-"The Faithful Beggar," Regular at The Red Room in Nein
The Magic-users of the World know that ancient artifacts exist that can enhance the power of their Spell-Magic. They are known by many names and come in various forms, but the Historians among them classify two broad categories: Rods and Gauntlets.
These Rods and Gauntlets sometimes had inherent Spell-Magic within them that could be conjured through the device's Charge and wielder's Willpower (Action Points). Such is the power of these War-Artifacts that any user, if of enough Intellect and Courage, could wield the Spell-Magic within them. Lastly, the most powerful of these devices had flourishing effects that would be conferred upon all attacks made by the device itself in addition to the Spells channeled through it.
Game MechanicsAll Gauntlets and Rods have an Intellect Requirement. Unlike Mundane Weapons, having less than this Intellect Requirement prevents the use of the Artifact entirely -- the device will not function as the user's Will is inadequate to power the device.
These devices function as Supernatural Weapons in that any attacks made with them will do Critical Hits on rolls of Natural-10s (as well as Natural-20s). Both devices use Intellect for their Damage Scaling. As a result, using these Weapons will kill and hurt Monsters with their Basic Attacks who can only be affected by Supernatural Weapons.
Each of these devices are unique and the form of its Basic Attack and the Spell-Magic contained within them varies a great deal. Here are two examples of devices documented to exist:
Dog-Mouth: This Gauntlet, when empowered by a user of Great Will, will open its one monstrous eye and begin to drool from its mouth that makes up the palm of the Gauntlet. When used to attack the Dog-Mouth will rip and tear chunks from its targets. (Requires: Intellect 2)
Basic Attack: Strength +2 vs. AC. Melee only. (Critical Hit on 10s)
Damage: 2d6 + (Intellect * 1.5)
Charge: 4 / 4 Maximum
The Torch: This Rod resembles a steel pole embellished with all sorts of dials, levers and gizmos. The "business" end of The Torch is an opening into the center of the device. When wielded by a Willful user, heat, fire and smoke radiates out from this hole. When used to make Basic Attacks, the user can summon bursts of fire-magic from the Rod that propels pellets of blackened eldritch matter at its targets. (Requires: Intellect 2)
Basic Attack: Agility +1 vs. AC. Ranged only. (Critical Hit on 10s)
Damage: 2d6 + (Intellect * 1.5) +2
Charge: 5 / 5 Maximum
|The Ancient Magic-users harnessed destructive technologies from the Ancient Cities during The Great War. . .|
This Spell-Magic is fueled by the device itself, and acquires the strength of its Casting based on the power of the device, not the Tuning of the user if a wielder of magic themselves. Some examples, utilizing Spell-Magic previously discussed for Pyromancers.
This Lesser Torch is capable of issuing forth Fireballs as per the Lesser Incantation of Lorre's Expanding Conflagration. This is a Minor Ability, requiring the Spending of 1 Action Point by the user.
Attack: Agility vs. SR (Critical Hits on 10s)
Targets: 2, must be Close
Damage: 3d6 + (Intellect * 1.5) + 2
This Grand Torch can shoot great Fireballs as per the Full Incantation of Lorre's Expanding Conflagration. This is a Major Ability, requiring the Burning of 1 Action Point by the user. This also immediately spends 1 Charge on the Rod.
Attack: Agility+1 vs. SR (Critical Hits on 10s)
Targets: 2, must be Close
Damage: [2d6 + (Intellect * 1.5) + 2] x2 on HIT / x1 on MISS.