Sunday, December 9, 2007

Implents Arcane

Nocturne Arcana
Secrets of the Night: In the battle against Darkness, the Church of Creation and other practitioners of magic have determined the properties of anathema- objects that repel and harm supernatural creatures. These are a few of them

Anathema-
Certain objects are repulsive to supernatural creatures. Because of their supernatural nature, they have an intrinsic connection to ideas and concepts. Objects representing antithetical concepts can gravely injure them, or drive them away. For example, vampires are repulsed by garlic, and both vampires and werewolves are harmed by the touch of silver

Anything can be an anathema ward, typically these are tokens, artworks, relics or the like.
Only material suitable for creating actual weapons and armor, such as woods and metals, can be made into anathema weapons and armor.

Anathema Ward- Small tokens and objects like garlic can drive away supernatural creatures. A character in possession of an anathema ward can hold a creature at bay, preventing it from attacking. Vulnerable creatures are not actually damaged when in contact with wards.
Hold at Bay(ex)- As a standard action, you strongly present the object, and attempt to drive off the target creature. When a creature attacks you, roll your half character level+wisdom modifier. If you beat the opponent's will defense, that opponent cannot touch you or attack you with a melee weapon without reach for the duration of the combat. If you fail, the anathema is destroyed.

Anathema Weapon: Weapons and ammunition forged out of a material that is anathema to a creature deal +2 damage and ignore any damage reduction the creature has. A creature that touches an anathema material takes 2 damage for every round he is in contact with that material.

Anathema Armor: Armor forged from an anathema material gains +2 Reflex and Fortitude defense against creatures that are repelled to it.

Creatures of Darkness
The International College of Scientists has so far determined 4 types of supernatural beings.

Supernatural Practioners
Witches, sorcerors and the like. These are human men and women that practice magic in various forms.
Lycanthropes:
Creatures that are half animal, half human and associated with the moon. These creatures are generally known to fear silver
Undead
These creatures are corpses or spirits of the dead that have been reanimated to some degree or another. The vulnerability of these creatures is typically determined by what they hated in life, or symbols that are antithetical to their existance.
Demons
The denizens of hell, the underworld, or some other plane of existance seperate from the natural world. These creatures are typically repelled by symbols of nature, pureness or good.

Relics Anathema
The Church of Creation has devised several weapons in their fight against darkness

Cross-Bow
A crossbow with an exaggerated cross along the crossbeam, which has been anointed by Church priests.
Users wielding a Cross-Bow gain a +1 equipment to warding checks against vampires and other creatures that find crosses offensive, in addition to being standard crossbows.

Garlic Butter:
This thick, viscous goo made from melted garlic is not only delicious with hotbread, but also effective against vampires. Weapons dipped in garlic butter deal +2 damage against vampires. The goo often causes jams and barrel irregularities when used with firearms, inflicting a -2 penalty to hit.

Silver Swords & Maces:
A silver sword is composed of a silver alloy, and costs +300 extra to make. Because of the martial symbolism inherent in swords, and the distinctive 'cross' shape they often make, they are effective as wards and weapons. These weapons can ward and harm creatures vulnerable to silver. Spears and axes do not possess the same symbolism and are ineffective as wards, although silver maces and cudgels shaped like priestly instruments are.
Like any wards, silvered swords and maces melt and shatter if the user fails a warding check. A melted silver ingot does 2 damage on contact with a vulnerable enemy.

Wolfsbane:
The leaves of this plant are poisonous to lycanthropes. Ingestion of the plant causes 2d4 Primary Con damage, and 2d4 secondary con damage on a succesful attack against Fortitude. The poison's attack roll is 1d20+15. Contact poison made from the plant is less effective, dealing 2 primary con damage, and 2 secondary con damage with an attack roll of 1d20+10. Wolfsbane is very distinct, and Lycanthropes can easily pick up the scent with a DC 10 Perception check when within 2 squares of the source. Clever assassins typically mask the scent with strong spices and herbs.

Sanctified Relic:
This is usually a major focus in a church, an artifact blessed by a minor saint or high-ranking priestly official. It is usually very expensive, and unique. Depending on the particular blessings, these relics are only effective against a select group of creatures.
+2 equipment bonus to Warding checks, and the item is not destroyed on a failed check.

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