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Jun 27th, 2017
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  1. Sorceress' Regalia
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  3. Adaptive Sensory Enhancement Array: Comprised of several different lens overlays, focal settings, and analytical sensors; this faintly luminescent monocular display grants the sorceress a number of seperate bonuses. In its base setting, the wearer gains a +2 bonus to Awareness from dynamic image enhancement and filtering systems. She may optionally switch this to a +2 bonus to Perception, foregoing situational awareness for guided optical enhancement and detail identification. With the expenditure of three motes, she may activate an improved form of Essence sight allowing her to identify ghosts, living beings and enchanted objects (including walking dead and automatons) as glowing presences. (Dematerialized spirits are instead identified with the Spiritual Interface Subsystem, detailed below.) In addition, the wearer can see the Essence-flows of demesnes and manses at the range of her normal vision and can easily tell the power of these locations and if their Essence flows have been properly capped.
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  5. Exomuscular Fibers*: Doubles the sorceress' ground speed and jumping distance; additionally granting a +2 bonus to Strength for feats of strength and inflicting damage with attacks.
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  7. Integrated Elemental Lens*: This weapon system functions identically to non-integrated copies of the artifact.
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  9. Spiritual Interface Subsystem*: For a reflexive cost of one mote per minute, the wearer can perceive immaterial beings and objects with all senses using the visor and other integrated sensors in the helmet. Alternatively, the suit can charge its component plates with Essence, giving them spiritual solidity. Doing so has a reflexive cost of three motes per minute, but during this time, the wearer can touch or attack spirits as if they were solid (and may be touched and attacked in return).
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  11. Destiny Interdiction Field*: While worn, this armor temporarily blocks its wearer’s connection to the Loom of Fate. As such, the character's future cannot be divined by any means, nor may he be the target of Sidereal astrology. Furthermore, Sidereal Charms cannot drain or grant him Willpower points (even indirectly, as through compulsions), impose compulsions that affect his behavior rather than dice pools or transport him to another location.
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  13. S:+10L/+8B H:5L/5B M:-0 F:1 Att:8m
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