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Body Horror Quest - Relics Ver. 7

Apr 13th, 2020
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  1. RELICS, VER. 7
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  3. -Player-Submitted Relics: https://docs.google.com/document/d/1b_-8s0tin7DCQxITm6C69QULRnM_ibDfg18iV4dc7Fc/edit?usp=sharing
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  5. - Searchable Links -
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  7. >>New Relics - [RNew]
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  9. >>Older Relics - [RRel]
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  11. >>Level-Up Relics - [RLvl]
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  13. >>Consumed Relics - [RNom]
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  15. >>Ascendant's Crown - [RAC]
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  17. >>Hexane Contender - [RHex]
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  19. >>Forge Core Tiers - [RTier]
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  21. *************************************************************************************************************************
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  23. - NEW RELICS - [RNew]
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  26. >>GUNSLINGER’S LONGCOAT: A custom-made coat with an impressively dense weave, this neuron-lined outwear offers two levels of resistance to all elemental damage types when worn. Doubling as both fashion statement and solid all-round defense, this Relic ensures that the bearer will tackle horror in style. (Chest Slot: HEALTH +300%. November gains 2 Levels of resistance to ALL damage types when the longcoat is worn, as opposed to purely elemental.)
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  29. >>PARANOID PENDANT: The red, bloodshot eye at the center of this organic pendant darts its gaze to and fro, its suspicious attention ceaselessly roving over its surroundings. When worn, the bearer's chance to evade attacks increases by 20%, and any successful evasion immediately allows the user to swiftly counter-attack, their retaliatory strike boosted by 1/4 the damage that would have been inflicted by the evaded blow. (Any Slot: HEALTH +80%. The Chance to evade increases to 25%, with the retaliatory strike's damage being boosted by 1/3 of the missed strike's power, instead.)
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  32. >>ARBITER’S JUDGEMENT: One of Mara's select masterpieces, this Relic resembles a perfect pearl, its impossibly white sheen unblemished despite the wear and tear it should have suffered. Mara's Relic allows the user to act first in combat, along with any allies that occupy the same combat zone. What sets this Relic apart from imitators is the fact that this Relic's effects ignore any enemy effect that would serve to interrupt this item's activation, though allied abilities that proc off early initiative *do* activate. (INELIGIBLE FOR NOVEMBER'S FRAME DUE TO FORGE-CRAFTED BODY - WEST COUNTERMEASURES IN EFFECT)
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  35. >>FORGEHEARTS LYRE: What is creation without its Muse? What life does a creator give to its creation if it does not give it a purpose? A human obsidian ribcage spread wide open like an eagle, a human heart nestled at its base, its golden heartstrings strung across each rib. Heed its tune when it plays in the presence of a working forge during relic, and the macabre instrument will play a song that inspires purpose into your creation. (Mechanically: Creating a relic with the Forgeheart’s Lyre in its presence or when a daughter plays the instrument at the Forge will reduce the chance of failure in relic creation and increase the effects of consumable relics created.) – (Arm Slot: HEALTH +200%, increases base stats of Relic held in opposite hand. Additionally, the effects of Skintalker words used in November’s vicinity receive a small boost as the lyre attunes to her ally’s Lexicon.)
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  38. >>VOID ORRERY (RESTORED): Tinker Tailor’s efforts to restore this odd device have been fruitful, restoring its unusual capabilities to full. Previously able to zoom out to view the sheer number of active Crucible’s, Tailor’s fine-tuning has allowed the Orrery to zoom in, granting you a map of your Crucible in addition to a monitoring system that allows you to run a search on any participants you’re familiar with and reveal their current location and status. What’s more is that during the restoration process, an odd link was detected between the Orrery and the Forge Cores…perhaps there’s a connection, something that could be turned into a meeting of minds across an incomprehensible gap…
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  43. - OLDER RELICS - [RRel]
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  46. >>TOLLO CADERE(Lv.1); a chain of calcite silver so thin and smooth one would mistake it for silk, with beautifully engraved, ornamental bells tied along its length, made to be worn around ones neck. Made to counter aura based debuffs, these bells only work if one moves each turn, their sound reverberating to counter the incoming effects, though, only temporarily. Cutting the accumulation of percentage or stacks down to a third what one should be, one will not fall under or feel the effects of their foes auras til they either stop moving for any reason, or they hit 100% or maximum stacks of the aura, in which it shall all hit at once. As the sound of the bells beautifully rings in a sound reminiscent of what they are countering, one can be safe in knowing those cowards who would hinder your march will not stop the dance of your determination. One should note though, it may only stop a singular aura at a time, at least, for now… (Head Slot: HEALTH +100%. When worn, the retaliatory effects of November’s armor against Neuromancers now applies to the foe or foes whose emotional aura is on lockdown, as well.)
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  48. ***UNLOCKED*** - (Lv.2); new, off-branch chains of silver now hang at intervals from your sash of songs, each with a new, wonderfully engraved bell to adorn it. Your sash now can impede up to three auras at reduced amount to their effectiveness to only a fourth of what they would be, as the bells split but stay in tune to another to play a lovely melody in line with all they are countering. Though, once the song ends and the effects hit, the crescendo will be all the more spectacular.
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  50. (((LOCKED))) - (Lv.3); now going down both one's front and back, looking more like a draped silky parka almost of glorious bells and music, so long as one has moved at two movement zones, over the minimum one this turn, they will now be blocking all their foes aura abilities, and at a reduced accumulation of a fifth their usual accumulation. Now an entire orchestra of reverberating song, your movements will bring you ever closer to the finale of your dance, one way or another.
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  54. >>VOCALIS NOCERE(Lv.1); this disturbing, twisted device is akin to a fleshy tube on the back side of a mask akin to a bottom and top jaw, teeth and everything. The tube is shoved down a daughters throat, the mask squarely put onto their face over the mouth. The device then allows the Daughter to amplify their voice, causing painful and disorienting effects to those who hear, aswell as throw their voice, making it sound like its coming from other places than themselves with expert ease. (45% Neuromancer, 20% Vitruvian) – (Head Slot: +120% HEALTH. While technically lacking a traditional throat, equipping this Relic nevertheless grants November the ability to issue a deafening sonic burst from her speaker, amplified by the NOCERE to a catastrophic din that automatically cancels all concentration effects within 7 MOVEMENT zones of November.)
  55. (((LOCKED))) - (Lv.2); The mask now allows the Daughter to focus the Distorting effects of the device greatly, causing targets within CLOSE Range to be pushed back to MEDIUM once a Round, aswell as they may now imitate and copy other voices they have heard before.
  56. (Base Cost+ 45% Neuromancer, 25% Vitruvian)
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  58. (((LOCKED))) - (Lv.3); the mask now allows the Wearer to push a MEDIUM range target to LONG range, or even physically hurt a CLOSE range target when they push them back to MEDIUM, knocking them down in the process. however such a focused, heavy use of the weapon causes the daughter to be unable to speak for two rounds afterwards as their vocal cords heal themselves.
  59. (Lv.2 Cost+ 50% Neuromancer, 35% Vitruvian)
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  64. >>SURGEON GENERAL’S ESSENTIALS: The life of a patient hangs under the knife. This set of surgical tools (Forceps, Scalpel, Needle Diver, Clamps, Retractors, etc.) made of brass blood, bleached bone, translucent flesh, and bodily fiber bags come in a small briefcase of white Calcium, to be used in medical procedures as well as emergency operations. With the cost of a single act between the “Surgeon” and the “Patient”, the “surgeon” can operate on the patient and excise and remove a debilitating status effect (Including Cancer, severe bleeding, viral/bacterial/fungal/parasitic Infections, and other severe effects) of the patient and surgeon’s choice without the need to spend health or bio, as well as rendering the patient immune to the status ailment for the remainder of the Vein. In addition, if used on a “patient” on death’s door, the “patient” will be stabilized and regain health and bio at the rate of the sum of both the Surgeon’s and Patient’s Health and bio regen respectively. (Arm Slot: HEALTH +150%, HEALTH REGEN +50%. By integrating the ESSENTIALS into her variable weapons system, November may now tend to allies at a range of 3 movement zones away as she generates a cloud of nanites to assist her fallen friends.)
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  68. >>MEMBRUM AUTOMATA (Improved); A thin sabre made of condensed, intertwined strands of a Phanstamals hair, imbued deeply with the power and glow of a Neuromancer, this thin blade is far from as delicate as it seems, quick to strike and made to sever limbs with ease, this blade quickly turns ones foe against themselves. With an increased chance to sever limbs by a whopping 75%, and automatic bleeding and crippling to the limb hit if the sever fails, the weapons true utility lies in those limbs removed from ones foe...or ones self, if one is so bold. Any limb severed from a target of this weapons attack is imbued with a few of the fine strands from this weapon for an automatic and unavoidable cost of 3% Biomass for the wielder, quickly overtaking the limbs nervous system and assuming full control. In a horrid display, the limb will lurch to life, sprouting tendrils and thin appendages as necessary to move around, and will now violently attack the closest enemy of the wielder of the weapon, counting as an allied amalgam to the wielder, fully independent of any and all control from them, but not attacking them either. The limb will be imbued with any abilities and relics it had upon being severed, using them to its advantage as it works to kill those it was once part of...or in other cases, those who would force its old host to cut deeply into themselves. One may fight alone… at first. But with time, one will find allies, even amongst enemies. (Arm Slot: HEALTH +100%, ATK+++. Fueled by the might of November’s Forgecore heart, MEMBRUM AUTOMATA finds its attack range expanded by an additional movement range, with the first severing attempt guaranteed with 100% efficacy.)
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  72. >>VENTREM LANCEAM; A singular gauntlet that upon activation, requires one to straighten out their arm, allowing the entire limb to be encased in a glistening, horn like growth ending in a pointed tip sharper than Mothers ego. Once formed at a cost of one ACT, the lance allows one to lunge forward at their chosen foe with slight homing capabilities, the devastating Piercing damage of this lance increasing by one level of damage per movement zone crossed, and removing one level of resistance to Piercing damage from the target per zone moved aswell. Furthermore, the deadly lance may rack up a stacking charge, one for each ranged attack that impacted its master, granting them one movement zone of free movement per charge. These also only are consumed upon zonal movement with the weapons charge, meaning multiple, albeit smaller, uses of the charges are possible. The only issue one might have, is such a weapon is quite ineffective once the initial charge attack is complete, and actually quite restricting, often requiring compression again and thus another ACT later to activate. But for such an outstanding gap closing measure, who could complain? (Arm Slot: HEALTH +300%, ATK++. The LANCEAM may be activated and de-activated as a free action, and while in its inert state it begins to passively accumulate one stacking charge per turn without November having to suffer attacks.)
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  76. >>REGENERATION MITES x2 (Consumable, Uses Left: 3): A curious bottle filled to the brim with infinitesimally small mites, the massive swarm compressed into a surprisingly small space. When loosened, the mites proceed to swarm over the user, automatically doubling their HEALTH REGEN for three rounds and instantly regenerating any severed limbs the user may lose during this period.
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  80. >>RED DEVIL'S ENGINE: Crucibles may cry at the sight of this miniaturized 6 V-stroke combustion engine out of brass and Obsidian bone, the odd motorcycle handle sticks out of the motor alongside 3 pairs of exhaust pipes a sign of Man’s legacy living on to rock the Crucible. This wicked motor module is apparently compatible to the biological systems of a daughter despite the counterintuitive logic. A daughter may equip the Motor to a single relic or a single ability tree in their arsenal, where upon the Motor is then integrated into their biological functions and counted as a mechanical Augmentation. Removing it imposes a cool down (1 vein) which prevents the engine from re-integrating with another daughter’s ability or Relic. The daughter then can charge the motor to gain a single charge of “Revs” (3 max) with a swift action, 2 Revs with 1 full ACT, or commit 2 ACTs to charge all 3 “Revs” at the Cost of 100% Bio for each "Rev". After which the motor is charged, supercharging the damage of the augmented ability’s next attack, or the effectiveness of the augmented Relic with all 3 Revs automatically consumed in the process. For reasons only men know, the Engine automatically gains a “Rev” whenever the daughter wielding it lands a critical hit or fights in a flashy and stylish manner, the former being guaranteed and the latter given out sparingly as the engine silently judges the fighter. (Chest Slot: HEALTH +500%, ATK++, SPD+++. Each stocked Rev now grants November a 20% bonus to her overall speed and a 10% boost to her damage, while consuming all Rev stacks allows November to burst across the length of be battlefield, dealing considerable damage to all foes in her path as she leaves twin streaks of flame in her devastated wake.)
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  83. >>HEARTH ROD; a relic made specifically for a special little troublemaker, this relic works in tandem and abuses one daughters relic based abilities, well, ability to pass a relics attributes around to more of herselves. Now, this little girl can have her other selves forgo any natural ACTs they have to pass one down the line to the nearest other self other than the original, who now counts this new act as a natural Act, allowing them to further pass it down, thus acting as a chain of bodies to get acts stacked upon an individual instance that both needs or is where such an accumulation of ACTs is needed. Though these others may not accumulate ACTs above the original self, having more one a single body, especially under the right conditions or at the right location, can be immensely helpful. The lack of a range limit also holds interesting possibilities… (Free Slot: HEALTH +80%, ACT +1. When the Rod passes through November's hands, the final recipient may now benefit from an additional 2 ACTs above their natural limit.)
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  87. >>GOREGROWTH BOX (Empty); a small box of bone and flesh, made to be strapped to ones waist. To use this device, one must first click open its lid and puncture their hand or another limb upon the large needle at its center. Upon doing so, they may pick a single Ability to remove from themselves and put into the box, including their Core, Augments, One-Shots, and Passives. This will not only strip away the Ability, but its corresponding stats as well. With the Ability now firmly in the box, the box now at their waist, one then brings it into battle. When victory is claimed in battle while the box is worn, the Ability inside will automatically level up without the need to put Consume points into it, at a minimum of one per level, but with particularly difficult fights garnering stronger growth. Furthermore, after the first level up within the box, the stats the Ability gives will slowly start to increase in potency as well, each next level granting a higher boon to this increase. The Box cannot bring an ability above its maximum level, to which it simply becomes wasted potential if an Ability is left in past its prime. For Augments, One-Shots, and Passives, the main focus is instead on stat growth, with its effects slowly growing in potency, again increasing slowly the longer the Ability is in the box. Unlike level-able Abilities, there is no limit to this growth, however it is much slower. If the Ability is ever taken out, the counter for the number of fights it has been in the box resets to zero, and its accumulative multiplier to the Abilities growth must then be regained. While it is a sacrifice to remove part of oneself in such a way, for those willing, the benefits shall be reaped in time. (Any Slot: HEALTH +0%, Negates HEALTH/power bonuses from one other slot. In a curious interaction between the Core that powers November’s current form, her frame fuels the evolution of the ability stored within the Goregrowth box by increasing its overall level gain by 1 point per combat.)
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  91. >>SUI SACRIFICIUM: One of the ‘Sui’ line of potent Relics, this variant prioritizes speed to a fault in addition to a curious amount of selflessness. By expending increments of 100% HEALTH, the user may increase both their place in the initiative order and their maximum movement zone speed by one step per increment (in addition to each ‘tick’ increasing the user’s CRITICAL DAMAGE and CHANCE by 20% per increment, as well) with the boosts being lost at the end of the current turn. Most interestingly, the HEALTH sacrificed to power the Relic’s effects is subsequently stored in the Sacrificium itself, and for the cost of 1 ACT, the entirety of the accumulated reserves can be infused into an ally to restore HEALTH lost. Finally, it is possible to ‘overheal’ an ally with this infusion, granting them an increased MAX HEALTH limit for the remainder of the current combat, though this can only be used once per ally, per combat. (Chest Slot: HEALTH +500%, SPD ++. Downed allies may now be infused with the Sacrificium’s payload, instantly reviving them and restoring their HEALTH by the amount of infusion, though this effect may only be used once per combat.)
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  94. >>VOID ORRERY: It’s origin unclear, what was once thought the be an advanced cloaking device was instead revealed to be a map of the known solar system that also displays all active Crucibles, scattered among the stars. Upon activation, this Relic projects a wide-scale sphere of audio-visual distortion, rendering individuals that linger within the sphere’s influence imperceptible to those outside; sight, sound, and all other senses are utterly subverted by the after-effects of this mysterious device. (Head Slot: HEALTH +100%. Renders November unable to be seen or heard upon activation, and attempts to perceive her have high chance of blinding the offender and breaking their concentration.)
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  97. >>MARGRAVE'S BLADE: A Relic forged with protection in mind, this uniquely well-balanced blade possesses both a high cutting power and an unusual quirk. Once per combat, the wielder may declare an individual or object to be under their protection, allowing them to automatically intercept the first attack or status ailment that would affect their ward per turn. However, the user must remain within a short distance of the target to activate this protection. (Arm Slot: HEALTH +150%, ATK++. Auto-counter is now supplemented with a vicious counter-strike at the foe, dealing severe damage if in melee range or reflecting the blocked projectiles [if any] back to their source.)
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  100. >>PACEKEEPER’S BOX: A curios box that continually thrums with a frantic pulse, this Relic passively increases the speed of the user, while also offering them the ability to move ahead of an enemy Daughter that triggers an intiative-based power. (Head Slot: HEALTH +100%. November may spend 200% HEALTH to move herself to the top of the initiative order, taking absolute priority. If she is already at the top of the initiative order, spending this cost grants her an additional 2 ACTs instead, and this power may only be used once per combat.)
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  103. >>SILVER KEY: A small, silver ball with engravings that churn your stomach to look upon, this Relic allows for stable exploration of the Dreamscape under one’s own power, and prevents the holder from being tossed about in another’s dream or ambushed by their defenses.
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  106. >>ARTISANAL REBUKE: A curious Relic, resembling a heavy, reflective knee-length jacket, akin to a firefighter’s coat. The wearer now actively ignores the accumulation of negative or positive STACKs, and instead gains a stacking 3% DEFENSE bonus for each nullified stack. (Chest Slot: HEALTH +400%. STACKS now grant a 6% DEFENSE bonus for each one nullified.)
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  109. >>MONTAG’S FLAME: A sleek, Calcite-derived fuel tank that leads to an ambidextrous under-arm flamethrower attachment, this weapon is specifically designed to inflict severe damage against enemy Flesh Artisans in addition to working with ARTISANAL REBUKE. While delivering respectable damage with its basic fuel canister, the user may actively consume STACKS nullified by REBUKE’s effects to add a stacking 10% damage and critical hit bonus for each one consumed. (Arm Slot: ATK++, consumed STACKs now grant a 20% damage and critical hit bonus for each one consumed.)
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  112. >>AFFECTION’S ANCHOR: This Relic, despite bearing the visage of a faded, well-loved teddy bear, is in fact an invaluable tool for a Phantasmal Conduit of any caliber. Instead of attuning to a waking individual, this Relic may be permanently bound to a Dream Daughter instead, granting any constructs that the Dream Daughter is placed in a considerable boost in all stats and ensuring that they remain immune to all status ailments and unable to be turned against the user. What’s more, the Daughter to whom this Relic is bound no longer has any risk of being deleted or lost, and upon the death of the waking Daughter she is bound to the Dream Daughter is instead locked safely within the bear, surviving deletion. (RELIC: Unattuned and Empty. Free Slot: Grants one additional Death Saving Throw. Also, the Dream Daughter bound to this Relic grants November a HEALTH bonus equal to DOUBLE that of her Core power’s HEALTH stat.)
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  115. >>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.
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  118. >>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.)
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  121. >>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.)
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  124. >>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.)
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  127. >>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.)
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  130. >>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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  133. >>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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  136. >>A GODDAMNED UZI (Upgraded via TINKER TAILOR); this relic is just about what it says it is, it is a goddamned fleshscape Uzi...with a twist. 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. Now sporting a beefier design complete with twin barrels, double the ammo capacity, and a tripled accuracy and fire rate, you're surprised TINKER TAILOR didn't paint it completely red to complete the homage. What's more is that the Uzi's biggest flaw has now been negated with the ability to reload it with a single ACT at 20% BIO, completely restoring its ammo capacity to maximum. (Arm Slot: HEALTH +120%, may spend 2% HEALTH to fire plasma rounds, up to 300% HEALTH may be spent this way per turn.)
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  139. >>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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  142. >>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.)
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  145. >>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+)
  146.  
  147.  
  148. >>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.)
  149.  
  150.  
  151. >>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.)
  152.  
  153.  
  154. >>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.)
  155.  
  156.  
  157. >> 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.)
  158.  
  159.  
  160. >>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.)
  161.  
  162. *************************************************************************************************************************
  163.  
  164. - LEVEL-UP RELICS - [RLvl]
  165.  
  166.  
  167.  
  168.  
  169. >>SUI TORMENTIS: (Please see Rath's character sheet for details.)
  170.  
  171.  
  172. *****
  173.  
  174.  
  175. >>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.)
  176.  
  177. (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)
  178.  
  179. (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)
  180.  
  181. ***NEW***(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)
  182.  
  183.  
  184. *****
  185.  
  186.  
  187. >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.)
  188.  
  189. (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.
  190.  
  191. (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.
  192.  
  193. (((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.
  194.  
  195.  
  196. *****
  197.  
  198.  
  199. >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.)
  200.  
  201. (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.
  202.  
  203. (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.
  204.  
  205. ***NEW***(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.
  206.  
  207. (((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%.
  208.  
  209.  
  210. *****
  211.  
  212.  
  213. >>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 can not be regenerated in this manner while the wound remains cauterized. (Vitruvian +60%, Unnatural Predator +40%) – (Chest Slot: HEALTH +300%, DEF+. In a curious departure from this Relic’s original power, in the absence of any biomass to draw from the Hydra’s Heart now runs on the Forge Core nestled within November’s steely chest. As a free action, November may now temporarily downgrade her installed Core’s tier by 1 level, instantly recovering her HEALTH to full. Please note that the Forge Core’s Tier may not be reduced below 1 by using this feature.)
  214.  
  215. (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.
  216. (Base Cost+ Unnatural Predator +20%, Vitruvian 20%)
  217.  
  218. (((LOCKED))) (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%)
  219.  
  220. (((LOCKED))) (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%)
  221.  
  222. (((LOCKED))) (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%)
  223.  
  224.  
  225.  
  226. *************************************************************************************************************************
  227.  
  228. - CONSUMED RELICS - [RNom]
  229.  
  230.  
  231. >>REGENERATION MITES (!CONSUMED!): A curious bottle filled to the brim with infinitesimally small mites, the massive swarm compressed into a surprisingly small space. When loosened, the mites proceed to swarm over the user, automatically doubling their HEALTH REGEN for three rounds and instantly regenerating any severed limbs the user may lose during this period.
  232.  
  233.  
  234. >>DARWINIAN DROPS (!CONSUMED!): A vial filled to the brim with a clear, viscous fluid, these droplets contain a unique effect, usable only once before they cease to be effective. On use, the user may choose a single Augment out of the suite they currently possess, bolstering its efficacy and increasing its power dramatically.
  235.  
  236.  
  237. >>PANDORIC SCRIPT (!CONSUMED!): A small ledger filled with indecipherable and child-like writing, this unreadable script must be read cover-to-cover in order to have any effect, and the writing disappears once this process is complete. The Daughter whose mind has been exposed to the Script has their intentions and aims rendered unreadable by any and all sources, with attempts to invade or read the user’s mind rendered completely ineffective. Additionally, any power that would reveal the reader’s combat intent is instead fooled into thinking the user will do the opposite, drastically increasing the success of the reader’s actions against the offending foe if such a technique is used.
  238.  
  239. *************************************************************************************************************************
  240.  
  241. - ASCENDANT'S CROWN - [RAC]
  242.  
  243.  
  244. >>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)
  245.  
  246. >>Current Modes Available: NEUROTIC Tier 1, CALCITE Tier 1.
  247.  
  248.  
  249. >>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.
  250.  
  251.  
  252. >>CALCITE CROWN, Tier 1 (7 Calcite Halos, Each Lvl 1 or higher) - Reduces additional damage tiers from critical hits suffered to a maximum of tier one, and renders wearer immune to both dismemberment and crushing damage. Calcite Armorer abilities used by the wearer cost 2/3 BIO to use, and if they are capable of scaling up in power, then they do so twice as quickly. Counter-attacks you inflict through Calcite Armorer powers have their critical cit baseline set at Tier 5, with any additional up-tiers stacking atop this new threshold. Additionally, if you would trigger a physical counter-attack from a foe, you now automatically trigger one of your applicable counters, if you have one.
  253.  
  254.  
  255. *************************************************************************************************************************
  256.  
  257. - HEXANE CONTENDER - [RHex]
  258.  
  259.  
  260. >> 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.)
  261.  
  262.  
  263. - CONTENDER: LATEST ENHANCEMENTS -
  264.  
  265. >>TCHERNOBOG’S BURNING BLOOD: Rounds that impact your foes now boast incendiary properties, with repeated hits allowing you to set enemies ablaze for as long as your rounds’ effects remain active while applying stacking levels of HEAT damage. What’s more is that the otherworldly nature of this blaze ignores HEAT resistance, immunity, and absorption, as this power’s vengeful flames ensure that there will be Blood.
  266.  
  267.  
  268. >>[NEW FORM] ÜBER SCHROTFLINTE: Sound and fury, signifying carnage. The Contender unfurls into a form that, while antiquated, belies terrible power. This form splits the Contender’s ammo into a shower of individual pieces, diminishing its efficacy at long and medium ranges in exchange for devastation up close. The BIO required to load the break-open barrel increases by 10%, but now boasts a far greater chance for critical hit, guaranteeing catastrophic damage in melee range. Rip, tear, and repeat to your heart’s content. (Lionheart’s Bayonet: The bayonet may now be fired before releasing your rounds, lancing into a foe to deal damage and boasting a high chance to haul them up to two movement zones closer to you.)
  269.  
  270.  
  271. >>TRIGGER ROUND: Any type of round fired by the Contender now accelerates timer-based abilities by one tick per round that hits the target.
  272.  
  273.  
  274. >>[FORM AUGMENT] LIONHEART’S BAYONET: The form and function of the Lionheart Form may now be applied to any Form change, as the blade consistently appears across all forms as a wickedly powerful bayonet. Additionally, this blade also gains unique and additional quirks across the forms.
  275.  
  276.  
  277. >>[NEW FORM] GATLINGGUNNER’S MAXIM: This hefty mutation of the Contender’s base design now allows for rapid-firing, akin to the machine guns so popular in the old world’s wars. Easily able to be wielded with one hand, while in this form the Condender’s current magazine size is doubled, allowing for a relentless barrage of rounds across a wide swathe of foes. Finally, the rapid-loading inherent in this form allows you to automatically slot in a number of rounds at the end of your turn equal to half the number of rounds fired during your previous barrage, ensuring that you will always have a round hot in the barrel. (Lionheart’s Bayonet: Repeatedly firing the Contender applies a stacking damage bonus to the Bayonet equal to 10% for each round fired, with all stacks consumed upon striking the foe with your devastating blade.)
  278.  
  279.  
  280. >>GEMINI’S BLADE: While in Lionheart Form your blade splits into two identical copies, each one half of the ammo capacity available to you. While they each require a hand to hold, you may make two strikes with each of them using a single ACT as long as both are in your possession.
  281.  
  282.  
  283. >>B.33 SPECIAL (Enhanced): The upgraded form of the adorable B.33 round has evolved from a cute distraction to a devastating round that can turn the tide of battle more drastically than ever before with two new detonation modes; HONEY and SWARM. Upon the HONEY mode’s detonation, the B.33 Special now bursts out of the entry wound, viscous ropes of semi-intelligent honey reaching out to automatically grapple all foes within medium range of the effect's target and hauling them into a paralytic cluster of limbs and honey, making all subsequent attacks against the cluster of foes hit everyone simultaneously. Upon SWARM mode’s detonation, the sweet-smelling aroma of the vanguard B.33 gives off a swarmling accelerant, resulting in a 10% Damage bonus for each B.33 Round detonated, drastically increasing the damage your Swarmlings deal in addition to decreasing the affected foe’s damage against your brood by the same amount.
  284.  
  285.  
  286.  
  287. - CONTENDER AUGMENTATIONS -
  288.  
  289.  
  290. >>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.
  291.  
  292.  
  293. >>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.
  294.  
  295.  
  296. >>SHORT FUSE: Shot effects now take 1 less turn to detonate.
  297.  
  298.  
  299. >>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)
  300.  
  301.  
  302. >>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
  303.  
  304.  
  305. >>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.
  306.  
  307.  
  308. - CONTENDER AMMO -
  309.  
  310.  
  311. >>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.
  312.  
  313.  
  314. >>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.
  315.  
  316.  
  317. >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.
  318.  
  319.  
  320. >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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  323. *************************************************************************************************************************
  324.  
  325. - FORGE CORE TIERS - [RTier]
  326.  
  327. >>FORGE (Available at all Tiers): Craft from a list of both known and new Relics, with craftable Relics dependent on Core Tier.
  328.  
  329. >>FREECRAFT (Available at all Tiers): Propose Relics to craft, and BHOP will reply with BIO cost/proposed balancing.
  330.  
  331. >>REPLICATE (Available at Tiers 3, 4, & 5): Invest BIO into any construct you have available at a cost of [Tier 3: 20x/Tier 4: 15x/ Tier 5: 10x] the normal BIO needed to craft it, granting it a form that takes up no slots and will persist until it is destroyed or dismissed by you. While constructs Replicated with Tier 3 retain their base stats, constructs crafted with Tiers 4 and 5 have a chance of boosted stats, which will be indicated with an asterisk next to the construct's name in your status tracker.
  332.  
  333. >>DUPLICATE (1/Vein, Available at Tiers 4 & 5): Choose a Tier 1 (or a Tier 2 Relic, if using a Tuer 5 Forge Core) to replicate at no cost. Tier 3 Relics may be copied for 1/2 their base BIO cost.
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