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To apply these manacles to a captive effectively, their wielder must spend 8 Essence. Once affixed to a subject, these chains forged from moaning ghosts prevent the expenditure of Essence (or Quantum, or Psi, or Inspiration). They also impose a magical ennui, filling their prisoner with a sense of purposelessness - they must make a difficulty 3 Willpower roll in order to behave in anything other than a pliably despondant manor.
An arc of solid translucent crystal, designed to fit snugly across the eyes.
1 mote: ignore all low-light penalties of one scene.
3 motes: gain Essence Sight; eliminates all visual penalties and illuminates unmanifested spirits, enchanted objects, living beings and other Teluric hot-spots. Lasts one scene.
This soft ball sized sphere of Jade and crystal has five colored sections - Black, Blue, Green, Red and White. There is a lock mechanism at one end set to recieve a small purple jewel-key. To charge the grenade, the grenadier infuses some number of motes of Essence (in incriments of 2) into the grenade through the purple key. While doing so, the wielder specifies which of the grenade's pulse-types is being charged, and how long of a "fuse" is desired (with a maximum of about 77 seconds). The grenadier then removes the key, starting the count-down, and puts some distance between themselves and the grenade (by either throwing or running or both).
The five energy types equate to the five jade types used in the device's construction. Black produces a concussive pulse which, in addition to doing bashing damage, calls for a difficulty 3 knockdown check by all targets within the blast area. Blue is a freezing pulse, dealing lethal damage and calling for all subjects to make a difficuly 3 Stamina+Resistance roll or suffer a -2 penalty to Dexterity (Dexterity 0=frozen in place, lost points return at the rate of one per hour). Green emits a sort of Quantum poison - an energy pulse which causes sickness and death in both biological and mineral life-systems. Red causes a firey combustion, dealing lethal damage and setting objects aflame. White issues a lightning pulse which deals bashing damage, ignores most types of exterior body-armor, and will not "roll over" into lethal damage.
Once used the grenade has a cool-down time which prevents it from being reactivated in the same scene. All within the set radius (in yards) are subject to full damage, with effects decreasing by one incriment for each yard further away that a subject is. Effect incriments for Essence cost are as follows:
Motes | Radius | Lethal | or | Bashing | or | Difficulty | Success | Failure | Duration | Penalty |
2 | 5 | [1]3 | [2]3 | 1 | 1L | 3L | 1 min. | -2 | ||
4 | 10 | [2]6 | [4]6 | 2 | 1L | 4L | 1 min. | -3 | ||
6 | 15 | [3]9 | [6]9 | 2 | 1L | 5L | 10 min. | -3 | ||
8 | 20 | [4]12 | [8]12 | 3 | 2L | 6L | 10 min. | -4 | ||
10 | 25 | [5]15 | [10]15 | 3 | 2L | 7L | 1 hour | -5 | ||
12 | 30 | [6]18 | [12]18 | 4 | 2L | 8L | 1 hour | -5 | ||
14 | 35 | [7]21 | [14]21 | 4 | 3L | 9L | 6 hours | -6 | ||
16 | 40 | [8]24 | [16]24 | 5 | 3L | 10L | 6 hours | -7 | ||
18 | 45 | [9]27 | [18]27 | 5 | 3L | 11L | 1 day | -7 | ||
20 | 50 | [10]30 | [20]30 | 6 | 4L | 12L | 1 day | -8 |
Attunement Cost: 4
This single archaic key functions as a universal lock-pick: it may be employed in any attempt to use the Larceny skill to open any sort of lock. The key is considered to be sufficient to the task of at least attempting to open any sort of lock; even those of a magical or technological bent which depend on something other than a key mechanism. The difficulty of opening particularly complex locks is not reduced through the use of an Infini-Key Fragment, but the Artifact does grant a +2 bonus to the Larceny roll.