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Body Horror Quest - Relics Ver. 4

Aug 19th, 2019
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  1. RELICS, VER. 4
  2.  
  3. >>>NEWLY ACQUIRED RELICS<<<
  4.  
  5. >GENERAL GENERATORS SUCCULENT SAUCE (1 Bottle); just like a sauce is an augment to a good dish, so too are augments a fine addition to a good ability. This thick, spicy, and surprisingly delicious sauce can be slathered over any corpse before consumption, making ALL consume options from it Augment options, for all consuming from the corpse. In addition, this sauce may grant non-generator abilities a chance for an augment that greatly changes how the base ability works, and guarantees such choices for generator abilities. For the daughter whose kit needs nothing else, here's a way to spice up what you already love.
  6.  
  7. ~~~
  8.  
  9. >>INSPECTOR’S SPECTACLES: This set of demure spectacles are a modified variant of one of West Prime’s favorite Relics. They allow the user to passively detect the HEALTH and BIO of Daughters in line of sight, and at the start of each combat there is a chance that the rudimentary nature of a random foe’s skills will be revealed, along with their next turn intentions. (Head Slot: HEALTH +50%, Allows November to detect the intentions of all foes in visual range.)
  10.  
  11. ~~~
  12.  
  13. >>GAMMA PHARYNX: This gruesome Relic necessitates a full-blown binding to the Daughter that wishes to equip it, a process that is quite painful for any normal individual. Removal of the Relic imposes a HEALTH penalty equivalent to one-tenth of the user’s maximum, similar to the after-effects of Forging a Relic. The benefits, however, are not to be underestimated; the Pharynx accumulates a potent charge for every turn it remains unfired in combat, and the stored power may be released for 1 ACT to produce an utterly devastating beam of blinding, annihilating heat with a high chance to score a critical hit that deals seven times the base critical damage. (Head Slot: HEALTH +0%, Charges accumulate twice as fast, November does not suffer the removal penalty to her HEALTH.)
  14.  
  15. ~~~
  16.  
  17. >DELIVERANCE OF EGO (Indomitable Stone & Brilliant Crystal Enhanced); Made to accompany another set of armor without further slowing oneself down, this over-armor, somewhere between a bikers jacket and a trench coat, is made to actively boost the effects of any other armor, Ability or Relic, worn by the wearer, by a magnitude equal to one's level of positive thinking. In other words, the more hope, excitement, happiness, and self worth one has, the more powerful the effects. If one were to put it mechanically, for every 10% one has as a “stack” of these emotions, as if from a Phantasmal Ability, the other armor one wears has its effects increased by 5%. This jacket also naturally provides one level of HEAT, COLD, ACID, BLUNT, PIERCING, NEUROMANTIC, and PHANTASMAL resistance, along with immunity to SLASHING damage due to its leathery, hardy nature. Oh, and a symbol appears on its back related to the inner Ego of the one wearing it, because style should never be ignored. >>INDOMITABLE STONE: The essence of the powerful, resolute Jessica North, binding this crystal to a Relic allows the item to rant the user one level of resistance to SLASH, BLUDGEON, and PIERCING damage. >>BRILLIANT CRYSTAL: The essence of the keen, quick-witted Jan North, binding this crystal to a Relic grants one level of resistance to Neuromancy AND Conduit emotional manipulation.(Any Slot: HEALTH +200%, DEF+, Greatly enhances the defensive properties of the Chest Slot's current Relic.)
  18.  
  19. ~~~
  20.  
  21. >CRIMSON JESTER'S BLOOD-IRON MASQUE: The terrifying Blood Brass visage of a fool who deals death as the setup, punchline, and tagline of his never ending joke of eternity in a world of Red and Black. Activating this relic automatically reduces your HEALTH by 20% of your total maximum HEALTH in exchange for augmenting the wearer's speed, agility, and perception. The wearer is immune to effects of sneak attacks and cannot be caught off-guard, and the attempts of any foe to initiate such an attack will result in a swift and automatic counter-attack. In addition, by spending 5% of their maximum HEALTH from their current HEALTH at the start of a combat round, the wearer can fuel the masque's power to give them a burst of speed, ensuring that they act first at the start of combat, and given heightened initiative in the following rounds after combat has begun. First to act, last to laugh. (Head Slot: HEALTH +150%, foes who act later than November in the combat initiative become more susceptible to CRITICAL strikes from November, and have their CRITICAL CHANCE and CRITICAL DAMAGE decreased by one tier.)
  22.  
  23. ~~~
  24.  
  25. >CUTIS TRACTUS (Lv.1); this bulky, heavy hunk of flesh is akin to a long, large swath of leathered skin, wrapping the user up from hands to feet in one layer of extra skin wrapping, before continuing to further cover the wearer in the thicker, heavier protective layers in the form they so choose, though of a thickness and size much greater than the outfit would usually have. While many may see covering themselves in so much extra skin as a disturbing fashion choice, to those with the right mindset, it can be a tool like no other. On top of giving the wearer armor equivalent to 200% extra Bio, this new layer of skin directly jacks into the wearers spine, giving them unprecedented control over the folds of leather, as if it were an extension of themselves. Firstly, any direct contact abilities the wearer processes can now be done through the leather, both defensively and offensively. At short range, they can use the leather to grapple and wrap up enemies with no real extra risk, however for the cost of losing a third its protection, one may extend their reach to medium range, and though it does nothing to strengthen any blows upon an enemy, being able to grapple enemies and objects alike to draw you to them or them to you is a tool the clever can make quick use of. It may also extend one's reach to long range for the cost of Two Thirds its protection, and lessened strength, the fabric only to do so much when stretched so far. Its weight however, does cut ones top movement speed down by One Fourth, and negates one Zone of Movement possible, to a minimum of one. (Body Slot: HEALTH +400%, ATK+, DEF+, the reach of Melee Attacks are now extended by 1 movement zone, and November also gains advantage to any attempts to grapple a foe, in addition to imposing disadvantage on foes attempting to escape or use concentration-based effects.)
  26.  
  27. (Lv.2); Now giving the defensive equivalent of an extra 300% Bio, the Leather now gives one level of resistance to Slashing, Bashing, Heat, and Frost damage types. It may now for a cost of One Third the wearers current Bio enter a ‘Cocoon’ mode, fully and snuggling wrapping up its charge tightly, giving full immunity to these damage types in exchange for losing the ability to actively strike back at foes, though touch based counters and abilities may still be used if struck by your foe.
  28.  
  29. (Lv.3); Now giving the defensive equivalent of an extra 375% Bio, the leather now gives Two Levels of resistance to Slashing, Bashing, Heat, and Frost damage types. It may now ‘Constrict’ any foe it now grapples, dealing at first minimal damage, but doubling the last turns Damage and Crit chance, aswell as increasing the targets disadvantage to escaping grapples, each consecutive turn they are grappled in its snare, though this does cost an ACT to keep up. Furthermore, all touch based Abilities may be applied at least once on the constricted foe, even if otherwise the situation would not make it applicable to do so with that ability.
  30.  
  31. (((LOCKED)))(Lv.4) Now giving the defensive equivalent of an extra 425% Bio, the leather now gives Three Levels of resistance to Slashing, Bashing, Heat, and Frost, and One Level to Piercing. Now, when in ‘Cocoon’ Mode, ones Health and Bio Regen increase by One Third its current when entering the mode, and upon exiting ‘Cocoon’ mode, the leathers many layers flail out violently, forcing all foes within Close Range back to Medium, and applying a random Touch based effect or stack from your abilities to them for each tendril that hits them.
  32.  
  33. ~~~
  34.  
  35. >SUI INTERITUS (Lv.1); The sister to the Tormentis, this smooth, dull armor,made of overlapping thin plates of calcified chitin, their underside lined with fuzzy, acidic hairs that dig into the wearers skin, twisting around their nerves, gives the wearer near perfect control over the plates movement to cover weak points or even consolidate the plates the block harsh incoming attacks. While the Armors acidic and more intrusive nature negates One Third the wearers max Health Regen, it allows them to exchange HEALTH for SPEED and REACTION TIME at a rate of 1% for 3% to the wearers own limits. It may also, for a cost of ALL of ones BIO REGEN for the turn, prime itself to react instantly to a single enemy attack, consolidating all the plates of the armor to a singular location, using the entirety of the armors defenses to block the attack, before whatever armor is left instantly shifts back to its intended position. If this primed action goes unused however, only Half the Bio Regen, unstacking, is regained the next time Regen activates. It otherwise gives a base armor bonus equivalent to an additional 125% Bio. (HEALTH +500%, ATK+, DEF+, movement action allows November to cross one extra zone per ACT, November now acts first in the initiative.)
  36.  
  37. (Lv.2); the Armor may now for the cost of TWO ACTS, root itself, and build up a BURST RESERVE, where it may exchange PERMANENT Bio Regen loss for the battle for stat increases available, at a rate of 1% for 10%. This burst is stored for as long as the wearer wishes, however once activated, is spent all at once, and dissipates at the end of the current turn. Additionally, the Armor may now increase STRENGTH aswell, but at a HEALTH exchange Rate of 1% for 2%. Its defensive bonus is now equivalent to 165% additional Bio.
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  39. (Lv.3); the Armor now only Negates One Fourth its users Health Regen, and Exchanges Health for SPEED/REACTION TIME at a Rate of 1% for 4%, and 1% for 3% for STRENGTH increases. Its defensive increase is now equivalent to 180% Bio.
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  41. (((LOCKED)))(Lv.4); the Armor now only Negates One Fifth its users Health Regen, and Exchanges Health for SPEED/REACTION TIME at a Rate of 1% for 5%, 1% for 4% for STRENGTH, and may now also increase its DEFENSIVE BONUS at 1% for 2%. Now, the Armor may now Prime Counters as the wearer wishes, at a cost of 100% BIO per Counter Primed. The new Primed Counters do not fade at the end of the Turn, however Bio Regen is still locked down until they are all spent. Once all Counters are spent however, HALF of all missed Bio Regen is still regained in a singular burst the next time Regen activates. The armors BURST RESERVE now builds up at 1% for 20%, and its base Defensive Bonus is now equivalent to 200% Bio.
  42.  
  43. (((LOCKED)))(Lv.5); the Armor grows much like its sister, but in a different form. Once a user reaches ten battles, both past and future, in which they have worn the armor, the Armor will thus become infatuated with them, outright refusing to be worn by another, though otherwise can still be taken off. Forming a sorta personality of its own, the one it has become infatuated with may over time convince the armor to be open to being worn by allies, however it will never allow it if the target of its infatuation is on the team, and will never grant anyone else above its level 4 abilities with the exception of its defensive bonus. Its Infatuation makes the first Primed Counter in the stack not negate Bio Regen. Otherwise, the Armor now does not negate the wearers Health Regen at all, and exchanges Health at a rate of 1% for 7% SPEED/REACTION TIME, 1% for 5% for STRENGTH, and 1% for 3% for DEFENSE. Its BURST RESERVE now builds up at 1% for 40%, and its base defensive bonus is now equivalent to 215%.
  44.  
  45. ~~~
  46.  
  47. >SPEAR OF DAINSLEIF: It was much too big to be called a spear. Massive, thick, heavy, and far too rough. Indeed, it was like a heap of raw metal. With an obsidian bone shaft of extreme durability and a spearhead even blacker and denser than the shaft, this "spear" ignores 2 levels of BLUNT and PIERCING resistance. This Relic cannot be lifted by anyone except by Daughters who have either invested enough strength augmentations of Fibromancy or inhabit Forgebodies, and even then it is wielded with great difficulty. However, its true power is not as a melee weapon but rather by being used as ammunition for heavy weapons, itself. Taking 1 full Round to load and another round to fire, the projectile launches at the end of the round. When fired, the spear ignores all resistances and deals an automatic CRITICAL HIT to the target. A veritable war crime for Iron orphans of war that know no peace. (Arm Slots: HEALTH +120%, ATK++, November may use 1 ACT to summon the Spear back to her side, forcibly tearing it from a target it is currently embedded in and dealing a blow with a high chance of a second CRITICAL STRIKE.)
  48.  
  49. ~~~
  50.  
  51. >>>OLDER RELICS<<<
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  53. >HYDRAS HEART(Lv.1); A relic in the form of a blood drop held by the coiled form of a seven headed hydra. This Relic while roughly the size of a small medal is worn on a necklace made from sinew and grants its wearer the ability to recover HEALTH at the cost of BIO with a ratio of 1% Bio to 5% Health while granting a passive regeneration Bonus of 10% HEALTH per Round. Taking damage from attacks which cauterize the wounds the damage cannot be regenerated in this manner while the wound remains cauterized. (Chest Slot: HEALTH +400%, HEALTH REGEN +100%)
  54.  
  55. >>(Lvl 2); The pendant grows closer to its wearer integrating itself into the wearers skin right above their heart and increasing its regeneration bonus to 15% per Round and starting to transform the wearers skin to scales. Just patches at first granting a minor boost to defense against piercing and slashing attacks (Base Cost+ Unnatural Predator +20%, Vitruvian 20%)
  56.  
  57. >>(Lvl 3); Sinking beneath a layer of finely scaled skin the pendant comes to rest next to the wearers own heart. While not increasing regeneration its conversion rate of BIO to HEALTH goes to 1 BIO to 10 HEALTH. As the wearers skin is replaced by scales It also grants an increased resistance to piercing and slashing attacks as well as poisons as it is driven out of the body by any way available(Level 2 Cost+ Unnatural Predator +20%, Calcite +10%, Vitruvian +30%)
  58.  
  59. >>(Lvl 4); Replacing the Heart of the Wearer the Heart grant its wearer to near instantaneously regenerate any and all limbs severed from the Body at a cost of 10% Bio per limb removing all status effects and undesirable constructs attached to the limb before destruction. The Wearer also becomes nearly immune to any form of Toxin while their skin toughness into a strong scaled hide (Level 3 Cost+ Calcite +20%, Unnatural Predator +30%, Vitruvian +30%)
  60.  
  61. >>(Lvl 5); Hybridizing completely with the wearer the pendant does not increase the wearers Health Regeneration any further but it now happens every time they act in Combat as well as giving the Wearer a small boost to their BIO regeneration (5%) per Round of Combat. The Wearer is also granted the ability of the terrifying Hydra of Myth every Extremity lost regenerates into two more extremity's if so desired with each limb after the first regenerated not costing BIO to create (Level 4 Cost+ Calcite +50%, Vitruvian +30%, Unnatural Predator +20%)
  62.  
  63. ~~~
  64.  
  65. >GUARDIANS HEART (BOUND TO AMARA'S GUARDIAN); an unusual relic, this large, beating heart, glowing a soft red, may be placed inside any construct, but first must have part of the daughter who wishes to use it place a small sliver of their own heart inside it. The results are one perhaps never meant to exist in the Crucible, one only possible through such alien technology...the construct will learn to love the one whose heart it is bound to, and become extremely, though gently if it can, protective of them, and gaining a large boost to its defense and survivability stats. On top of this, if the one it is meant to guard would be struck by a blow that would make them take death saving throws, it may instantly switch places with them, taking the hit but being guaranteed to die. However, the cost is that the Construct it wholly separate from anyone's control, and though it can understand friend from foe, and understands the importance of teamwork, it can and regularly will disobey even its charges orders in order to stay by their side and better protect them. (N/A)
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  67. ~~~
  68.  
  69. >GUTGRAB DAGGERS; this pair of large, hefty punching daggers allow the wielder to increase their standard damage by 15%, and add piercing damage to their blunt unarmed attacks. Though not perhaps the most destructive weapons outright, upon impact, the wielder may activate the hidden hooks within the daggers, digging into the wound they have made and thus grappling the innards of their target, making it difficult for them to get away. The target may only be released upon ripping the dagger from themselves, causing an automatic critical upon themselves that puts a stack of bleed on the gouged out wound. The wielder of the blade may also choose to remove the weapon in this way, but must spend an extra ACT to do so. (Arm Slot: HEALTH +140%, +3 BLEED Stacks per removal)
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  71. ~~~
  72.  
  73. >A GODDAMNED UZI; this relic is just about what it says it is, it is a goddamned fleshscape Uzi. Able to hold magazines of various sizes and load up with either standard biomass shots or forge crafted ammunition, it’s a trusty way to dish out a lot of shots one handed, and with the right grade ammunition, a deadly mincemeater for sure. Perhaps its biggest flaw is that the magazines and ammunition must be premade, making its use in long battles limited. (Arm Slot: HEALTH +80%, may spend 2% HEALTH to fire plasma rounds, up to 50% HEALTH may be spent this way per turn)
  74.  
  75. ~~~
  76.  
  77. >>VOCEM VIRTUTIS (Skintalker Relic): One can only hope that words of power are wielded by those of kind intent. Resembling a simple necklace that holds a curious, non-euclidian pendant, the Vocem Virtutis enhances two words instantly when equipped, while the user also chooses another word to reduce to 0% BIO and 0 ACT costs. Additionally, the wearer is granted one additional ACT per turn, though it may only be used to activate the effects of the user's Lexicon. Only one VOCEM Relic may be attuned at a time. (Any Slot: HEALTH +50%, +1 ACT)
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  80.  
  81. >>MATRON'S STOICISM (Hive Mistress Relic): So your children resist the temptations of death, so too do their source. The Hive Mistress that equips this Relic now shares any resistances or immunities that her Brood possess, and she also gains a 30% BIO reduction for the first act of Hive Mistress creation at the start of combat that stacks with any other active discounts. (Any Slot: HEALTH +140%, Grants immunity equal to Shu’s swarmling immunities.)
  82.  
  83. ~~~
  84.  
  85. >>MANUS CAELORUM (Flesh Artisan Relic): The touch of god in a mortal's hands. When worn by Expressionist Artisans, Manus Caelorum increases stack maximum by 10, boosts stack potency and effects by 2% each, and increases critical hit damage of ultimate attacks by two stages. When worn by Impressionist Artisans, the Manus Caelorum increases the combat, movement, spawning, and special ability potential of each of their forms by one stage. (Arm Slot: HEALTH +180%, ATK+, Autumn Protocol DMG+)
  86.  
  87. ~~~
  88.  
  89. >>ASCENDANT'S CROWN (Variable Relic): While the Contender is Charon's favorite creation, the Ascendant's Crown is unquestionably their masterpiece. The final step of Charon's plan to disseminate and strengthen the Ascendant Disciples' distinctive Halos, this Relic allows you to combine a number of leveled Halos in the Crown's seven sockets, restoring the Halo to its former glory (and in some cases surpassing it, depending on the skills of the original wearer) while granting the Crown of Lords a unique effect. It is notable that the donation of the Halos will strip the original users of the associated skill tree, though the resulting Crown is a thing of immense power, growing in potency as the individual Halo subsystems are leveled and gaining new abilities as higher-level Halos are installed (Head Slot: HEALTH +200%, Increases Crown’s current effects by 1 Tier)
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  91. >>Current Modes Available: NEUROTIC, Tier 1
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  93. >>Neurotic Crown, Tier 1 (7 Neurotic Halos, Each Lvl 1 or higher) - Complete immunity to Neuromantic effects and terraforming damage. Neuromancy used by the wearer costs 2/3 BIO to use and the owner's backlash chance is now permanently capped at 5%. Automatically deals a critical counter to any Neuromancer that attacks the wearer, dealing five times backlash damage. Renders bearer immune to mental corruption, illusion, or geas-based effects imposed by any class or source, and nullifies any such effects that are currently in effect on the wearer.
  94.  
  95. ~~~
  96.  
  97. >SUI TORMENTIS (Lvl 1); A heavy set of plate armor with the interior covered in small, needle like spikes that dig into the wearers flesh once equipped, making the suit difficult to remove. This painful symbiosis allows the wearer to control the armor with extreme precision, shifting plates to cover weakpoints with no detriment to the wearer's speed. Additionally, the spikes allow the wearer to convert HEALTH into STRENGTH bonuses, at an exchange rate of 1% HEALTH to 3% STRENGTH bonus, going as high as the wearer is willing, the effects lasting the entire battle or until the armor takes too much damage to sustain the effects. The armor, of course, also provides greatly increased defense as well, at a rate equal to having an additional 175% BIO.(120% Calcite, 80% Fibromancer) [TEMPORAL REMAINS BONUS EFFECT: Sui Tormentis now immediately regenerates 25% of the HEALTH that the user donates to activate its effects, and now boasts a high chance of negating a status ailment the user was recently inflicted with.) (Chest Slot/Lvl 4 Bonuses: HEALTH +500%, ATK++, DEF+, CRITICAL HIT CHANCE+, Ability enhanced by Lvl 4's power is enhanced by 5 TIERS instead of one.)
  98.  
  99. (Lvl 2); Sui Tormentis may now take up a full defensive stance, rooting itself in place and granting triple its base protection bonus as a result. However, the wearer cannot move from the spot and their reaction time is slowed tremendously as the armor feeds off the biomass of the area to grow new plates and repair itself at a tremendous speed. Additionally, HEALTH may now be spent at the same rate to directly increase the Armors Defensive bonus, and its base Defensive Bonus is equivalent to an additional 200% BIO. (Base Cost+ 70% Calcite, 70% Fibromancer)
  100.  
  101. ***NEW*** (Lvl 3);The Armor now does Exchange rates at 1% HEALTH to 4% STRENGTH or ARMOR Bonus, and its base Defensive Bonus is now Equivalent to 210% BIO. Additionally, HEALTH may now be spent to increase the wearers SPEED and REACTION TIME at the same rate at the others.
  102.  
  103. ***NEW*** (Lvl 4); The Armor now does Exchange rates at 1% HEALTH into 5% STRENGTH, ARMOR, or SPEED/REACTION TIME bonus, and its base Defensive Bonus is now Equivalent to 225% BIO. Additionally, for a whopping ¼ the user’s current HEALTH, one may Temporarily increase a single Ability by one Level for the Duration of the Battle, however the resulting shock on the body results in a 1% incurable BLEED upon the user for the duration of the Battle aswell.
  104.  
  105. (((LOCKED))) (Lvl 5); Sui Tormentis' exchange rates are now 1% HEALTH for a 6% STRENGTH, ARMOR, or SPEED/REACTION TIME bonus, and its base Defensive Bonus is now Equivalent to 250% BIO. Additionally, the Armor now cannot be removed from the user so long as they live, having grown attached to the wearer in both a literal and emotional way, Granting an instant and permanent base 3% Increase to STRENGTH, ARMOR, and SPEED/REACTION TIME to build off of. Even Further, upon receiving this upgrade, the pure, deep connection to the armor gives the wearer instant access to either a new Calcite or Fibromancer Ability Tree, now separate from the armor and fully one with the Wearer. (Lv.4 Cost+ 100% Calcite, 175% Fibromancer)
  106.  
  107. ~~~
  108.  
  109. >>CURSUS ALAS: A curious relic for its unorthodox design, Cursus Alas is made in the form of a pair of Swarmling beetles that attach themselves to the backs of Daughters linking themselves directly into a Daughter's Bio reserves. Upon activation, the swarmlings open up to emit a fiery blaze of vector thrust. Burning 10% Bio a turn, these "wings" give a daughter added maneuverability, power behind a tackle, kick, or punch, and last but not least; Giving Speed demons what they've always dreamed of: Acquiring Boost power. (Leg Slot/Lvl 4 Bonuses: HEALTH +160%, 1 MOVE ACT now allows user to cross 3 movement zones while Cursus Alas is active.)
  110.  
  111. ***NEW***(lvl 2): The paired Swarmlings grow larger and mature, and in their evolution, spawn a pair of smaller offspring that attach themselves to a daughter's arms. Following the footsteps of their parent relic, these "recursive living relics" also link themselves into a Daughter's bio reserves and work in tandem with their parents to give their Host a greater range of maneuverability and dodging, but at a greater cost of its host's Bio per turn. (Lvl 1 Cost + 80% Hive Mistress, 40% Generator)
  112.  
  113. ***NEW***( (lvl 3): The main Relic grows more mature and evolves while its first set of offspring grows. Another set of swarmling relics are born from its parent relic. This time attaching themselves to the legs. More speed, more maneuverability, added jumping power is available for the daughter that hosts this Relic on her body. At this stage, the power of the relic will allow the daughter to go "Full burn", but feeding 6 small mouths in exchange for speed taxes her Bio reserves so much that one use costs its host 60% of her Bio. (Lvl 2 Cost + 100% Hive Mistress, 80% Generator)
  114.  
  115. LOCKED (lvl 4): The Final Forme of Cursus Alas. It integrates itself with its host, becoming neigh inseparable save for the death of its host, and lowering the Bio cost to use and operate the relic. All boost capabilities are augmented, and charge attacks gain increased critical hit chance. And with the Living Relic set fully matured and performing at peak efficiency, it can let the daughter achieve a feat that few daughters can achieve: Sustained Flight for a short period of time (25% Bio for Take-off, 7% Bio per-turn for maintaining lift) (Lvl 3 Cost + 120% Hive Mistress, 100% Generator)
  116.  
  117. ~~~
  118.  
  119. >>ADRENAL NAIL: The gruesome result of refining a Daughter down to a Relic, a feat possible with a Tier 5 Forge, one may embed this stake into one's body. Doing so allows the user vastly increased strength and speed, increasing their melee damage output by 10% and increasing their default movement range by one zone at the cost of reducing HEALTH REGEN by half. One of the simplest Relics to manufacture, embedding multiple nails into one's body results in a multiplicative effect rather than an additive one. (Any Slot: HEALTH +100%, DMG+, MOVE ACT +1 Zone, HEALTH REGEN penalty negated.)
  120.  
  121. ~~~
  122.  
  123. >>THE SPINE: Yet another Daughter-refined Relic, the Spine allows the equipped Daughter to support two trains of thought, acting as a buffer for Neuromantic interference as well as allowing the wearer to concentrate on two skills simultaneously. Two heads are better than one, as the saying goes...you have to wonder if the Daughter that fueled this Relic would agree. (Chest/Leg Slot: HEALTH +140%, +1 Lvl of NEUROMANCY RESISTANCE, High chance of backlash to Neuromancers triggered upon receipt of Neuromantic interference OR when hitting them as they’re concentrating on an active effect.)
  124.  
  125. ~~~
  126.  
  127. >>IGNITION GAUNTLETS (VOLTAIC CRYSTAL Imbued): the brainchild of Rath and Artisan Niku, these gauntlets take the form of a shimmering, marbled blend of your swarmling chitin, Mara’s calcite armor, and an interior of motile flesh from one or both of its creators. Capable of granting a boost while worn in conjunction with the full set of Chitinous Stalwart or any calcite-related armors, this pair of self-repairing armor pieces react explosively on impact with foreign surfaces, creating a small explosion on attack or guard. What’s more, they do not count against your swarmling limit when you have them equipped, allowing you to achieve full plating with Chitinous Stalwart with a mere four armor pieces, drastically reducing the cost of your fully-armored form. Finally, due to Rath’s Vitruvian contributions the Ignition Gauntlets automatically take on the qualities of the full set, ensuring they stay up-to-date with any augmentations your armor undergoes. VOLTAIC CRYSTAL Enhancement: The essence of the eclectic and ingenious statistician Shauna Hayes, binding this crystal to a Relic changes the damage type of the Relic to ELEC and increases the damage the Relic deals by one level. (Arm Slot: HEALTH +200%, User may now choose for Gauntlets to deal ELEC or HEAT damage, switching freely between the two at no cost, +1 Strike per attack when using Gauntlets.)
  128.  
  129. ~~~
  130.  
  131. >> SHALAEV’S SHAWL: blurring the line between skin and bone, this exquisitely crafted and surprisingly soft shawl is a blend of powdered bone and incredibly thin sheets of skin, woven together with a neuron filament. While the resulting material is incredibly delicate, it grants the wearer a superior form of camouflage as it actively warps light around it to disguise the wearer’s presence in addition to offering auditory invisibility by way of absorbing sound waves and distorting them through the material. Be aware that if the wearer takes any damage, the cloth's effects will be nullified, though due to its unusual ability to passively absorb biomass, it will repair itself if left undisturbed for a short period of time (Head/Arm Slot: HEALTH +100%, Shawl now regenerates after 1-3 Turns in combat, depending on damage sustained. Melee attacks made while Shawl is active are now automatically a Critical Hit that deals 3x Critical Damage, but forces Shawl cooldown for three turns. Cooldown is ignored if this critical strike results in a downed foe.)
  132.  
  133. ~~~
  134.  
  135. >>REMEMBRANCE WHISTLE: this small, skull-shaped whistle allows a Skintalker to hold up to two words captive in its ivory workings, releasing the sound for the cost of 1 ACT. While the order of the words contained within the relic cannot be changed once imbued, spoken words may follow or precede the word or words that the Whistle holds. Be aware that due to the complex process of ‘refilling’ the Remembrance Whistle, it may only be done out of combat at its current state. Further upgrades to the Whistle may increase the amount of words it may hold, as well as granting other, unknown benefits. Your only fear is that your diminutive companion will get a little too enthusiastic about using her new Relic, leaving you and your allies knee-deep in the doot (Head/Arm Slot: HEALTH +150%, November now benefits from the passive, positive effects of the words imbued in the Whistle until they are spent.)
  136.  
  137. ~~~
  138.  
  139. -LEGENDARY RELIC-
  140.  
  141. >> THE HEXANE CONTENDER: an empathic weapon of terrible portent from a world long past, the Contender is, in essence, an incredibly powerful single-shot pistol. Capable of discharging once per round of combat at a cost of 10% BIO, the gun's payload takes on a unique property when it links to its wielder, becoming capable of firing rounds that carry the properties of each of the user's distinct skill trees with devastating effect. Given the curious properties of the weapon, it may be theorized that continued use by the same individual without shifting between owners may result in the weapon slowly taking on more characteristics of the wielder, possibly even evolving into a more powerful form as a result of comfortable familiarity. Though the process of connecting with the gun is a time-consuming one and not something be reversed easily, the end result is use of one's inherent abilities with vastly increased power and range, though the exact form the gun and its ammunition take is as dependent on its master's frame of mind as any individual power they possess. (To summarize, you may select a party member at the beginning of each session to wield the Contender, and the gun will take on a unique form and payload dependent on who takes control. Be aware that once a user has been chosen, this selection cannot be changed for the duration of the session without the pistol going dormant.)
  142.  
  143. CONTENDER AUGMENTATIONS
  144.  
  145. >>LION’S HEART RAPIER: an elegant edge, a dignified death. Now more resembling a cavalry sabre boasting a basket guard of refined calcite, the Contender’s newly-honed blade makes for an unusual implement on the battlefield as edge and barrel work in accord to inflict devastating wounds. When engaging it melee combat, your blade strikes seem to act as an accelerant to the ammo currently effecting your targets, speeding or enhancing their effects by one turn or level per blade strike, respectively. You intend to bring a blade to a gunfight, a relentless squall and storm upon your foes.
  146.  
  147. >>HEXANE DERRINGER: Increases the Contender's base ammo count to two rounds, and allows you to load two rounds simultaneously with 1 ACT. Due to a sleek dual-trigger design, it is possible to stagger your shots or fire both barrels simultaneously for maximum and immediate damage.
  148.  
  149. >>SHORT FUSE: Shot effects now take 1 less turn to detonate.
  150.  
  151. >>CICADA'S CRY: A squat, fat round, this grenade-like projectile lacks the damage-dealing capabilities of its kin in favor of emitting an ear-piercing wail over a vast distance. This cry acts to disrupt any and all concentration-based effects in a medium range around the target area aside from those employed by its user, severely limiting the vast arsenals of Neuromancers, Humoral Paladins, and Phantasmal Conduits alike. They don't call out often in this desolate land, but when the cicadas cry...the world listens.(Cost: 10% BIO)
  152.  
  153. >>HEXANE REVOLVER: Karma’s capacity has evolved to carry a full six rounds, each one nestled within the confines of the revolving chamber that now sits just below the length of its peerless blade. MAX AMMO: 6
  154.  
  155. >>DEFENDER’S EDGE: While in Lionheart Form, your blade has a high chance to automatically deflect the next attack that would hit you at the start of the turn. This ability has a cool-down of two turns before it may be primed again.
  156.  
  157. >>YOU ARE NOW AWARE OF YOUR THREAT LEVEL (Upon reaching 100%, the Right Hand of Mother will begin seeking after you to deliver judgement. Leveling up, gaining new allies, disrupting with Forges/Sparagmos Engines, and keeping Daughters from falling to the Hunger all work towards increasing your Threat Level. The death of your friends, allies falling to the Hunger, and anything you do to encourage the chaotic world-state Mother desires will serve to decrease your threat level accordingly.)
  158.  
  159.  
  160. CONTENDER AMMO
  161.  
  162. SHU
  163.  
  164. >>HOLLOWPOINT HIVE: The Hollowpoint Hive is a powerfully compressed swarmling variant that possesses the ability to infest latent biomass with a small, perfectly functional hive, akin to the one you host along your spine. You may then freely spawn swarmlings of your choice from the hive, though at the round’s current level it may only access a maximum of 10% biomass with which to generate swarmlings remotely. Inch by inch, bullet by bullet, the world becomes your plaything.
  165.  
  166. >>RAVENOUS PARABELLUM: a stark contrast to the creative elegance of your swarmling-based piercing round, the Ravenous Parabellum is a thick, worm-like slug similar to a shotgun shell. On impact, it immediately burrows into the target’s flesh and proceeds to cause steady and persistent damage over the course of the next three rounds. If left unattended, the creature will then eat its fill and explode forth in a blast of serrated incisors and tearing canines, dealing incredible damage. Bear in mind that while the round may take more time to penetrate tougher opponents, its sheer destructive potential cannot be underestimated…and remember, she who prepares for war prepares to feast upon the innocent.
  167.  
  168. >B.33 SPECIAL: Unlike the compressed remote hive swarmling or the worm-like devouring worm, this projectile takes a more compact, rotund shape. Released with an attention-grabbing pop in the manner of a child's BB pellet gun, combined with apiform features in fuzzy yellow and black, the B.33 Special homes directly towards its quarry in evasive midair waggles – almost reveling in excited dance. Upon arriving at its target, the B.33 Special instantly drills into the prey stinger-first, then begins to flood the opponent's insides with an aromatic adhesive nectar. After a duration of two rounds, the spurious queen detonates in a euphoric blast, sealing the crevasse with viscous gold and denying regeneration to the enemy. Victory is sweetest when you can share it with your enemies too.
  169.  
  170. >HERCULEAN FULLBORE: Unlike the elegant and subtle Hollowpoint, the messy Parabellum, or the whimsical B.33 special, the Herculean Fullbore is a monstrous round designed for dealing damage to amalgams and Daughters worthy of its caliber. Requiring whopping 25% Bio to load and a vacant swarmling slot instead of the usual 10% bio, this type of ammunition is designed for maximum penetration and stopping power front and center while retaining control for maximum carnage. Firing an oversized stag-beetle-like Swarmling armed with uniquely inviolable Chitinous horns and armor that can penetrate Calcite plating and acidic claws that can liquefy soft tissue. On hit, the swarmling will immediately set about carving a warpath towards the internal organs upon breaching its target at Shu's command while remaining impervious to attempts to remove or integrate it into the target’s biology, should they possess the skill to do so. To take down a monster of Herculean size and strength, you need a bullet to match it.
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