential of overwhelming themselves with the sheer force of others magical energy.
Library – When attacked by a perk or power, the user gains the ability to store one ability from the perk and power. This does not negate or absorb the attack. The user may store an amount of abilities equal to their level. Once stored, the ability can be used as if the user knows and can cast that ability.

Rank 4
Recall – The user can recall abilities they have seen before and cast it as if they were using Greater Duplicate, this costs 1 TP and 100 MP.
Comprehend – The user gains the ability to comprehend all texts and languages that they can see. They automatically detect all magical presences and are able to decipher them automatically with utmost accuracy, and without potential of overwhelming themselves with the sheer force of others magical energy.
Library – When attacked by a perk or power, the user gains the ability to store one ability from the perk and power. This does not negate or absorb the attack. The user may store an amount of abilities equal to their level. Once stored, the ability can be used as if the user knows and can cast that ability.
Mana Pool – The user gains an additional 100 AP that regenerates on rest. Additionally, with every attack received, the user regenerates 25 AP.

Rank 5
Recall – The user can recall abilities they have seen before and cast it as if they were using Greater Duplicate, this costs 1 TP and 100 MP.
Comprehend – The user gains the ability to comprehend all texts and languages that they can see. They automatically detect all magical presences and are able to decipher them automatically with utmost accuracy, and without potential of overwhelming themselves with the sheer force of others magical energy.
Library – When attacked by a perk or power, the user gains the ability to store one ability from the perk and power. This does not negate or absorb the attack. The user may store an amount of abilities equal to their level. Once stored, the ability can be used as if the user knows and can cast that ability.
Mana Pool – The user gains an additional 250 AP that regenerates on rest. Additionally, with every attack received, the user regenerates 25 AP.
Revelation – The user may critically hit with their powers, the multiplier given to all of their abilities is a x2. On critical hit, they regenerate 50 AP.


Satellite Dish

Shield, Legendary Artefact
Crafting Recipe: –
Block DT: +150 Max Agility Bonus: – Power Potency: –
Properties: – Weight: 10kg Cost: C$105

This round, concave shield features an antennae in the middle, absorbing whatever magical energy that comes across it’s path. This satellite dish is originally used as an antennae, amplifying signals and transmitting information over long distances.

Rank 1
Absorb – On a successful block, the user absorbs all perks and powers, regenerating 10 AP per power or perk absorbed, this AP goes away after one round.

Rank 2
Absorb – On a successful block, the user absorbs all perks and powers, regenerating 20 AP per power or perk absorbed, this AP goes away after two rounds.
Amplify – The user may spend 50 AP to supercharge an ability that they are casting, choose a power or perk, they multiply the ability’s damage, healing or any number modifiers by x2

Rank 3
Absorb – On a successful block, the user absorbs all perks and powers, regenerating 30 AP per power or perk absorbed, this AP goes away after three rounds.
Amplify – The user may spend 50 AP to supercharge an ability that they are casting, choose a power or perk, they multiply the ability’s damage, healing or any number modifiers by x4
Beacon – The user can use this shield to reflect light. All light shined from this shield is one step brighter, and all light attacks reflect back onto the attacker automatically.

Rank 4
Absorb – On a successful block, the user absorbs all perks and powers, regenerating 40 AP per power or perk absorbed, this AP goes away after four rounds.
Amplify – The user may spend 50 AP to supercharge an ability that they are casting, choose a power or perk, they multiply the ability’s damage, healing or any number modifiers by x4
Beacon – The user can use this shield to reflect light. All light shined from this shield is one step brighter, and all light attacks reflect back onto the attacker automatically.
Sonic Reflect – The user may hit the shield for 1 TP and 300 AP to emit a loud soundwave, this soundwave functions as Whiplash.

Rank 5
Absorb – On a successful block, the user absorbs all perks and powers, regenerating 50 AP per power or perk absorbed, this AP goes away after five rounds.
Amplify – The user may spend 50 AP to supercharge an ability that they are casting, choose a power or perk, they multiply the ability’s damage, healing or any number modifiers by x4
Beacon – The user can use this shield to reflect light. All light shined from this shield is one step brighter, and all light attacks reflect back onto the attacker automatically.
Sonic Reflect – The user may hit the shield for 1 TP and 200 AP to emit a loud soundwave, this soundwave functions as Whiplash.
Conical – All powers casted through the shield have their range modified to affect all targets in a 50m cone.


Revolver of the Diehard

One-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 200 (d4%) Piercing Critical: x3 Range: 120m
TP Cost: 1 Capacity: 6 Reload: 2 TP, 25 HP
Properties: – Weight: 1kg Cost: C$112

A black, utilitarian designed revolver, with neon lights around the slots of the cylinder, it directly connects to the user’s blood. This revolver model is designed to hunt ghosts and similar creatures, and in a pinch is sometimes carried by travellers or deliverymen in ghost-inhabited climates.

Rank 1
Blood-Infused – The attacks of this weapon are infused in blood, it costs 25 HP to reload this weapon. Attacks made with this weapon are considered magical, and hit incorporeal creatures at no penalty.

Rank 2
Blood-Infused – The attacks of this weapon are infused in blood, it costs 25 HP to reload this weapon. Attacks made with this weapon are considered magical, and hit incorporeal creatures at no penalty.
Negotiator – The user receives a +20% bonus to all Social actions made to persuade or negotiate with others when using this weapon.

Rank 3
Blood-Infused – The attacks of this weapon are infused in blood, it costs 25 HP to reload this weapon. Attacks made with this weapon are considered magical, and hit incorporeal creatures at no penalty.
Negotiator – The user receives a +40% bonus to all Social actions made to persuade or negotiate with others.
Intuition – The user can expend one bullet in the capacity of the weapon to reveal all hidden creatures, illusions and information within their sight.

Rank 4
Blood-Infused – The attacks of this weapon are infused in blood, it costs 25 HP to reload this weapon. Attacks made with this weapon are considered magical, and hit incorporeal creatures at no penalty.
Negotiator – The user receives a +60% bonus to all Social actions made to persuade or negotiate with others when using this weapon.
Intuition – The user can expend one bullet in the capacity of the weapon to reveal all hidden creatures, illusions and information within their sight. The user gains a +10% bonus to their next action when expending a bullet in this way.
Stranded – The user increases their carrying capacity by +50kg, and is no longer affected by any terrain, they may fire a bullet directly in the air to determine their exact location.

Rank 5
Blood-Infused – The attacks of this weapon are infused in blood, it costs 25 HP to reload this weapon. Attacks made with this weapon are considered magical, and hit incorporeal creatures at no penalty.
Negotiator – The user receives a +80% bonus to all Social actions made to persuade or negotiate with others when using this weapon.
Intuition – The user can expend one bullet in the capacity of the weapon to reveal all hidden creatures, illusions and information within their sight. The user gains a +20% bonus to their next action when expending a bullet in this way.
Stranded – The user increases their carrying capacity by +100kg, and is no longer affected by any terrain, they may fire a bullet directly in the air to determine their exact location.
Diehard – The user restores one wound when they expend a bullet through Intuition. When reaching death’s door, the user may choose to expend all bullets in their capacity to restore themselves to full health. This can only be performed once per long rest.


Forge God’s Hammer

One-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 250 (d2%) Bludgeoning Critical: x3 Range: 1m TP Cost: 0.5
Properties: – Weight: 3kg Cost: C$90

This hammer looks nothing more then an adorned handle with a stone, anvil-shaped head featuring multiple runes engraved the horizontal axis, glowing red with each swing. This weapon is an artefact from the Forge God, used only by the most legendary blacksmiths.

Rank 1
Smelt – The user can automatically smelt and refine all ores and materials that they hit with this weapon. They must be able to deal damage to the ore to smelt the material.

Rank 2
Smelt – The user can automatically smelt and refine all ores and materials that they hit with this weapon. They must be able to deal damage to the ore to smelt the material.
Metallurge – The user can identify exact metals and ores immediately upon touching them, and can identify any unique properties or effects that these materials have.

Rank 3
Smelt – The user can automatically smelt and refine all ores and materials that they hit with this weapon. They must be able to deal damage to the ore to smelt the material.
Metallurge – The user can identify exact metals and ores immediately upon touching them, and can identify any unique properties or effects that these materials have.
Armour Expert – When the user is attacking with this weapon, the targets Damage Reduction is halved, and subtracted by -10%.

Rank 4
Smelt – The user can automatically smelt and refine all ores and materials that they hit with this weapon. They must be able to deal damage to the ore to smelt the material.
Metallurge – The user can identify exact metals and ores immediately upon touching them, and can identify any unique properties or effects that these materials have.
Armour Expert – When the user is attacking with this weapon, the targets Damage Reduction is halved, and subtracted by -15%.
Forge – The user can choose to make this weapon deal Fire damage, when this weapon deals Fire damage, the weapon’s damage is doubled (x2).

Rank 5
Smelt – The user can automatically smelt and refine all ores and materials that they hit with this weapon. They must be able to deal damage to the ore to smelt the material.
Metallurge – The user can identify exact metals and ores immediately upon touching them, and can identify any unique properties or effects that these materials have.
Armour Expert – When the user is attacking with this weapon, the targets Damage Reduction is halved, and subtracted by -20%.
Forge – The user can choose to make this weapon deal Fire damage, when this weapon deals Fire damage, the weapon’s damage is tripled (x3).
Creator – The user can craft passively with this weapon, being able to perform different activities in the meantime. The crafting time used for this weapon is reduced by 50%. They also receive a +20% bonus to all actions made to determine MK quality while crafting.


Ring of Kings

Ring, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 10g Cost: C$160

In ancient times, rings were a form of treasure or currency used to determine the wealth and power of a king. This ring was smelted to show a king’s true power, granting abilities to rule and control entire nations with ease. Multiple rings were created, with weaker, inferior ones usually allowing the more powerful ring possessors to control them.

Rank 1
Planeshift – When the user wears the ring, they may choose to enter the ethereal plane, appearing invisible and treated as incorporeal to all material creatures. The user can enter and exit this plane for 1 TP.

Rank 2
Planeshift – When the user wears the ring, they may choose to enter the ethereal plane, appearing invisible and treated as incorporeal to all material creatures. The user can enter and exit this plane for 1 TP.
Influence – The user receives a +20% bonus to all actions made to persuade others, but also receives a -20% penalty to all actions made to resist illusions, hexes and similar effects.

Rank 3
Planeshift – When the user wears the ring, they may choose to enter the ethereal plane, appearing invisible and treated as incorporeal to all material creatures. The user can enter and exit this plane for 1 TP.
Influence – The user receives a +40% bonus to all actions made to persuade others, but also receives a -15% penalty to all actions made to resist illusions, hexes and similar effects.
King’s Might – Once per encounter, the user may choose to critically succeed with their next attack.

Rank 4
Planeshift – When the user wears the ring, they may choose to enter the ethereal plane, appearing invisible and treated as incorporeal to all material creatures. The user can enter and exit this plane for 1 TP.
Influence – The user receives a +60% bonus to all actions made to persuade others, but also receives a -10% penalty to all actions made to resist illusions, hexes and similar effects.
King’s Might – Twice per encounter, the user may choose to critically succeed with their next attack.
Reality Warp – The user can choose to cast wish once per day.

Rank 5
Planeshift – When the user wears the ring, they may choose to enter the ethereal plane, appearing invisible and treated as incorporeal to all material creatures. The user can enter and exit this plane for 1 TP.
Influence – The user receives a +80% bonus to all actions made to persuade others.
King’s Might – Three times per encounter, the user may choose to critically succeed with their next attack.
Reality Warp – The user can choose to cast wish once per day.
True Ring Wielder – The user gains 20m truesight, and automatically succeeds on all actions made to resist Social actions, hexes and illusory abilities.


ARCON Cannon

Two-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 1,000 (d10%) Bludgeoning Critical: x2 Range: 300m
TP Cost: 1 Capacity: 8 Reload: 1 TP/Bullet
Properties: – Weight: 12kg Cost: C$64

The ARCON Cannon is a long, cannon-like weapon that is around 2m in length, containing a large pack under it with a liquid steel that superhardens on launch. It features a gear cog which allows the weapon to develop multiple different properties and traits to benefit the wielder in any situation. This is a standard issue weapon to by Heavy ARCON Infantry.

Rank 1
Special Ammunition – The user may swap the damage type of this weapon for 1 TP, changing to any Physical damage type.

Rank 2
Special Ammunition – The user may swap the damage type of this weapon for 1 TP, changing to any Physical damage type. They also may choose to add one of the following to their attacks.

  • Destroyer – The user automatically deals x2 damage to all structures and items with this weapon while in this mode.

Rank 3
Special Ammunition – The user may swap the damage type of this weapon for 1 TP, changing to any Physical damage type. They also may choose to add one of the following to their attacks.

  • Destroyer – The user automatically deals x4 damage to all structures and items with this weapon while in this mode.
  • Healer – All damage dealt by this weapon instead heals it’s targets. This also affects items and structures.

Rank 4
Special Ammunition – The user may swap the damage type of this weapon for 1 TP, changing to any Physical damage type. They also may choose to add one of the following to their attacks.

  • Destroyer – The user automatically deals x6 damage to all structures and items with this weapon while in this mode.
  • Healer – All damage dealt by this weapon instead heals it’s targets. This also affects items and structures.
  • Fortifier – Wherever this weapon fires creates a 3m square, creating a 5m tall wall that can be used as full cover, this ammunition has no effect if there are creatures in this space when firing. Each 1m space has 10,000 HP and 80% Damage Reduction.

Rank 5
Special Ammunition – The user may swap the damage type of this weapon for 1 TP, changing to any Physical damage type. They also may choose to add one of the following to their attacks.

  • Destroyer – The user automatically deals x8 damage to all structures and items with this weapon while in this mode.
  • Healer – All damage dealt by this weapon instead heals it’s targets. This also affects items and structures.
  • Fortifier – Wherever this weapon fires creates a 3m square, creating a 5m tall wall that can be used as full cover, this ammunition has no effect if there are creatures in this space when firing. Each 1m space has 10,000 HP and 80% Damage Reduction.

Beam – The user can choose to fire a beam of energy, passing through up to 5 targets. This beam consumes 2 capacity when attacking, but deals any Energy damage type. The range of this weapon is halved while using this ability, and the weapon gains spread (d6) when using it’s beam.


Ockham’s Razor

One-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 200 (d4%) Slashing Critical: x4 Range: 1m TP Cost: 0.5
Properties: – Weight: 400g Cost: C$90

This small dagger fits snugly in the hand of it’s wielder, being made with a singular metal, and shaped similarly to that of a broken sword. This blade, while simplistic in it’s design, is quite durable and able to solve most problems, violent or otherwise.

Rank 1
Problem Solver – When using this weapon in your solution through non-combat means, you receive a +20% bonus to the action.

Rank 2
Problem Solver – When using this weapon in your solution through non-combat means, you receive a +40% bonus to the action.
Probability – Once per day, You may choose to determine the probability of something, and can determine what would be successful or unsuccessful with complete accuracy.

Rank 3
Problem Solver – When using this weapon in your solution through non-combat means, you receive a +60% bonus to the action.
Probability – Three times per day, You may choose to determine the probability of something, and can determine what would be successful or unsuccessful with complete accuracy.
Instant – When attacking with this weapon, your action always overrides anyone elses, and goes first in combat.

Rank 4
Problem Solver – When using this weapon in your solution through non-combat means, you receive a +80% bonus to the action.
Probability – Five times per day, You may choose to determine the probability of something, and can determine what would be successful or unsuccessful with complete accuracy.
Instant – When attacking with this weapon, your action always overrides anyone elses, and goes first in combat.
Razor Edge – When attacking someone from behind, or attacking from being hidden, this weapon automatically critically hits.

Rank 5
Problem Solver – When using this weapon in your solution through non-combat means, you receive a +100% bonus to the action.
Probability – Five times per day, You may choose to determine the probability of something, and can determine what would be successful or unsuccessful with complete accuracy.
Instant – When attacking with this weapon, your action always overrides anyone elses, and goes first in combat.
Razor Edge – When attacking someone from behind, or attacking from being hidden, this weapon automatically critically hits.
Ockham’s Principle – If this weapon were to critically fail, it instead critically succeeds. Critical successes remain the same.


Reality Slicer

One-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 500 (d10%) True Critical: x4 Range: 1m TP Cost: 1
Properties: – Weight: 5kg Cost: C$210

This cleaver looks identical to that of a meat cleaver, but features runic sigils towards the base of the blade. When this cleaver is swung, an after-image can be seen of the weapon. The origins of this weapon are unknown, but it is known that only one is forged per universe.

Rank 1
Space-Time Slice – When attacking with this weapon, the user slices into space-time, dealing true damage. All attacks are treated as if they are homing, and all successful hits reduce the targets TP by 1.

Rank 2
Space-Time Slice – When attacking with this weapon, the user slices into space-time, dealing true damage. All attacks are treated as if they are homing, and all successful hits reduce the targets TP by 1.
Cascading – All successful attacks with this weapon cause the target to receive a -10% penalty to all actions and stacks in intensity on each successful hit. This effect goes away after one minute.

Rank 3
Space-Time Slice – When attacking with this weapon, the user slices into space-time, dealing true damage. All attacks are treated as if they are homing, and all successful hits reduce the targets TP by 1.
Cascading – All successful attacks with this weapon cause the target to receive a -20% penalty to all actions and stacks in intensity on each successful hit. This effect goes away after one minute.
Universal Rip – The user can create a rip in the universe temporarily for 2 TP, slicing into the fabric of existence in itself, they create a Paradox, affecting all creatures in a horizontal line, spanning within the sight of the user. This attack deals 10,000 (d10%) Quantum damage, and creates a lingering effect, blocking all projectiles and powers from passing. This effect lasts 1 round. This ability can only be performed once per day.

Rank 4
Space-Time Slice – When attacking with this weapon, the user slices into space-time, dealing true damage. All attacks are treated as if they are homing, and all successful hits reduce the targets TP by 1.
Cascading – All successful attacks with this weapon cause the target to receive a -30% penalty to all actions and stacks in intensity on each successful hit. This effect goes away after one minute.
Universal Rip – The user can create a rip in the universe temporarily for 2 TP, slicing into the fabric of existence in itself, they create a Paradox, affecting all creatures in a horizontal line, spanning within the sight of the user. This attack deals 10,000 (d10%) Quantum damage, and creates a lingering effect, blocking all projectiles and powers from passing. This effect lasts 1 round. This ability can only be performed twice per day.
Dimension Rift – The user can slice into the air to open rifts to different dimensions, as if using the Planeshift power, they spend no MP and only 1 TP performing this ability.

Rank 5
Space-Time Slice – When attacking with this weapon, the user slices into space-time, dealing true damage. All attacks are treated as if they are homing, and all successful hits reduce the targets TP by 1.
Cascading – All successful attacks with this weapon cause the target to receive a -40% penalty to all actions and stacks in intensity on each successful hit. This effect goes away after one minute.
Universal Rip – The user can create a rip in the universe temporarily for 2 TP, slicing into the fabric of existence in itself, they create a Paradox, affecting all creatures in a horizontal line, spanning within the sight of the user. This attack deals 10,000 (d10%) Quantum damage, and creates a lingering effect, blocking all projectiles and powers from passing. This effect lasts 1 round. This ability can only be performed three times per day.
Dimension Rift – The user can slice into the air to open rifts to different dimensions, as if using the Planeshift power, they spend no MP and only 1 TP performing this ability.
Reality Rewrite – Once per day, the user may choose to eradicate someone with a single attack, costing 2 TP and provoking exposure. If this ability hits, the target must take a Creator’s Protection action (DC equal to weapon modifier), on fail, the target is completely erased from reality, and is considered dead.


Instrument of Sorrow

Two-Handed Caster Foci, Legendary Artefact
Crafting Recipe: –
Damage: 300 (d2%) Necrotic Critical: x3 Range: 100m TP Cost: 1
Capacity: 10 Reload: 2 TP Power Potency: 0% TP Modifier: -50%
Properties: – Weight: 2kg Cost: C$140

A small, untuned violin that plays impossibly complex music, designed to fill whoever that listens to it with complete dread and destruction. It was made with the fires of darkness itself, permeating with chaos energy, the person who wields this is surely up to no good.

Rank 1
Muse – When playing all Necromancy and Acoustic powers through this instrument, they receive a +20% Power Potency bonus.

Rank 2
Muse – When playing all Necromancy and Acoustic powers through this instrument, they receive a +40% Power Potency bonus.
Dread Aura – While holding this weapon out, you create an aura of dread in a 5m radius, all creatures that enter this radius must take a Composure action (DC equal to weapon modifier), on fail, they are immediately shaken.

Rank 3
Muse – When playing all Necromancy and Acoustic powers through this instrument, they receive a +60% Power Potency bonus.
Dread Aura – While holding this weapon out, you create an aura of dread in a 10m radius, all creatures that enter this radius must take a Composure action (DC equal to weapon modifier), on fail, they are immediately shaken.
Hysteria – Each time a power is cast through this instrument, all creatures that are affected by an effect created by the user are targeted with the power.

Rank 4
Muse – When playing all Necromancy and Acoustic powers through this instrument, they receive a +80% Power Potency bonus.
Dread Aura – While holding this weapon out, you create an aura of dread in a 15m radius, all creatures that enter this radius must take a Composure action (DC equal to weapon modifier), on fail, they are immediately shaken.
Hysteria – Each time a power is cast through this instrument, all creatures that are affected by an effect created by the user are targeted with the power.
Harrowing Sound – Once per day, the user can create a harrowing, deep sound with this instrument, all creatures within a 200m radius must take a Composure action (DC equal to weapon modifier), on fail, creatures inside of the dread aura fall unconscious, and those outside of it become frightened.

Rank 5
Muse – When playing all Necromancy and Acoustic powers through this instrument, they receive a +100% Power Potency bonus.
Dread Aura – While holding this weapon out, you create an aura of dread in a 15m radius, all creatures that enter this radius must take a Composure action (DC equal to weapon modifier), on fail, they are immediately shaken.
Hysteria – Each time a power is cast through this instrument, all creatures that are affected by an effect created by the user are targeted with the power.
Harrowing Sound – Once per day, the user can create a harrowing, deep sound with this instrument, all creatures within a 200m radius must take a Composure action (DC equal to weapon modifier), on fail, creatures inside of the dread aura fall unconscious, and those outside of it become frightened.
Disturbed – The user is immune to all fear effects. For every creature that is shaken, frightened or panicked by the user and within their sight, the user regenerates 10 HP and MP per round.


The Throngler

Two-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 50 Slashing Damage Critical: x2 Range: 2m TP Cost: 1 TP
Properties: – Weight: 3kg Cost: C$145

This blade, with it’s single name, was created initially as a joke by a legendary blacksmith. This blade is barely sharp or strong enough to function as an ordinary sword. It’s appearance is fairly rusted and is barely even able to cut butter smoothly. The word “THRONGLER” is engraved on the blade of the weapon.

Rank 1
Throngle – Once per encounter, you may Throngle with the Throngler, making an attack with the weapon, when successfully hitting someone, the target must take a Resistance action (DC equal to weapon modifier), on fail, the target is immediately sent to death’s door. If this attack misses, you must take a Resistance action (DC 100%), on fail, you are immediately sent to death’s door.

Rank 2
Throngle – Twice per encounter, you may Throngle with the Throngler, making an attack with the weapon, when successfully hitting someone, the target must take a Resistance action (DC equal to weapon modifier), on fail, the target is immediately sent to death’s door. If this attack misses, you must take a Resistance action (DC 80%), on fail, you are immediately sent to death’s door.
Destructor – When targeting an object or unattended item with the Throngler, it automatically becomes destroyed.

Rank 3
Throngle – Three times per encounter, you may Throngle with the Throngler, making an attack with the weapon, when successfully hitting someone, the target must take a Resistance action (DC equal to weapon modifier), on fail, the target is immediately sent to death’s door. If this attack misses, you must take a Resistance action (DC 60%), on fail, you are immediately sent to death’s door.
Destructor – When targeting an object or unattended item with the Throngler, it automatically becomes destroyed.
Bane – All targets that have been targeted by Throngle and are successfully hit again by the Throngler are immediately dead. This includes the user.

Rank 4
Throngle – Four times per encounter, you may Throngle with the Throngler, making an attack with the weapon, when successfully hitting someone, the target must take a Resistance action (DC equal to weapon modifier), on fail, the target is immediately sent to death’s door. If this attack misses, you must take a Resistance action (DC 40%), on fail, you are immediately sent to death’s door.
Destructor – When targeting an object or unattended item with the Throngler, it automatically becomes destroyed.
Bane – All targets that have been targeted by Throngle and are successfully hit again by the Throngler are immediately dead. This includes the user.
Metaphysical – The Throngler now deals true damage, and can target creatures through different dimensions and planes of existence. A creature cannot time travel out of the Throngler’s attacks, if done so, they are always set to be attacked by the Throngler, usually within the next minute.

Rank 5
Throngle – For an amount of time’s equal to the user’s level per encounter, you may Throngle with the Throngler, making an attack with the weapon, when successfully hitting someone, the target must take a Resistance action (DC equal to weapon modifier), on fail, the target is immediately sent to death’s door. If this attack misses, you must take a Resistance action (DC 20%), on fail, you are immediately sent to death’s door.
Destructor – When targeting an object or unattended item with the Throngler, it automatically becomes destroyed.
Bane – All targets that have been targeted by Throngle and are successfully hit again by the Throngler are immediately dead. This includes the user.
Metaphysical – The Throngler now deals true damage, and can target creatures through different dimensions and planes of existence. A creature cannot time travel out of the Throngler’s attacks, if done so, they are always set to be attacked by the Throngler, usually within the next minute.
One-Worded Name – Anyone that mentions the name of this blade other then the user is immediately panicked, even if they are immune to fear effects. The user knows when someone says the weapons name, and can choose to teleport to them for 1 TP cost, Throngling the target immediately as they teleport.


The Forgotten Armour

Armour, Legendary Artefact
Crafting Recipe: –
Damage Reduction: 0% Max Agility Bonus: – Power Potency: –
Properties: – Weight: 20kg Cost: C$86

This suit of armour initially fits on as an exoskeleton, attaching deeply into the user’s skin and latching onto it. With each hit, the armour expands further and further into the skin of the wielder and encases it more and more. This armour is forbidden from being worn by most people due to it’s risky damage. This armour benefits the user more as they successfully hit targets.

Rank 1
Forbidden – The armour binds to the user, all attacks made to the user deal an additional +50% damage, however, damage is received at 25% intervals every round. Each time the user successfully hits a target while wearing this armour, this damage is reduced by 200. If there is no more damage left to remove, the user restores their HP for that amount.

Rank 2
Forbidden – The armour binds to the user, all attacks made to the user deal an additional +50% damage, however, damage is received at 20% intervals every round. Each time the user successfully hits a target while wearing this armour, this damage is reduced by 400. If there is no more damage left to remove, the user restores their HP for that amount.
Secret Form – When reaching 500 Damage received from the forbidden ability, the user can transform the armour into a secret form, negating all damage received for the next hit. This ability replenishes each time the user takes 500 damage.

Rank 3
Forbidden – The armour binds to the user, all attacks made to the user deal an additional +50% damage, however, damage is received at 15% intervals every round. Each time the user successfully hits a target while wearing this armour, this damage is reduced by 600. If there is no more damage left to remove, the user restores their HP for that amount.
Secret Form – When reaching 500 Damage received from the forbidden ability, the user can transform the armour into a secret form, negating all damage received for the next hit. This ability replenishes each time the user takes 500 damage.
Binding – The armour binds to the user, the user cannot take off the armour unless they unattune to the armour. The user can choose what armour class they are wearing while wearing this armour.

Rank 4
Forbidden – The armour binds to the user, all attacks made to the user deal an additional +50% damage, however, damage is received at 10% intervals every round. Each time the user successfully hits a target while wearing this armour, this damage is reduced by 800. If there is no more damage left to remove, the user restores their HP for that amount.
Secret Form – When reaching 500 Damage received from the forbidden ability, the user can transform the armour into a secret form, negating all damage received for the next hit. This ability replenishes each time the user takes 500 damage.
Binding – The armour binds to the user, the user cannot take off the armour unless they unattune to the armour. The user can choose what armour class they are wearing while wearing this armour.
Truth – The wearer gains the ability to determine the truth, seeing everything as it truly is, they gain truesight for everything within their sight.

Rank 5
Forbidden – The armour binds to the user, all attacks made to the user deal an additional +50% damage, however, damage is received at 5% intervals every round. Each time the user successfully hits a target while wearing this armour, this damage is reduced by 1,000. If there is no more damage left to remove, the user restores their HP for that amount.
Secret Form – When reaching 500 Damage received from the forbidden ability, the user can transform the armour into a secret form, negating all damage received for the next hit. This ability replenishes each time the user takes 500 damage.
Binding – The armour binds to the user, the user cannot take off the armour unless they unattune to the armour. The user can choose what armour class they are wearing while wearing this armour.
Truth – The user gains the ability to determine whether a creature is telling the truth with utmost accuracy, seeing everything as it truly is, they gain truesight for everything within their sight.
Philosophy – The user no longer needs to eat, sleep or breathe while wearing the armour. Once per day, they may take all absorbed damage they have remaining and apply it to a target on their next successful hit


Star Blaster

One-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 200 (d4%) Force Critical: x2 Range: 80m
TP Cost: 1 Capacity: 50 Reload: 2 TP
Properties: – Weight: 1kg Cost: C$92

This small, silvery-blue pistol features a wooden grip, with a large built-in magazine made of the same metal and tall iron sight. Commonly known as a peashooter, this pistol fires energy rounds that explode into a faint star-like shape, hence the name the “Star Blaster”. Originally made by a shut-in gunsmith, living on the fringes of society, this incomplete design touched the hearts of androids everywhere, being a beloved choice for many.

While it’s mode changes to Spur of the Moment, which is the complete version of the firearm, the gun’s appearance takes more of a bulkier size, becoming a light purple, increasing the length and size of the barrel, doubling the size of the magazine to make way for a charging mechanism, and has multiple golden accents.

Rank 1
Levels – This weapon has multiple levels, changing the properties of the weapon entirely. Levels are gained through hitting targets successfully, and are reduced when hit. If the user is successfully hit once while using this weapon, their level is reduced by one. The hit requirements for the level of the weapon are shown in their respective rank, and can only go up one level at a time.

Rank 1 – No special modifiers, no requirements
Rank 2 – Requires two successful hits, damage is increased by +25%, range is increased by 10m
Rank 3 – Requires three successful hits, damage is increased by +50%, range is increased by 20m, and attacks go through targets at no damage penalty.
Max – Requires four successful hits. Same effects as rank 3.

Rank 2
Levels – This weapon has multiple levels, changing the properties of the weapon entirely. Levels are gained through hitting targets successfully, and are reduced when hit. If the user is successfully hit twice while using this weapon, their level is reduced by one. The hit requirements for the level of the weapon are shown in their respective rank, and can only go up one level at a time.

Rank 1 – No special modifiers, no requirements
Rank 2 – Requires two successful hits, damage is increased by +50%, range is increased by 10m
Rank 3 – Requires three successful hits, damage is increased by +75%, range is increased by 20m, and attacks go through targets at no damage penalty.
Max – Requires four successful hits. Same effects as rank 3.

Blaster – When the user fires their weapon as their main and dual-wield action, they may perform another dual-wield action at no penalty or extra TP cost.

Rank 3
Levels – This weapon has multiple levels, changing the properties of the weapon entirely. Levels are gained through hitting targets successfully, and are reduced when hit. If the user is successfully hit twice while using this weapon, their level is reduced by one. The hit requirements for the level of the weapon are shown in their respective rank, and can only go up one level at a time.

Rank 1 – No special modifiers, no requirements
Rank 2 – Requires two successful hits, damage is increased by +75%, range is increased by 10m
Rank 3 – Requires three successful hits, damage is increased by +100%, range is increased by 20m, and attacks go through targets at no damage penalty.
Max – Requires four successful hits. Same effects as rank 3.

Blaster – When the user fires their weapon as their main and dual-wield action, they may perform another dual-wield action at no penalty or extra TP cost.
Spur of the Moment – The user may choose to swap modes of this weapon at the start of a rest. Changing their weapon to the Spur Mode. This weapon follows similar mechanics listed in level, however, this weapon gains it’s levels and ranks through charging the weapon, for every 1 TP used in charging, it goes up by 1 rank, all ranks are removed when the attack is made

Rank 1 – Same effects as Levels rank 3, no requirements.
Rank 2 – 1 TP Charge, damage is increased by +150%, range is increased by 50m. Beam deals continuous damage until user or target performs next action.
Rank 3 – 2 TP Charge, damage is increased by +300%, range is increased by 100m. Beam deals continuous damage until user or target performs next action.
Max – 3 TP Charge, damage is increased by +450%, range is increased by 150m. Beam deals continuous damage until user or target performs next action.

Rank 4
Levels – This weapon has multiple levels, changing the properties of the weapon entirely. Levels are gained through hitting targets successfully, and are reduced when hit. If the user is successfully hit twice while using this weapon, their level is reduced by one. The hit requirements for the level of the weapon are shown in their respective rank, and can only go up one level at a time.

Rank 1 – No special modifiers, no requirements
Rank 2 – Requires two successful hits, damage is increased by +100%, range is increased by 10m
Rank 3 – Requires three successful hits, damage is increased by +125%, range is increased by 20m, and attacks go through targets at no damage penalty.
Max – Requires four successful hits. Same effects as rank 3.

Blaster – When the user fires their weapon as their main and dual-wield action, they may perform another dual-wield action at no penalty or extra TP cost.
Spur of the Moment – The user may choose to swap modes of this weapon at the start of a rest. Changing their weapon to the Spur Mode. This weapon follows similar mechanics listed in level, however, this weapon gains it’s levels and ranks through charging the weapon, for every 1 TP used in charging, it goes up by 1 rank, all ranks are removed when the attack is made

Rank 1 – Same effects as Levels rank 3, no requirements.
Rank 2 – 1 TP Charge, damage is increased by +200%, range is increased by 50m. Beam deals continuous damage until user or target performs next action.
Rank 3 – 2 TP Charge, damage is increased by +400%, range is increased by 100m. Beam deals continuous damage until user or target performs next action.
Max – 3 TP Charge, damage is increased by +600%, range is increased by 150m. Beam deals continuous damage until user or target performs next action.

Quoted Potential – The user automatically reloads their weapon on a successful kill or defeat of a target, costing no TP.

Rank 5
Levels – This weapon has multiple levels, changing the properties of the weapon entirely. Levels are gained through hitting targets successfully, and are reduced when hit. If the user is successfully hit twice while using this weapon, their level is reduced by one. The hit requirements for the level of the weapon are shown in their respective rank, and can only go up one level at a time.

Rank 1 – No special modifiers, no requirements
Rank 2 – Requires two successful hits, damage is increased by +125%, range is increased by 10m
Rank 3 – Requires three successful hits, damage is increased by +150%, range is increased by 20m, and attacks go through targets at no damage penalty.
Max – Requires four successful hits. Same effects as rank 3.

Blaster – When the user fires their weapon as their main and dual-wield action, they may perform another dual-wield action at no penalty or extra TP cost.
Spur of the Moment – The user may choose to swap modes of this weapon at the start of a rest. Changing their weapon to the Spur Mode. This weapon follows similar mechanics listed in level, however, this weapon gains it’s levels and ranks through charging the weapon, for every 1 TP used in charging, it goes up by 1 rank, all ranks are removed when the attack is made

Rank 1 – Same effects as Levels rank 3, no requirements.
Rank 2 – 1 TP Charge, damage is increased by +300%, range is increased by 50m. Beam deals continuous damage until user or target performs next action.
Rank 3 – 2 TP Charge, damage is increased by +600%, range is increased by 100m. Beam deals continuous damage until user or target performs next action.
Max – 3 TP Charge, damage is increased by +900%, range is increased by 150m. Beam deals continuous damage until user or target performs next action.

Quoted Potential – The user automatically reloads their weapon on a successful kill or defeat of a target, costing no TP.
Cave Story – The user receives a +20% bonus to all actions made while inside of a cave.


Blade of the Old Gods

One-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 100 (d2%) Slashing Critical: x4 Range: 2m TP Cost: 1 TP
Properties: – Weight: 6kg Cost: C$140

This silver longsword glows and glistens with the moonlight, engraved with an ancient runic language and featuring a design not from this world, this sword is used by prophets of the Old Gods, trying to bring back the universe they once knew, and the power they once had.

Rank 1
Sheen – When not taking an action with this weapon for one round, it develops a sheen over it, causing the next successful attack to be a critical. If the user were to miss with this attack, the sheen fades away.

Rank 2
Sheen – When not taking an action with this weapon for one round, it develops a sheen over it, causing the next two successful attacks to be a critical. If the user were to miss with this attack, the sheen fades away.
Old World Blues – You regenerate 10 HP per round while wielding this blade.

Rank 3
Sheen – When not taking an action with this weapon for one round, it develops a sheen over it, causing the next three successful attacks to be a critical. If the user were to miss with this attack, the sheen fades away.
Old World Blues – You regenerate 20 HP per round while wielding this blade.
Slots of Power – After resting, choose an ability score, you receive a +10% bonus to this ability score until your next rest.

Rank 4
Sheen – When not taking an action with this weapon for one round, it develops a sheen over it, causing the next four successful attacks to be a critical. If the user were to miss with this attack, the sheen fades away.
Old World Blues – You regenerate 30 HP per round while wielding this blade. All Powers targeting the user are 25% less effective
Slots of Power – After resting, choose two ability scores, you receive a +20% bonus to those ability score until your next rest.
Occultism – When performing rituals, the HP cost required is halved, and the damage of the rituals increases by +10% per user’s total level.

Rank 5
Sheen – When not taking an action with this weapon for one round, it develops a sheen over it, causing the next five successful attacks to be a critical. If the user were to miss with this attack, the sheen fades away.
Old World Blues – You regenerate 40 HP per round while wielding this blade. All Powers targeting the user are 50% less effective
Slots of Power – After resting, choose three ability scores, you receive a +30% bonus to those ability score until your next rest.
Occultism – When performing rituals, the HP and TP cost required is halved, and the damage of the rituals increases by +20% per user’s total level.
Finality – Once per day, the user may cast any ritual of their choice. This ritual is cast instantly, and has no costs. All rituals cast have their sacrifice requirements halved.


Full-Body Machine Conversion

Cybernetic, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: +100kg Cost: C$180

This full conversion turns the user’s body into a full machine, with it’s own AI integrated systems, this machine conversion is some of the most advanced cybernetic technology out there. Not many people choose to transform into a complete machine, but those that do end up dealing with the risks and reaping the benefits.

Rank 1
Mechatronic – The user is considered a mecha, they may wear any amount of cybernetics without facing any penalty.

Rank 2
Mechatronic – The user is considered a mecha, they may wear any amount of cybernetics without facing any penalty.
Machine Protocol – Once per encounter, the user can choose to gain +1 TP, this additional TP lasts for 1 round.

Rank 3
Mechatronic – The user is considered a mecha, they may wear any amount of cybernetics without facing any penalty.
Machine Protocol – Once per encounter, the user can choose to gain +3 TP, this additional TP lasts for 1 round.
Rudimentary – Once per day, the user can choose to ignore the tired or exhausted condition given by a cybernetic or ability.

Rank 4
Mechatronic – The user is considered a mecha, they may wear any amount of cybernetics without facing any penalty.
Machine Protocol – Once per encounter, the user can choose to gain +5 TP, this additional TP lasts for 1 round.
Rudimentary – Twice per day, the user can choose to ignore the tired or exhausted condition given by a cybernetic or ability.
Energy Core – The user receives 20 AP per level as their maximum, this AP regenerates every rest. The user may also regenerate 50 AP for every successful critical success performed.

Rank 5
Mechatronic – The user is considered a mecha, they may wear any amount of cybernetics without facing any penalty.
Machine Protocol – Once per encounter, the user can choose to gain +7 TP, this additional TP lasts for 1 round. Rudimentary – Three times per day, the user can choose to ignore the tired or exhausted condition given by a cybernetic or ability.
Energy Core – The user receives 40 AP per level as their maximum, this AP regenerates every rest. The user may also regenerate 50 AP for every successful critical success performed.
Machine Soul – The user can interact and communicate with any machine through a telepathic link as long as they are within their sight.


Infiltrator’s Dog Tags

Necklace, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 10g Cost: C$85

This set of dog tags imbues the wearer with the abilities of a legendary, stealthy warrior. Gaining their abilities to blend in with the environment and increasing their adept skills at infiltration, subterfuge and close quarters combat.

Rank 1
Box Expert – The user receives a +10% bonus to all Stealth Actions when hiding within the environment

Rank 2
Box Expert – The user receives a +20% bonus to all Stealth Actions when hiding within the environment
Surprise Round – When first entering combat from stealth, the first action the user performs affects the target as if they were exposed.

Rank 3
Box Expert – The user receives a +30% bonus to all Stealth Actions when hiding within the environment
Surprise Round – When first entering combat from stealth, the first action the user performs affects the target as if they were exposed. This action receives a x2 bonus in effect.
Close Quarters – The user halves the TP cost of all grapples, trips and unarmed strikes.

Rank 4
Box Expert – The user receives a +40% bonus to all Stealth Actions when hiding within the environment
Surprise Round – When first entering combat from stealth, the first action the user performs affects the target as if they were exposed. This action receives a x4 bonus in effect.
Close Quarters – The user halves the TP cost of all grapples, trips and unarmed strikes. Unarmed Manoeuvres receive a +20% bonus when being performed.
Stealth Extreme – When the user makes a Stealth action, roll twice and take the higher result.

Rank 5
Box Expert – The user receives a +50% bonus to all Stealth Actions when hiding within the environment
Surprise Round – When first entering combat from stealth, the first action the user performs affects the target as if they were exposed. This action receives a x6 bonus in effect.
Close Quarters – The user halves the TP cost of all grapples, trips and unarmed strikes. Unarmed Manoeuvres receive a +40% bonus when being performed.
Stealth Extreme – When the user makes a Stealth action, roll twice and take the higher result. On a failed Stealth action, the user succeeds immediately, this can only be performed once per day.
Mechatronic Defiler – The user automatically critically succeeds against all Mecha’s two sizes larger then themselves.


Arm of the Victor

Cybernetic, Legendary Artefact
Crafting Recipe: –
Damage: 200 (d4%) Bludgeoning Critical: x2 Range: 1m TP Cost: 1
Properties: – Weight: 500g Cost: C$110

This prosthetic arm takes the place of the user’s arm, gaining multiple different functions and abilities. These arm’s are given to legendary soldiers who have lost arms in traumatic incidents, and features a combat arsenal for frontliners, with a fair amount of tools under it’s belt which allow the user to face a variety of situations

Rank 1
Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x2 damage.

Rank 2
Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x3 damage.
Shocking Strike – For every 10 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. This ability can be used again after 10 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.

Rank 3
Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x4 damage.
Shocking Strike – For every 8 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. The target must take a Resistance action (DC equal to weapon modifier) or become dazed for 1 round. This ability can be used again after 8 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.
Rocket Fist – The user may launch their fist towards a target, dealing double damage, and having a range of up to 10m. The fist must be retrieved to be able to use any ability from this weapon again. The user is treated as not having an arm when their arm isn’t retrieved.

Rank 4
Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x5 damage.
Shocking Strike – For every 6 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. This attack has a range of 10m. The target must take a Resistance action (DC equal to weapon modifier) or become stunned for 1 round. This ability can be used again after 6 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.
Rocket Fist – The user may launch their fist towards a target, dealing triple damage, and having a range of up to 20m. The fist must be retrieved to be able to use any ability from this weapon. The user is treated as not having an arm when their arm isn’t retrieved.
Blaster Arm – Once per encounter, as a defensive action, the user can choose to fire a cannon from their arm, knocking the target back by 10m, and dealing an automatic critical success. If this attack deals more damage then the target’s attack, the target deals no damage to the user. This resets all abilities that use movement actions to charge.

Rank 5
Charging Punch – When performing a Sprint action and attacking immediately after, this provokes no exposure, and deals x6 damage.
Shocking Strike – For every 4 movement actions performed by the user, the user may generate electricity from their fist, causing the attack to deal electric damage. This attack has a range of 20m. The target must take a Resistance action (DC equal to weapon modifier) or become unconscious for 1 minute. This ability can be used again after 4 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.
Rocket Fist – The user may launch their fist towards a target, dealing triple damage, and having a range of up to 40m. The fist must be retrieved to be able to use any ability from this weapon. The user is treated as not having an arm when their arm isn’t retrieved.
Blaster Arm – Once per encounter, as a defensive action, the user can choose to fire a cannon from their arm, knocking the target back by 20m, and dealing an automatic critical success. If this attack deals more damage then the target’s attack, the target deals no damage to the user. This resets all abilities that use movement actions to charge.
Warping Point – For every 10 movement actions performed by the user, the user may send out multiple, homing fingers to a target within 40m. The target must take a Resistance action (DC equal to weapon modifier) or be teleported directly infront of the user, the next immediate action the user performs on this target is considered exposed. This ability is considered silent. This ability can be used again after 10 movement actions. If a user uses another ability that recharges based on movement actions, their movement actions are reset for this ability.


Jar of Corruption

Miscellaneous, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 2kg Cost: C$100

This Jar features a Corruption Ooze of any colour, a hyper-intelligent ooze that eats everything that it touches. Sometimes kept as pets by powerful fools, or callous madmen, these creatures are exotic, and theorised to be on another level of higher consciousness in comparison to mankind.

Rank 1
Hungry – The Corruption can be released and returned to this jar for 1 TP. It will continue to eat everything that it comes by, dealing 50 Acid Damage per round to all items and creatures that it touches. The user must be 1m away from the Corruption to return it to the jar. The Corruption is hostile towards all creatures.

Rank 2
Hungry – The Corruption can be released and returned to this jar for 1 TP. It will continue to eat everything that it comes by, dealing 75 Acid Damage per round to all items and creatures that it touches. The user must be 1m away from the Corruption to return it to the jar. The Corruption is hostile towards all creatures.
Intellect Boost – The corruptions Intellect increases by +10%, it gains the ability to alert others, and is 25% easier to train.

Rank 3
Hungry – The Corruption can be released and returned to this jar for 1 TP. It will continue to eat everything that it comes by, dealing 100 Acid Damage per round to all items and creatures that it touches. The user must be 1m away from the Corruption to return it to the jar. The Corruption is hostile towards all creatures.
Intellect Boost – The corruptions Intellect increases by +20%, it gains the ability to alert others, and is 50% easier to train.
Reluctant Co-operation – The corruption no longer can deal damage to the User, and always listens to commands that it knows.

Rank 4
Hungry – The Corruption can be released and returned to this jar for 1 TP. It will continue to eat everything that it comes by, dealing 125 Acid Damage per round to all items and creatures that it touches. The user must be 1m away from the Corruption to return it to the jar. The Corruption is hostile towards all creatures.
Intellect Boost – The corruptions Intellect increases by +30%, it gains the ability to alert others, and is 75% easier to train.
Reluctant Co-operation – The corruption no longer can deal damage to the User, and always listens to commands that it knows. The corruption can assist in combat and be controlled by the user.
Hive Mind – The Corruption can communicate with all other Corruption creatures, making them neutral to the user.

Rank 5
Hungry – The Corruption can be released and returned to this jar for 1 TP. It will continue to eat everything that it comes by, dealing 125 Acid Damage per round to all items and creatures that it touches. The user must be 1m away from the Corruption to return it to the jar. The Corruption is hostile towards all creatures.
Intellect Boost – The corruptions Intellect increases by +40%, it gains the ability to alert others, and all attempts made to train it succeed.
Reluctant Co-operation – The corruption no longer can deal damage to the User, and always listens to commands that it knows. The corruption can assist in combat and be controlled by the user. The corruption answers all commands by the user.
Hive Mind – The Corruption can communicate with all other Corruption creatures, making them friendly to the user.
Void Eating – The user can spend 3 TP to command the corruption to eat any space that is 2m3. The corruption automatically destroys everything in this space and consumes it within the round.


Bow of Ragnarok

Two-Handed Ranged, Legendary Artefact Crafting Recipe: – Damage: 250 (d2%) Necrotic Critical: x6 Range: 200m TP Cost: 1 Capacity: 1 Reload: 0 TP Properties: – Weight: 5kg Cost: C$140

This legendary bow was forged by a Yggdrasil itself, through a method lost to time, this bow is all that remains of the method, said to usher in the waves of the end times. The Bow of Ragnarok is a dangerous and forbidden weapon by almost all cultures.

Rank 1
Apocalyptic – All successful hits with this weapon cause the target to take a Composure action (DC equal to weapon modifier), on fail, the target is frightened for 1 round.

Rank 2
Apocalyptic – All successful hits with this weapon cause the target to take a Composure action (DC equal to weapon modifier), on fail, the target is frightened for 2 rounds. The user receives 50 HP per round for every frightened target.
Total Darkness – The user may spend 2 TP to fire at the sun or any forms of light nearby, blocking out all nearby light in a 1km radius from the user (if the sun) or the whole building (if an artificial light). This ability is otherwise treated as if the user casted the Darkness power at no MP cost.

Rank 3
Apocalyptic – All successful hits with this weapon cause the target to take a Composure action (DC equal to weapon modifier), on fail, the target is frightened for 3 rounds. The user receives an additional +1 capacity, which increases the total damage dice rolled and 75 HP per round for every frightened target.
Total Darkness – The user may spend 2 TP to fire at the sun or any forms of light nearby, blocking out all nearby light in a 1km radius from the user (if the sun) or the whole building (if an artificial light). This ability is otherwise treated as if the user casted the True Darkness power at no MP cost.
Minor Disaster – If 5 targets are frightened and are within the sight of the user, the area immediately suffers from an earthquake for 1 round. The user is immune to the effects of this earthquake.

Rank 4
Apocalyptic – All successful hits with this weapon cause the target to take a Composure action (DC equal to weapon modifier), on fail, the target is frightened for 4 rounds. The user receives an additional +2 capacity which increases the total damage dice rolled, 100 HP, 50 MP and SP per round for every frightened target.
Total Darkness – The user may spend 2 TP to fire at the sun or any forms of light nearby, blocking out all nearby light in a 1km radius from the user (if the sun) or the whole building (if an artificial light). This ability is otherwise treated as if the user casted the Umbral Darkness power at no MP cost.
Moderate Disaster – If 5 targets are frightened and are within the sight of the user, the area immediately suffers from an earthquake and one random natural disaster for 1 round. The user is immune to the effects of these disasters.
Uroboros – On a successful critical hit, the user refunds all TP costs of the attack.

Rank 5
Apocalyptic – All successful hits with this weapon cause the target to take a Composure action (DC equal to weapon modifier), on fail, the target is frightened for 5 rounds. The user receives an additional +3 capacity which increases the total damage dice rolled, 125 HP, 75 MP and SP per round for every frightened target.
Total Darkness – The user may spend 2 TP to fire at the sun or any forms of light nearby, blocking out all nearby light in a 1km radius from the user (if the sun) or the whole building (if an artificial light). This ability is otherwise treated as if the user casted the Umbral Darkness power at no MP cost.
Major Disaster – If 5 targets are frightened and are within the sight of the user, the area immediately suffers from an earthquake, two random natural disasters and a Shooting Star for 1 round. The user is immune to the effects of these disasters.
Uroboros – On a successful critical hit, the user refunds all TP costs of the attack.
Prophecy – When attacking an important story-related target (e.g. gods, villains, etc.) the user deals x10 damage with this weapon.


Ichor Flask

Miscellaneous, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 1kg Cost: C$70

This Flask of Ichor contains a self-regenerating liquid created by the gods, said to restore and heal any wound or ailment, and revitalise themselves of their own power, should they need it. Most powerful warriors tend to have this flask on their hip, being the source of their power.

Rank 1
Revitalise – The user regenerates 20 HP per round for an amount of rounds equal to the user’s level each time this item is consumed. This effect does not stack.

Rank 2
Revitalise – The user regenerates 30 HP per round for an amount of rounds equal to the user’s level each time this item is consumed. This effect does not stack. The user gains 1 additional charge per rest of this item.
True Restore – The user immediately restores 50 HP, MP and SP when consuming this item.

Rank 3
Revitalise – The user regenerates 40 HP per round for an amount of rounds equal to the user’s level each time this item is consumed. This effect does not stack. The user gains 2 additional charges per rest of this item.
True Restore – The user immediately restores 75 HP, MP and SP when consuming this item.
Curse Lifting – The user may choose to use a charge of this item to remove a single affliction of their choice.

Rank 4
Revitalise – The user regenerates 50 HP per round for an amount of rounds equal to the user’s level each time this item is consumed. This effect does not stack. The user gains 3 additional charges per rest of this item.
True Restore – The user immediately restores 100 HP, MP and SP when consuming this item.
Curse Lifting – The user may choose to use a charge of this item to remove a single affliction of their choice.
Boon – The user receives a +20% modifier to one ability score for 1 minute after consuming this item.

Rank 5
Revitalise – The user regenerates 60 HP per round for an amount of rounds equal to the user’s level each time this item is consumed. This effect does not stack. The user gains 4 additional charges per rest of this item.
True Restore – The user immediately restores 200 HP, MP and SP when consuming this item.
Curse Lifting – The user may choose to use a charge of this item to remove a single affliction of their choice.
Boon – The user receives a +40% modifier to one ability score for 10 minutes after consuming this item.
God Fuel – The user is immune to all forms of damage and automatically succeeds on all actions made to resist conditions or effects for 1 round after consuming this item.


Axe of The Varensaw

Two-Handed Melee, Legendary Artefact
Crafting Recipe: –
Damage: 600 (d2%) Slashing Critical: x2 Range: 2m TP Cost: 1
Properties: – Weight: 12kg Cost: C$96

An axe imbued with the soul of a long dead warrior, this axe was passed down from generation to generation of the Varensaw family, imbuing the wielder with the soul of a forgotten ancestor, a warmonger, a demon, a conqueror, whom lost their memory and spent the rest of their life redeeming themselves for their actions.

Rank 1
Strength Boost – While using this weapon, the user’s Muscle increases by +10%.

Rank 2
Strength Boost – While using this weapon, the user’s Muscle increases by +20%.
Freezing Aura – All creatures within 1m of the user must take an Endure action (DC user’s Muscle modifier), on fail, the target takes 50 Cold damage.

Rank 3
Strength Boost – While using this weapon, the user’s Muscle increases by +30%. The chance to critically hit with this weapon increases by +10%
Freezing Aura – All creatures within 1m of the user must take an Endure action (DC user’s Muscle modifier), on fail, the target takes 100 Cold damage and is dazed for 1 round.
Viking Spirit – The user gains the ability to Wrath, even if they didn’t have the required prerequisites. They may wield this axe as a one-handed weapon with no penalties.

Rank 4
Strength Boost – While using this weapon, the user’s Muscle increases by +40%. The chance to critically hit with this weapon increases by +20%
Freezing Aura – All creatures within 1m of the user must take an Endure action (DC user’s Muscle modifier), on fail, the target takes 150 Cold damage and is stunned for 1 round.
Viking Spirit – The user gains the ability to Wrath, even if they didn’t have the required prerequisites. They may wield this axe as a one-handed weapon with no penalties, and gains an additional dual wield action for no added TP cost.
Fortress Defence – The user gains +20% Damage Reduction, and doubles their Block DT.

Rank 5
Strength Boost – While using this weapon, the user’s Muscle increases by +50%. The chance to critically hit with this weapon increases by +30%
Freezing Aura – All creatures within 1m of the user must take an Endure action (DC user’s Muscle modifier), on fail, the target takes 300 Cold damage and is petrified for 1 round.
Viking Spirit – The user gains the ability to Wrath, even if they didn’t have the required prerequisites. They may wield this axe as a one-handed weapon with no penalties, and gains an additional dual wield action for no added TP cost.
Fortress Defence – The user gains +40% Damage Reduction, and triples their Block DT.
Valhalla – When the user reaches death’s door, they immediately regain all HP, MP and SP. This ability can only be triggered once per day.


Pendant of the Elder Gods

Necklace, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 20g Cost: C$114

This pendant features a silver chain connecting to a symbol of the face of a Squid-Like Entity known as Cthulhu, one of the most powerful elder gods in the outerverse. High-Ranking cultists typically wear this pendant as they believe it allows them to communicate with the outer gods directly.

Rank 1
Elder Knowledge – Once per day, the User can choose to automatically succeed on any Intellect action, even on actions you wouldn’t be able to comprehend or understand normally.

Rank 2
Elder Knowledge – Twice per day, the User can choose to automatically succeed on any Intellect action, even on actions you wouldn’t be able to comprehend or understand normally.
Eldritch Energy – The User gains a permanent 200 AP pool. This pool regenerates on long rest.

Rank 3
Elder Knowledge – Three times per day, the User can choose to automatically succeed on any Intellect action, even on actions you wouldn’t be able to comprehend or understand normally.
Eldritch Energy – The User gains a permanent 400 AP pool. This pool regenerates on long rest.
Tongues – The user can speak in any language and knows a special language known as R’lyehian, when speaking in this language, those who the user speaks to must take a Composure action (DC User’s Social Modifier), on fail, they tell the truth that they know to the user.

Rank 4
Elder Knowledge – Four times per day, the User can choose to automatically succeed on any Intellect action, even on actions you wouldn’t be able to comprehend or understand normally.
Eldritch Energy – The User gains a permanent 600 AP pool. This pool regenerates on long rest.
Tongues – The user can speak in any language and knows a special language known as R’lyehian, when speaking in this language, those who the user speaks to must take a Composure action (DC User’s Social Modifier), on fail, they tell the truth that they know to the user.
Psionic Control – The user gains 3 Psionics powers, they may choose any of these powers, should they meet the prerequisites. They can change these powers on rest.

Rank 5
Elder Knowledge – Five times per day, the User can choose to automatically succeed on any Intellect action, even on actions you wouldn’t be able to comprehend or understand normally.
Eldritch Energy – The User gains a permanent 800 AP pool. This pool regenerates on long rest.
Tongues – The user can speak in any language and knows a special language known as R’lyehian, when speaking in this language, those who the user speaks to must take a Composure action (DC User’s Social Modifier), on fail, they tell the truth that they know to the user.
Psionic Control – The user gains 6 Psionics powers, they may choose any of these powers, should they meet the prerequisites. They can change these powers on rest.
Divinity – Once per day, the user can cast any ritual at no HP cost, sacrifice or rank requirement. This ritual must have the chaos modifier when possible.


Cursed Portable Cartridge

Miscellaneous, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 90g Cost: C$70

This cartridge is weathered, old and slightly moldy. Rumoured to contain the dead soul of the person who died horrifically while playing the game, inserting the cartridge into a device reveals a static sound (if available) emanating a deep voice that responds to the user, or a screen (if available) that shows a blacked out face silhouette. Many people keep this for the haunted factor, but other owners in it’s history have used it to ask for advice about the future.

Rank 1
Sentience – This cartridge is sentient, and can be inserted in any device. It always can see, hear, smell, understand, feel and taste, no matter the device.

Rank 2
Sentience – This cartridge is sentient, and can be inserted in any device. It always can see, hear, smell, understand, feel and taste, no matter the device.
Hyper-Awareness – The cartridge is aware of all beings in it’s surroundings, regardless of dimension. It gains truesight.

Rank 3
Sentience – This cartridge is sentient, and can be inserted in any device. It always can see, hear, smell, understand, feel and taste, no matter the device.
Hyper-Awareness – The cartridge is aware of all beings in it’s surroundings, regardless of dimension. It gains truesight.
Prediction – The cartridge gains the ability to tell the future, should it choose to, at 50% accuracy.

Rank 4
Sentience – This cartridge is sentient, and can be inserted in any device. It always can see, hear, smell, understand, feel and taste, no matter the device.
Hyper-Awareness – The cartridge is aware of all beings in it’s surroundings, regardless of dimension. It gains truesight.
Prediction – The cartridge gains the ability to tell the future, should it choose to, at 50% accuracy.
Omnipresent – The cartridge becomes aware and gains free control over their own device, gaining the ability to teleport 5m/TP, or when requested by the user.

Rank 5
Sentience – This cartridge is sentient, and can be inserted in any device. It always can see, hear, smell, understand, feel and taste, no matter the device.
Hyper-Awareness – The cartridge is aware of all beings in it’s surroundings, regardless of dimension. It gains truesight.
Prediction – The cartridge gains the ability to tell the future, should it choose to, at 50% accuracy.
Omnipresent – The cartridge becomes aware and gains free control over their own device, gaining the ability to teleport 5m/TP, or when requested by the user.
Truth – The cartridge gains the ability to decipher when those around them are lying or telling the truth, or the truthful outcome of any situation that has happened previously.


Tool Gun

One-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 300 (d4%) Force Critical: x4 Range: 100m
TP Cost: 1 Capacity: 8 Reload: 2 TP
Properties: – Weight: 2kg Cost: C$189

This revolver has been augmented and modified to have a screen bolted and screwed into the top containing information about the creature that it hits. Wires connect to a motherboard on the barrel, connecting to a capacitor on the side, and batteries can be seen just under the cylinder. When fired, a tracer round with an electric pattern is seen, leaving a white X which quickly fades away at the point of contact. This weapon is shoddily put together with duct tape and stickers, and has the ability to augment and modify the world around it. It is unknown how this weapon even came into existence.

Rank 1
Editor – The user may forgo dealing damage to shoot at a target, allowing you to see all information about the creature.

Rank 2
Editor – The user may forgo dealing damage to shoot at a target, allowing you to see all information about the creature. You may edit one value of the creature equal to the amount of damage you do e.g. decreasing/increasing HP, MP and SP, adding or removing one weakness or immunity, adjusting ability scores by 10%, removing or giving perks, powers and feats, etc.
Duplicate – The user can swap to duplicate mode for 1 TP. Each shot in this mode duplicates whatever it hits. The duplicate’s item value is worth nothing, and cannot be salvaged for resources or experience.

Rank 3
Editor – The user may forgo dealing damage to shoot at a target, allowing you to see all information about the creature. You may edit one value of the creature equal to the amount of damage you do e.g. decreasing/increasing HP, MP and SP, adding or removing one weakness or immunity, adjusting ability scores by 20%, removing or giving perks, powers and feats, etc.
Duplicate – The user can swap to duplicate mode for 1 TP. Each shot in this mode duplicates whatever it hits. The duplicate’s item value is worth nothing, and cannot be salvaged for resources or experience.
Weld – The user can swap to weld mode for 1 TP. The first shot in this mode is the main target, while the second shot attaches the first target via gluing or roping the target depending on the users preference. The target cannot be separated by the weld unless they take a Bodyguard action (DC 100) to separate themselves.

Rank 4
Editor – The user may forgo dealing damage to shoot at a target, allowing you to see all information about the creature. You may edit one value of the creature equal to the amount of damage you do e.g. decreasing/increasing HP, MP and SP, adding or removing one weakness or immunity, adjusting ability scores by 30%, removing or giving perks, powers and feats, etc. Duplicate – The user can swap to duplicate mode for 1 TP. Each shot in this mode duplicates whatever it hits. The duplicate’s item value is worth nothing, and cannot be salvaged for resources or experience.
Weld – The user can swap to weld mode for 1 TP. The first shot in this mode is the main target, while the second shot attaches the first target via gluing or roping the target depending on the users preference. The target cannot be separated by the weld unless they take a Bodyguard action (DC 200) to separate themselves.
Noclip – Once per encounter, the user may fly in any direction an amount of meters equal to their level. They can go through solid walls and objects while in this mode.

Rank 5
Editor – The user may forgo dealing damage to shoot at a target, allowing you to see all information about the creature. You may edit one value of the creature equal to the amount of damage you do e.g. decreasing/increasing HP, MP and SP, adding or removing one weakness or immunity, adjusting ability scores by 30%, removing or giving perks, powers and feats, etc.
Duplicate – The user can swap to duplicate mode for 1 TP. Each shot in this mode duplicates whatever it hits. The duplicate’s item value is worth nothing, and cannot be salvaged for resources or experience.
Weld – The user can swap to weld mode for 1 TP. The first shot in this mode is the main target, while the second shot attaches the first target via gluing or roping the target depending on the users preference. The target cannot be separated by the weld unless they take a Bodyguard action (DC 300) to separate themselves.
Noclip – Twice per encounter, the user may fly in any direction an amount of meters equal to their level. They can go through solid walls and objects while in this mode.
Modify – The user gains the ability to add or remove one condition to their targets per shot, and can mimic the effects of any power or perk they know with each shot.


Dog Tooth

One-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 250 (d2%) Piercing Critical: x4 Range: 200m
TP Cost: 0.5 Capacity: 12 Reload: 2 TP
Properties: – Weight: 1.8kg Cost: C$78

This compact pistol features a screen on the back of the slide, containing an ammunition counter, while the firearm has an integrated AI which allows the user to aim better. The sight for the weapon is a hologram, showing a crosshair and Heads-Up Display (HUD) to the user showing all active targets and it’s inbuilt targeting system, as well as the current mode that the weapon is in.

Rank 1
Smart Aim – The user can aim without using a Dual Wield action, all shots while aiming have their chance to hit increased by +20%.

Rank 2
Smart Aim – The user can aim without using a Dual Wield action, all shots while aiming have their chance to hit increased by +40%.
Auto Hack – When shooting electronic objects, the user can choose to hack the object instead. After this shot has been fired at the object, one minute must pass without any damage affecting the object, if successful, the user automatically succeeds at hacking the object.

Rank 3
Smart Aim – The user can aim without using a Dual Wield action, all shots while aiming have their chance to hit increased by +60%.
Auto Hack – When shooting electronic objects, the user can choose to hack the object instead. After this shot has been fired at the object, one minute must pass without any damage affecting the object, if successful, the user automatically succeeds at hacking the object.
Special Mode – The user may swap weapon modes for 1 TP. They may return back to a neutral mode for 1 TP.

Nonlethal Mode – When hitting a target, roll d100 plus your damage modifier, the target must take a Sleeplessness action (DC equal to previous roll), on fail, the target falls unconscious.

Rank 4
Smart Aim – The user can aim without using a Dual Wield action, all shots while aiming have their chance to hit increased by +80%.
Auto Hack – When shooting electronic objects, the user can choose to hack the object instead. After this shot has been fired at the object, one minute must pass without any damage affecting the object, if successful, the user automatically succeeds at hacking the object.
Special Mode – The user may swap weapon modes for 1 TP. They may return back to a neutral mode for 1 TP.

Nonlethal Mode – When hitting a target, roll d100 plus your damage modifier, the target must take a Sleeplessness action (DC equal to previous roll), on fail, the target falls unconscious.
Disable Mode – When hitting a target, the effects mimic the dispel power. If used on an electronic, this instead mimics the EMP Blast power.

Dragon’s Breath – The user can choose to expend all ammunition in the weapon’s capacity. Dealing 200 (d4%) Fire damage per capacity in a 10m cone.

Rank 5
Smart Aim – The user can aim without using a Dual Wield action, all shots while aiming are homing.
Auto Hack – When shooting electronic objects, the user can choose to hack the object instead. After this shot has been fired at the object, one minute must pass without any damage affecting the object, if successful, the user automatically succeeds at hacking the object.
Special Mode – The user may swap weapon modes for 1 TP. They may return back to a neutral mode for 1 TP.

Nonlethal Mode – When hitting a target, roll d100 plus your damage modifier, the target must take a Sleeplessness action (DC equal to previous roll), on fail, the target falls unconscious.
Disable Mode – When hitting a target, the effects mimic the dispel power. If used on an electronic, this instead mimics the EMP Blast power.

Dragon’s Breath – The user can choose to expend all ammunition in the weapon’s capacity. Dealing 400 (d4%) Fire damage per capacity in a 10m cone.
Ammo Recycler – On a critical hit, this weapon automatically reloads all ammunition. For every round this weapon is not used, 1 capacity is restored to the weapon, this cannot go over the maximum capacity.


Yggdrasil

Miscellaneous, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: ??? Cost: C$300

This tiny, glowing, crystalline seed floats near it’s attuned user, getting bigger with size for each rank (with rank 5 being the size of a basketball). The user can command it to stay within a certain location, having a link to the user through their glowing yellowish-white eyes. This is a tool of mass destruction and extreme power, where most others fail to uphold and control this device, those that can commit horrible crimes to even get a hold of one of these.

Yggdrasils come from Void Crystals, which create the Corruption. Most Corruption creatures would do anything to steal one of these back.

Rank 1
Greater Potential – The user receives +20% to one ability score of their choice.

Rank 2
Greater Potential – The user receives +30% to two ability scores of their choice.
Energy Generator – The user turns their MP and SP into AP, adding an additional +200 Maximum AP to the amount.

Rank 3
Greater Potential – The user receives +40% to three ability scores of their choice.
Energy Generator – The user turns their MP and SP into AP, adding an additional +400 Maximum AP to the amount.
Generative Gain – The user restores 500 AP for each critical hit performed.

Rank 4
Greater Potential – The user receives +50% to four ability scores of their choice.
Energy Generator – The user turns their MP and SP into AP, adding an additional +600 Maximum AP to the amount.
Generative Gain – The user restores 500 AP for each critical hit performed. Each action performed gains an additional +20% per additional ability added onto the action.
Reality Write – The user may cast wish once per day.

Rank 5
Greater Potential – The user receives +60% to five ability scores of their choice.
Energy Generator – The user turns their MP and SP into AP, adding an additional +800 Maximum AP to the amount.
Generative Gain – The user restores 500 AP for each critical hit performed. Each action performed gains an additional +40% per additional ability added onto the action.
Reality Write – The user may cast wish twice per day.
Seed of Life – The user may choose to perform a ritual, taking one month to prepare. This ritual circle takes 10 minutes to perform, and requires the user to put the Yggdrasil in the center. After one month, the Yggdrasil rapidly grows to the size of a sun, the ritual succeeds, and the entire universe is reset. After this reset, the Yggdrasil is lost, but the user permanently gains infinite MP and SP, double their HP, and immunity to all physical damage types.


Gauntlet of Reality

Unarmed, Legendary Artefact
Crafting Recipe: –
Damage: 500 (d2%) True Critical: x2 Range: 1m TP Cost: 1
Properties: – Weight: 5kg Cost: C$200

This bulky gauntlet is made of a dark grey metal, with Void Crystals on each knuckle, glowing to indicate how many times the user may use destiny per day. This gauntlet has been used in the past to alter the timeline to prevent certain events from happening within the timeline, however, those who were involved in these events learned how to make these gauntlets themselves in secret.

Rank 1
Altering Touch – All attacks made by this weapon are homing.

Rank 2
Altering Touch – All attacks made by this weapon are homing, All attacks that are not blocked are considered critical hits.
Destiny – Once per day, the user may invoke a critical success or failure on a single action to either themselves or a target within their sight.

Rank 3
Altering Touch – All attacks made by this weapon are homing, All attacks that are not blocked are considered critical hits.
Destiny – Twice per day, the user may invoke a critical success or failure on a single action to either themselves or a target within their sight.
Wish – The user gains the ability to use wish up to five times. On the fifth wish, this ability no longer functions

Rank 4
Altering Touch – All attacks made by this weapon are homing, All attacks that are not blocked are considered critical successes.
Destiny – Three times per day, the user may invoke a critical success or failure on a single action to either themselves or a target within their sight.
Wish – The user gains the ability to use wish up to ten times. On the tenth wish, this ability no longer functions.
Lucky – The crit chance for this weapon is increased by +20%.

Rank 5
Altering Touch – All attacks made by this weapon are homing, All attacks that are not blocked are considered critical successes. Destiny – Four times per day, the user may invoke a critical success or failure on a single action to either themselves or a target within their sight. Wish – The user gains the ability to use wish once per encounter. Lucky – The crit chance for this weapon is increased by +40%. Regenerative Wishes – The users wishes can regenerate. All abilities that change reality no longer have any cooldowns, and instead can be used once per encounter.


Orb of Truth

Special Caster Foci, Legendary Artefact
Crafting Recipe: –
Properties: – Weight: 1kg Cost: C$130

This steel sphere features multiple individual and intricate pieces that move with one another, containing a portal to another realm entirely, functioning as a portable information device and mind controller. It whispers secrets from another timeline, another reality, that may or may not be true to the wielder, and speaks in cryptic terminology, usually something that is incomprehensible without the correct context.

Rank 1
Whispers – The Orb whispers secrets to the user, such whispers include revealing the location of items nearby that cannot be seen, creatures that have a hidden past or a weakness that they are hiding, and other interesting tidbits about the world around them.

Rank 2
Whispers – The Orb whispers secrets to the user, such whispers include revealing the location of items nearby that cannot be seen, creatures that have a hidden past or a weakness that they are hiding, and other interesting tidbits about the world around them.
True Senses – The Orb always can sense the true identity of others around them, whispering it to the user. It will also reveal all targets within a 5m radius of the user.

Rank 3
Whispers – The Orb whispers secrets to the user, such whispers include revealing the location of items nearby that cannot be seen, creatures that have a hidden past or a weakness that they are hiding, and other interesting tidbits about the world around them.
True Senses – The Orb always can sense the true identity of others around them, whispering it to the user. It will also reveal all targets within a 10m radius of the user.
Anti-Magic Aura – For 1 TP, the Orb creates an Anti-Magic Aura around the user in a 10m radius. All Powers in this radius are dispelled, and no powers can be casted.

Rank 4
Whispers – The Orb whispers secrets to the user, such whispers include revealing the location of items nearby that cannot be seen, creatures that have a hidden past or a weakness that they are hiding, and other interesting tidbits about the world around them.
True Senses – The Orb always can sense the true identity of others around them, whispering it to the user. It will also reveal all targets within a 15m radius of the user.
Anti-Magic Aura – For 1 TP, the Orb creates an Anti-Magic Aura around the user in a 15m radius. All Powers in this radius are dispelled, and no powers can be casted.
Mind Destruction – For 2 TP, The user can choose to adjust the frequency of the orb while the Anti-Magic Aura is on, all targets of the user’s choice are affected with the Brain Blast power. This disables the Anti-Magic Aura for 1 round.

Rank 5
Whispers – The Orb whispers secrets to the user, such whispers include revealing the location of items nearby that cannot be seen, creatures that have a hidden past or a weakness that they are hiding, and other interesting tidbits about the world around them.
True Senses – The Orb always can sense the true identity of others around them, whispering it to the user. It will also reveal all targets within a 20m radius of the user.
Anti-Magic Aura – For 1 TP, the Orb creates an Anti-Magic Aura around the user in a 20m radius. All Powers in this radius are dispelled, and no powers can be casted.
Mind Destruction – For 2 TP, The user can choose to adjust the frequency of the orb while the Anti-Magic Aura is on, all targets of the user’s choice are affected with the Brain Blast power.
Mass Control – The user may choose one action for all targets that are affected with the Brain Blast power to perform.


Dragon Hunter Rifle

Two-Handed Ranged, Legendary Artefact
Crafting Recipe: –
Damage: 2,000 (d2%) Piercing Critical: x10 Range: 5km
TP Cost: 2 Capacity: 1 Reload: 3 TP
Properties: – Weight: 30kg Cost: C$120

This hulking, giant rifle is 4m long, characterised by it’s giant barrel and scope, it features multiple bipods to allow stabilisation for it’s long barrel and gigantic rounds that are cycled with a decently smaller then average bolt. This weapon is impractical, silly, and only was created out of complete and utter curiosity for the limits of firearm making. Most people wouldn’t use this weapon out of it’s sheer impracticality, but those that do spend their lives investing into it.

Rank 1
Deploy – This weapon cannot be fired without being deployed. When deployed, the user falls prone, or has 3m of half cover to deploy this weapon onto. The user cannot move this weapon while deployed. Deploying this weapon costs 1 TP.

Rank 2
Deploy – This weapon cannot be fired without being deployed. When deployed, the user falls prone, or has 3m of half cover to deploy this weapon onto. The user cannot move this weapon while deployed. Deploying this weapon costs 1 TP.
Slayer Rounds – All attacks made from this weapon half the movement speed of the target for 1 round.

Rank 3
Deploy – This weapon cannot be fired without being deployed. When deployed, the user falls prone, or has 3m of half cover to deploy this weapon onto. The user cannot move this weapon while deployed. Deploying this weapon costs 1 TP.
Slayer Rounds – All attacks made from this weapon half the movement speed of the target for 2 rounds. This weapon reduces all Damage Reduction by 50%.
Bipods – Attacks made from this weapon never reduce their chance to hit by any means.

Rank 4
Deploy – This weapon cannot be fired without being deployed. When deployed, the user falls prone, or has 3m of half cover to deploy this weapon onto. The user cannot move this weapon while deployed. Deploying this weapon costs 1 TP.
Slayer Rounds – All attacks made from this weapon half the movement speed of the target for 2 rounds. This weapon ignores all Damage Reduction.
Bipods – Attacks made from this weapon never reduce their chance to hit by any means.
Dragon Tracer – On critical hits, this weapon creates a line of fire, dealing 200 (d4%) Fire damage to all creatures that enter this line for 1 minute.

Rank 5
Deploy – This weapon cannot be fired without being deployed. When deployed, the user falls prone, or has 3m of half cover to deploy this weapon onto. Deploying this weapon costs 1 TP.
Slayer Rounds – All attacks made from this weapon half the movement speed of the target for 2 rounds. This weapon ignores all Damage Reduction, and all attacks are unblockable.
Bipods – Attacks made from this weapon never reduce their chance to hit by any means.
Dragon Tracer – On critical hits, this weapon creates a line of fire, dealing 400 (d4%) Fire damage to all creatures that enter this line for 1 minute.
Overkill – On a critical hit, this weapon reloads it’s entire magazine. The user receives a +20% critical hit chance with this weapon.