Saturday, July 12, 2014

Olympian Artifacts [Terra Nullius Lore + Items]

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Lore:

Only ancient scholars know the origins of the term Olympians. It refers to an ancient pantheon of deities that were worshiped long ago on Terra Nullius. The people of Terra Nullius have seen many pantheons come and go; very few stay. Whether the deities are truly alive, or have died, or are reborn in some way is a manner of great speculation.

However, in the current world, the word Olympians refers to a group of mercenaries. The Olympians have had many incarnations over hundreds of years with members joining, leaving, or being killed in action. The Olympians started out as little more than an adventuring party in the Barbarian Days of Ezra. However, as Genesis began to form and develop, the Olympians were quickly hired and brought on to the corporation.

Typically, descendents of the original Olympians would join the group as their predecessor left. The family that was heavily involved in the Olympians claimed to be from the blood of the pantheon that they named themselves after. The Olympians shared a good relationship with Genesis for a long time despite conducting missions for other organizations on the side (it wasn't an 'exclusive' relationship).

The Olympians were largely kept out of Genesis reports except for highly classified ones. Genesis did not like attributing any of the Olympian's activities to their corporation due to the 'black ops' nature of many of the Olympian's missions. All in all, the Olympians would have been bad PR for Genesis. Many people within Genesis themselves viewed the Olympians as little more than rabid dogs.

The most recent incarnation of the Olympians had a falling out with Genesis around the time the organization known as EARTHQUAKE was formed. It is believed that the Olympians helped the founders of EARTHQUAKE acquire the necessary resources they needed to get started and running. Since then, the Olympians have exclusively worked with EARTHQUAKE over Genesis.

The reason for the fallout between the Olympians and Genesis is currently unknown to the Runners, but may be revealed as the arc goes on. However, each Olympian is in possession of a powerful artifact that has survived throughout the ages. These artifacts were originally gifts to the Olympians from Genesis' first founders.

For details regarding specific Olympians, please refer to this: Pandora's Box NPCs.

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Artifact Rules:

-You must have the artifact actively equipped to benefit from its properties. For example, you cannot benefit from the properties associated with Hephaestus' Hammer unless you are actively wielding it. This is to prevent one PC from loading up on artifacts, having them sit in their backpack, and benefiting from them.

-Due to the special nature of these items, there is no room for negotiations on changing or adapting them mechanically. You cannot turn Hephaestus' Hammer into a sword for example. It is, and shall always be, a hammer. There are enough items available that everyone should be able to find at least one thing they're interested in having. The rest of the items, you'll have to be willing to step out of your comfort zone to fully use and appreciate.

-There is, however, room for the 'flavor' of the item to change and adapt. The artifacts are semi-sentient in that they mold to the attitude and behavior of the wielder. As such, the PC wielding the artifact may choose to change certain cosmetic aspects of their item. For example, Dionysus' Goblet can be made to look like a fancy sports bottle or Hermes' Sandal can be made to look like a pair of sneakers.

-I've decided to NOT do a set bonus. The artifacts are powerful enough already and although the Olympians worked together as a team, the artifacts were around long before them and had little to no direct ties to one another.

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Hephaestus' Hammer [Artifact, Weapon]
This mighty hammer is made of mithral and adamantine swirled together. Once a great artifact of the dwarven nation of Montezuma, it has since been modified over time to embrace developments in mana-technology; losing its original identity in the process. The mana-core within the weapon glows a bright teal and hums with its own anima.

-Property: Hephaestus' Hammer has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: Hephaestus' Hammer can take the shape of any weapon from the hammer or mace group. The wielder can shift between weapon types as a minor action. By default, it is normally a warhammer.
-Property: Hephaestus' Hammer grants the wielder a +2 bonus to charisma ability and skill checks against dwarves, halflings, gnomes, and muls.
-Property: Hephaestus' Hammer deals +5 extra damage against objects and constructs.
-Property: Hephaestus' Hammer allows the wielder to identify the origin and properties of any weapon or armor that he or she can see. This would allow the wielder to know the manufacturer of a gun just by looking at it.
-Power Daily (Free Action): Gain a +10 power bonus to all melee damage rolls made with Hephaestus' Hammer until the start of your next turn.

***CLAIMED BY: Setter Blackpaw.***

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Aphrodite's Necklace [Artifact, Neck]
With a chain of mithril and an aquamarine gemstone cut in the shape of a sea shell, this dazzling necklace is a beauty to behold. Once a famous eladrin heirloom, the necklace was lost to the world by a royal family that was vain enough to dismiss this gift as junk. The necklace seems to accentuate the wearer's neckline and face.

-Property: Aphrodite's Necklace has an enhancement bonus that is +1 higher than the wielder's current defenses inherent enhancement bonus.
-Property: Aphrodite's Necklace grants the wearer an item bonus to Charisma-based ability and skill checks equal to their current necklace inherent enhancement bonus.
-Property: Aphrodite's Necklace allows the wielder to identify a creature's sexual preferences and ideal notion of romantic love. This would allow the wielder to know what excites a creature or what it would take for them to fall in love.
-Property: Enemies take a -2 penalty to saving throws against the wearer's charm powers and effects.
-Power Daily (Minor Action): You or one adjacent creature can make a saving throw against each effect on it, even if the effect doesn't normally allow for a saving throw. The target can also spend a healing surge.

***CLAIMED BY: Setter Blackpaw.***

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Hermes' Sandals [Artifact, Feet]
These airy, corded foot coverings are crafted from leather and material from the turtle island of Musashi. Thought to be enchanted by the long lost fey, these sandals have white, feathery wings on the outsides of them. No one who has left the hengeyokai's island remembers the story behind these sandals.

-Property: Hermes' Sandals grants the wearer a +2 item bonus to speed.
-Property: Hermes' Sandals grants the wearer a fly speed equal to their land speed with altitude limit 1.
-Property: Hermes' Sandals allow the wearer to take no damage from a fall and always land on their feet.
-Property: Hermes' Sandals allow the wielder to always know how to get to an address or a specific location as long as the description isn't abstract. This would allow the wielder to know how to get to 123 Fake Street, but not how to get to where Joe Schmo currently is.
-Power Daily (Minor Action): Use this power during your turn to take a move action.

***CLAIMED BY: Managirl.***

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Dionysus' Goblet [Artifact, Implement: Ki Focus]
This golden goblet is encrusted with beautiful amethysts shaped to look like crowns. This goblet was once the drinking cup of the infamous lich Larrak the Reborn; however, it was stolen from him by the ambitious assassin Daniel after Larrak's defeat. Daniel, renowned for his debauchery, gave a new meaning to this once dark artifact. Once, it represented the the faux-kingdom of Larrak. Now, the goblet is a symbol of being the king of your own freedom, pleasure, and merrymaking.

-Property: Dionysus' Goblet has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: Any attack you make with Dionysus' Goblet against a target granting combat advantage to you deals extra necrotic damage to that target. The damage equals the wielder's current inherent attack/damage enhancement bonus.
-Property: Dionysus' Goblet grants the wielder necrotic and radiant resistance 10.
-Property: As a standard action, you command Dionysus' Goblet to fill with the alcoholic beverage of your choice. Beer? Of course. Wine? You bet. Something stronger and fancier? As you wish. Whatever alcoholic drink the wielder wants, the Goblet provides. Any alcohol made in this way must be consumed within the period of a short rest; otherwise, it evaporates.
-Property: Dionysus' Goblet allows the wielder to know the location of the nearest revelry. The Goblet does not allow the wearer to detect smaller gatherings; but rather points them to the nearest, loudest, coolest party. Additionally, the Goblet places the name of the wielder on every VIP list imaginable; an all-access path to the hottest clubs and fanciest balls. This allows the wielder access to any party environment, but not to other areas that are typically off-access such as a top-secret government facility.
-Power Daily (Minor Action): Your next attack this turn is made against the target's lowest defense.

***CLAIMED BY: Aria Jaegar.***

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Demeter's Wheat Stalk [Artifact, Wondrous]
This stalk of wheat is as golden as the sun and rests comfortably in your mouth. Though you might chew on it, the stalk is never damaged and remains intact. While chewing it, you taste the finest melody of the world's greatest harvests. Believed to have been plucked from a harvest blessed by the Tanuki himself, this wheat stalk is said to bring great fortune to you and the earth under your feet.

-Property: You gain earth walk, forest walk, ice walk, and swamp walk.
-Property: You can communicate with any natural or fey beasts. You do so by making noises similar to the beast. So, if you're communicating with a dog, you have to bark and growl at it.
-Property: Demeter's Wheat Stalk allows the wielder to always know when a food or drink is poisoned just by looking at it. The wielder also knows when a food or drink item is going to expire; right down to the second. Additionally, the wielder is acutely aware of the fertility of the terrain within a one mile radius of them.
-Power Encounter (Minor Action): You use the Nature's Growth druid utility power.
-Power Daily (Minor Action): You create a zone of bright light in a close burst 20. The light functions as sunlight, and the zone lasts until the end of the encounter. In addition, plants in the zone are restored to peak life.

-Power Daily (Free Action): Luck of the Tanuki...
--Trigger: You or a creature within 10 squares of you makes an attack roll, skill check, or saving throw and dislikes the result.

--Effect: The triggering creature must reroll and take the second result.

***CLAIMED BY: Dolores Meegan.***

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Poseidon's Trident [Artifact, Weapon]
This three-pronged trident is shaped from cold iron and is said to be capable of cutting through the toughest armors with ease. Through extended use in the water, the weapon has taken on a blue-silver sheen to it. Over time, bits and pieces of the weapon have been modified with technology from Genesis engineers; resulting in a glowing mana-core in the weapon's shaft and a high-frequency adapter. In days long past, Poseidon's Trident is believed to have originally been wielded by a thri-kreen named Dust-Bar-Aka in the war against The Red Hand of Doom.

-Property: Poseidon's Trident has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: Poseidon's Trident can take the shape of any weapon from the polearm or spear group. The wielder can shift between weapon types as a minor action. By default, it is normally a trident.
-Property: Poseidon's Trident grants the wielder a swim speed equal to their land speed.
-Property: Poseidon's Trident grants the wielder the aquatic subtype.
-Property: Poseidon's Trident grants the wielder grants the wielder cold and fire resistance 10.
-Property: Poseidon's Trident allows the wielder to always know where the nearest source of water is. The wielder can also accurately predict weather patterns for the next 24 hours within a one mile radius of them.

-Power Daily (Immediate Interrupt): Ocean Tides...
--Trigger: You or an ally within 10 squares of you is pulled, pushed, or slid.
--Effect: You or your ally ignores the forced movement.

***CLAIMED BY: Managirl.***

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Artemis' Bow [Artifact, Weapon]
Once the longbow of a famous elven Arcane Archer known as David, Artemis' Bow was once a majestic weapon crafted from dragon bone and sinew off of a kill that David made with his infamous Arrow of Death. Since then, it has been adapated to modern times by gears, chromes, springs, and other bits of technology. While the bone has taken a back seat to the metal, the mana-core of the weapon glows with the crimson fury of the red dragon that it was made from.

-Property: Artemis' Bow has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: Artemis' Bow can take the shape of any weapon from the bow, crossbow, or firearm group. The wielder can shift between weapon types as a minor action. When the item was first found, it was a longbow.
-Property: Artemis' Bow grants the wearer an item bonus to Wisdom-based ability and skill checks equal to their current weapon inherent enhancement bonus.
-Property: Artemis' Bow generates its own nonmagical ammunition and never needs to be reloaded. You can still use magical ammunition with Artemis' Bow, but it requires you to load the consumable into the weapon normally. Magic ammunition is consumed normally when used with Artemis' Bow.
-Property: Aretemis' Bow allows the wielder to select a chosen prey, be it a person, animal, or other living thing. The wielder must have existing knowledge of their chosen prey; whether that is from a previous encounter with the prey, a description given to the wielder of the prey, or something along those lines as determined by the DM. Once chosen, the prey may not be changed until the next full moon or until the prey has been successfully hunted, whichever comes first. Artemis' Bow tells the wielder in which cardinal direction the nearest prey is located, relative to the wielder, but does not include the distance or exact location. Also, the wielder of Artemis' Bow always knows what phase the moon is in, even if the moon is not visible.

-Power Daily (Immediate Reaction): Hunter's Revenge...
--Trigger: An enemy hits you with a melee attack.
--Effect: You teleport a number of squares equal to your speed. After the teleport, you then make a ranged basic attack with this weapon against the triggering enemy.

***CLAIMED BY: Roan.*** 

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Apollo's Lyre [Artifact, Wondrous]
Once upon a time... there was a hengeyokai fox (Ciel) and a hengeyokai tiger (Rufus) that traveled the ancient world together. The pair had simple goals; Ciel wanting to spread joy in the world while Rufus one day dreamed of winning the Reach Run; an athletic event on the island of Musashi. Rufus would protect Ciel with blade and bow while Ciel would support Rufus with magic from his lyre. Apollo's Lyre is believed to have been brought over to Augustus from Musashi when the hengeyokai migrated and it maintains its original form; a beautiful instrument crafted from the finest materials that hums with a delightful tune wherever it is played.

-Property: Bards can use Apollo's Lyre as an implement. When used as an implement, the current enhancement bonus for Apollo's Lyre is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: While wielding Apollo's Lyre, you can increase the distance of any power that you use that has a slide, push, or pull effect by +1.
-Property: Apollo's Lyre allows the wielder to identify all aspects of a song just by hearing it; this includes the composer, the singer, the notes, etc. After hearing a song, the wielder can perfectly duplicate the song on Apollo's Lyre regardless of the instruments involved. Additionally, the wielder of Apollo's Lyre can sing in the same voice as the singer of the song.
-Power Daily (Standard Action): Song of Restfulness
-Special: You can use this power during a short or extended rest.
-Effect: At the end of the rest, you and each ally who remainined within 20 squares of you during the rest are affected by this power. Each affected creature gains temporary hit points equal to your Charisma modifier.

-Power Daily (Standard Action): Song of Speed
-Special: You can use this power during a short or extended rest.
-Effect: At the end of the rest, you and each ally who remainined within 20 squares of you during the rest are affected by this power. Until the end of each affected character's next short rest or extended rest, he or she gains a +1 bonus to speed and can increase or decrease any forced movement by 1 square.

-Power Daily (Standard Action): Song of Combat
-Special: You can use this power during a short or extended rest.
-Effect: At the end of the rest, you and each ally who remainined within 20 squares of you during the rest are affected by this power. Until the end of each affected character's next short rest or extended rest, he or she gains a +1 bonus to attack rolls and defenses during the surprise round and the first round of the first encounter to occur after the rest.

***CLAIMED BY: Managirl.***

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Ares' Sword [Artifact, Weapon]
Generation after generation, Ares' Sword fell into the hands of paladins and blackguards alike. This blade has been used by both forces of good and evil; though it was originally a weapon of the famed paladin Craig who conquered many dangers and woed many maidens. Unlike many of the artifacts, Ares' Sword has not changed once since the day it was forged. The hilt of the blade is carved from the bones of a red dragon while the steel is forged from adamantium. The magical runes covering the steel shape and change to identify with the wielder's beliefs; often displaying their holy symbol or sigil of choice.

-Property: Ares' Sword has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: Ares' Sword can take the shape of any weapon from the light blade or heavy blade group. The wielder can shift between weapon types as a minor action. When the item was first found, it was a longsword.
-Property: The wielder of Ares' Sword ignores all damage related immunities and resistances a creature may have when attacking with Ares' Sword. This does not allow the wielder to ignore a creature's immunities to status effects.
-Property: When the wielder of Ares' Sword is bloodied, the wielder deals +1d6 damage when he hits with Ares' Sword. This bonus increases to +2d6 at level 14 and to +3d6 at level 24.
-Property: Ares' Sword allows the wielder to know where the nearest combat encounter is taking place and the general direction to that encounter. A combat encounter is defined as a battle between two sides; it is not defined as someone hurting a helpless person. Ares' Sword can also direct the wielder to the general location of a worthy opponent should the wielder actively seek a conflict to test his might.
-Power Daily (Minor Action): You are considered bloodied for all purposes until the end of your next turn.

***CLAIMED BY: Kembu.***

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Athena's Wisdom [Artifact, Implement: SEED]
Perhaps out of all the artifacts, Athena's Wisdom has changed the most. In its original incarnation, Athena's Wisdom is thought to have been a sphere of annihilation. The sphere and the control talisman associated with it changed hands over the course of the history; either being used by evil or sealed away by good. Eventually, the sphere was lost to time, but the talisman remained. That talisman would become the case that housed the first SEED ever created: Athena's Wisdom. Though it changed brains several times to the deaths of its users, Athena's Wisdom eventually ended up in the brain of one of the greatest freedivers ever: Athena.

-Property: Athena's Wisdom has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: Athena's Wisdom grants the wearer an item bonus to Intelligence-based ability and skill checks equal to their current implement inherent enhancement bonus.
-Property: Athena's Wisdom grants the wielder an item bonus to initiative checks equal to their current implement inherent enhancement bonus.
-Property: Athena's Wisdom allows the wielder to identify a creature's general combat training and educational background; including things like military background, combat styles, educational degrees, etc.

-Power Daily (No Action): Adaptive strategy...
-Trigger: With an attack using Athena's Wisdom, you miss a target and deal no damage to it.
-Effect: The target takes half damage from the attack.

***CLAIMED BY: Death Otter + Setter Blackpaw***

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Hera's Diadem [Artifact, Head]
This silver headband is elegant and sophisticated with the only adornment being a single astral diamond in the center of it. The origins of the crown can be traced back to a dangerous tiefling named Ritterrix who adopted it and ruled over the World's Largest Dungeon upon his mimic throne. Ritterrix's bloodlust was well known; conquering the dungeon after the rest of his adventuring party had fought so hard to escape it. Once he had raised his army and conquered a kingdom, Ritterrix took Hera's Diadem off of one of the bodies of the royal family who had first thrown him into the dungeon.

-Property: Hera's Diadem gives the wielder telepathy 5. You can use the telepathy to speak with any eligible creatures in range, broadcasting your message to multiple recipients.
-Property: Hera's Diadem grants the wielder a +1 bonus to Will. This bonus increases to +2 at level 18 and to +3 at level 28.
-Property: Hera's Diadem allows the wielder to identify if a creature is married, in a relationship, or single. The wielder can also identify if two creatures are related to each other either by blood or by marriage laws and how they are related.

-Power Encounter (Immediate Interrupt): Mind of Iron...
-Trigger: You would be dazed by an attack that targets your Will defense.
-Effect: You are not dazed by the attack.
-Special: At level 18, you can include stunned to the trigger and effect. At level 28, you can include dominated to the trigger and effect.

-Power Daily (Free Action): Guiding Warning...
-Effect: Use this power when initiative is rolled. Swap initiative check results with a willing ally who you can see.

***CLAIMED BY: Angel.***

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Zeus' Thunderbolt [Artifact, Hands/Weapon]
Zeus' Thunderbolt has origins that trace back to ancient times all the way to a little girl named Loki. She had been a halfling trained in ninjutsu and she was wrongly imprisoned inside the World's Largest Dungeon by a mad royal family. In the depths of the dungeon, she had discovered an ancient pair of gloves; one crafted by a celestial (white leather) and one crafted by a fiend (black leather) with lightning and thunderbolts etched onto each glove. The celestial glove granted her the speed of lightning while the fiendish glove granted her the strength of thunder. With it, she became a potent force and with the help of her companions, escaped the World's Largest Dungeon. When the group parted ways from the dungeon, Loki went on to innovate many ninjutsu arts that the hengeyokai still use to this day.

-Property: Zeus' Thunderbolt has an enhancement bonus that is +1 higher than the wielder's current attack/damage inherent enhancement bonus.
-Property: When used as a weapon, Zeus' Thunderbolt functions as the monk's unarmed strike feature (simple one-handed melee weapon, proficient +3, damage 1d8, off-hand, unarmed weapon group). The wielder can use Zeus' Thunderbolt as an implement.
-Property: Zeus' Thunderbolt grants the wielder lightning and thunder resistance 10.
-Property: As a free action, all damage dealt by Zeus' Thunderbolt is lightning and thunder damage. Another free action returns the damage to normal. This benefit can be extended to any weapon or implement used by the wielder of Zeus' Thunderbolt.
-Property: Zeus' Thunderbolt allows the wielder to know the laws that apply in the general area that the wielder is in. The wielder would know when it or someone near it is going to break a law within the jurisdiction that they're in. For example, this allows the wielder to know that by opening a window to a building, that they could be charged with the crime of breaking and entering. The laws are defined by the ruling party in that area rather than laws a secondary party might make up.

-Power At-Will (Standard Action, Implement, Thunder, Lightning): Thunderbolt...
--Attack (Implement): Primary ability vs. Reflex.
--Target: One Creature
--Hit: 1d6+primary ability modifier lightning and thunder damage. You slide the target 1 square.
--Special: This power can be used as a ranged basic attack.

-Power Daily (Minor Action): Storm's End...
-Effect: Until the end of your next turn, you deal 1d8 extra damage when you hit with a thunder attack or a lightning attack.

***CLAIMED BY: Managirl.***

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