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Once you have determined PP and its level, it is time to choose the various mystical abilities to

purchase. Naturally, the lists below are only part of the endless powers that might come to the
Game Director or players. If you want to include any other that does not appear in this list in one
of your artifacts, use the list as a reference to determine its functions, cost, and level yourself.

The elements of a power are as follows:

Name: This is the name of the Power. Those named with Disadvantage in parenthesis have
their cost added back to your PP, rather than being subtracted.
Cost: This is the cost in PP to be paid in order to use the Power. In case it is a Disadvantage, it
will be listed with a minus sign rather than a plus.
Level: This is the Level of the Power, which determines the PP pool its cost is taken from. In the
case of a Disadvantage, it denotes the minimum Level the artifact must be in order to take it.

Quality Augmentation
Combat Quality
This Power adds Quality levels to weapons and shields. In case it was forged to a higher
Quality, take the higher quality rather than stacking them.

Quality Cost Level

+5 50 2

+10 100 2

+15 50 3

+20 50 4

+25 50 5
Quality +X: This is the Quality obtained by the weapon.

General Quality
This power targets other objects, including armor, kitchen utensils, and other tools. In the case
that the objects base Quality is higher than the bonus, take the higher of the two. Do not stack.

Quality Cost Level


+5 50 1

+10 100 1

+15 50 2

+20 50 3

+25 50 4
Quality +X: The Quality bonus to grant.

Offensive Powers
These Powers are related to offensive abilities.

Weapon with Attack Bonus


This grants a bonus to a weapons Attack ability. This is not stacked with Quality bonuses; take
the higher of the two.

Bonus Cost Level

+5 50 1

+10 20 2

+15 20 3

+20 20 4

+25 10 5
Bonus +X: The offensive bonus granted to the weapon.

Offensive Increase
This adds a bonus to Attack ability (including magic and psychic Projection), independent of the
weapon you use. This does not stack with Quality bonuses; take whichever is higher.

Bonus Cost Level

+5 60 2
+10 120 2

+15 60 3

+20 60 4
Bonus +X: The bonus to Attack Ability.

Damage Augmentation
This power increases the Base Damage of a weapon. This does stack with other Base Damage
bonuses.

Damage Augmentation Cost Level

+10 20 1

+20 80 1

+30 50 2

+40 100 2

+50 50 3

+60 100 3

+80 40 4

+100 80 4
Damage Augmentation +X: This is the value to increase Base Damage by.

Enchanted Weapon
This power means a weapon has a natural magic ability, and can be used to fight supernatural
things.

Effect Cost Level

Enchanted 50 2

Supernatural 80 3
Enchanted: The weapon is considered enchanted, with the capacity to damage intangible
creatures and defend against supernatural attacks.
Supernatural: Like the above, except the weapon can attack on the Energy table. Also, it can
only be blocked by weapons with the capacity to Damage Energy.
Elemental Attacks
Many weapons are associated with the elements. This allows a weapon to use an elemental
attack as a Secondary Critical. The available elements are Fire, Ice, Electricity, Light, Darkness,
and Energy.

Elemental Attack Cost Level

Ice 30 2

Fire 30 2

Electricity 30 2

Light 60 2

Darkness 60 2

Energy 20 3

Modifier

Variable +20 -

Combined +40 -

Primary +50 -
Ice: Allows the use of the Cold AT.
Fire: Allows the use of the Heat AT.
Electricity: Allows the use of the Electric AT.
Light: Double damage against creatures vulnerable to Light.
Darkness: Double damage against creatures vulnerable to Darkness.
Energy: Allows the use of the Energy AT.
Variable: The user can freely declare which AT they would like to use.
Combined: Represents a combination of elements, causing the weapon to automatically use
the lowest AT value for its attack. In case of elemental immunity, it simply chooses another AT.
Primary (Modifier): The artifact is an embodiment of the element, allowing it to use an element
as its primary AT.

Exterminator
The weapon has a unique ability: when used against certain things, it deals more damage.
When attacking something of the chosen race, add a +50% bonus to Base Damage.
Exterminator Cost Level

Type of Being 50 3

Specific Being 20 2

Condition 100 2

Modifier

Greater Exterminator +50 -


Type of Being: Increase the damage dealt to a class of creature. If you choose Human,
increase damage dealt to any human.
Specific Being: A single individual is targeted. For instance, if the ability targets Legion, the
Dark Wyrm, it can only deal extra damage to Legion.
Condition: Only increase damage dealt to things of a particular condition. For instance, maybe
deal extra damage to those who have murdered.
Greater Exterminator: Double base damage, instead of adding +50%.

Onslaught
The weapon produces a great impact whenever it hits. In addition to dealing damage as normal,
it produces an Impact.

Onslaught Cost Level

Onslaught 100 2

Improved Onslaught 50 3

Impact 8 20 2

Impact 10 100 2

Impact 12 20 3

Impact 15 100 3
Onslaught: Up to Strength 12, the weapon causes an impact equal to the users Strength.
Improved Onslaught: As above, but without a Strength ceiling.
Impact X: The weapon always produces an impact of the given value, regardless of the users
Strength.

Unlimited Ammunition
This power allows a number of daily projectiles to be fired from the weapon. The weapon has a
Reload time of 1, regardless of the original value.

Daily Projectiles Cost Level

10 projectiles/day 20 1

25 projectiles/day 50 1

100 projectiles/day 20 2

Unlimited Ammunition 50 2

Modifier

Firearm +20 -

Combinable Munitions +20 -


X Projectiles/Day: The number of projectiles per day.
Unlimited Ammunition: There is no limit on the number of projectiles per day.
Firearm: Required if it is to be used with a powder-based weapon.
Combinable Munitions: The user may use conventional ammunition as well, and may switch
ammunition freely.

Special Attack

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