Gear
NG-33 Laser Pistol
- 15/30/60
- 2d4+1
- ROF 1, AP 2, Shots 20
Neural Mace
- Damage: Str+d6
- Weight: 9 lbs
- Cost: 8,000
- Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
- Special: +1 Parry, +1 Fighting (HJ loot selections)
NG-S2 Survival Pack
- 2 man tent
- sleeping bag
- flashlight with pocket knife
- biometric compass
- short range (5 miles) radio
- first aid kit - 3 uses
- hunter/fisher kit
- 3 saw wires
- fire starter w/ 6 flints
- survival knife
- hatchet
- wooden cross
- 4 flares
- climbing kit
- bar of soap & cloth
- canteen
- 2 weeks rations
TW Combat Mage Armor
- +7 Armor
- Full Environmental Protection
- +1 die type Strength
- Darksight power
- Farsight power
Black and White Woven Wood Staff with True Silver Inlay - Staff of Justice
- 10 PPE
- +1 to AB: Miracles spellcasting rolls
- Light of Repentance -- (Dispel with Holy Light approved custom trapping)
- Wrath of Heaven -- (Smite with Celestial Silver trapping)
- Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith: (Patreon TW Item)
This divine pavise is made of a clear glass-like material. It is emblazoned with a silver cross, trimmed with otherworldly gems along the border, and inscribed with holy scriptures inlaid in true silver on the inner face. Zakkael claims it was a gift from the Archangel Michael in preparation for his task on Earth.
Base Item: Large Polymer Shield (SFC)
Charge Cost: 3 PPE/hour
Encumbrance: 6 lbs
Minor Upgrades:
1) +1 Parry
2) +2 armor
Major Upgrades:
1) Edge: Dodge
2) Edge: Improved Dodge
3) add power: Barrier (wall of force trapping)
4) add power: Deflection (Wind trapping)
Total Cost: 174,400 Credits
Total Stats: When charged, the Shield provides +3 Parry, +6 Armor vs. Ranged Attacks, and the wielder is at -2 to be hit at Range. Furthermore, they can invoke either the barrier or deflection Powers with an Arcane Skill roll.
Simikiel's Double-Bladed Sword
Type of Item: A large one-handed sword that has another, smaller sword in place of a hilt. This second sword is permanently stained with blood.
- Requirements: Strength d8 AND Spirit d8, OR the Champion Edge
- Primary Blade: Str + 2d8 MD, AP 2
- Secondary Blade: Str + d8 MD, AP 6
Enhancements (Three Major):
- Double-Strike: If the wielder has taken the Trademark Weapon Edge with this weapon, they also gain the ability to perform a double-strike with no MAP. Roll 2 Fighting dice and one Wild Die; one Fighting die should be assigned to each blade, and the Trademark Weapon bonus applies to both. If the character has Frenzy, they may make one additional follow-up attack with either of the blades.
- When drawn, the wielder gains one of the following Edges (take the first one that the wielder does not already possess): Strong-Willed, Brave, Combat Reflexes, Nerves of Steel, Improved Nerves of Steel, Fearless Creature Trait
- Power of Vengeance: When drawn, the wielder also gains access to certain Trappings, which they may use on certain Powers (so long as they already know them), in place of their normal Trappings, so long as the Power is cast using the Faith or Mysticism Arcane Skill.
Drawbacks: The blade can only be drawn with a purpose in mind. Drawing the blade cuts the wielder's hand, inflicting a Wound that cannot be healed until one of two circumstances are met: The stated purpose has been achieved, or the wielder has been Incapacitated (at that point, they will heal normally). If the weapon is held in such a manner as to not cut the wielder (and not trigger the purpose requirement or the Wound), then they also cannot use any of the benefits, and at most can just swing the main blade. It does not count as a Trademark Weapon when used in this fashion, and furthermore inflicts a -1 penalty on Fighting and Parry, due to being so awkward. If the purpose is permanently failed (such as seeking to protect someone who subsequently dies), then the Wound can ONLY be healed after the bearer has been Incapacitated.
P.P.E.: 0 (it does not require charging)
Trait: Fighting
Trappings: Celestial Silver; counts as both a Holy and a Silver weapon.
Trappings of Vengeance: If the wielder can cast the following Powers using Mysticism or Faith, they may choose to use the following Trappings instead of the one they normally use on the Power:
- Blood of the Slain (Armor/Greater Armor):
- Terrible Splendour Trapping: Grants +1 to Charisma; on a Raise, gives +1 die-type to Intimidation
- Implacable Might (Smite/Greater Smite):
- Heavenly Wrath Trapping: Weapon does +4 damage vs. Infernal/Undead creatures, costs +1 PPE, can only be cast upon this weapon
- Horrible Howl of Vengeance (Fear/Greater Fear)
- LBT centered on the caster (so Range = Self)
- Sonic Trapping: On a Raise, targets must roll Vigor or suffer effects of Deafness for remainder of encounter.
Razorback Cloak (unenchanted, crafted from exotic materials)
- Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
- Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
- When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
- However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
- 2 lbs
- Value: 25,000 Cr, in part because they aren't exactly attractive.
Ley Line Walker Light Armor
(not worn - item in reserve)
- +3 Armor
- +4 Vigor rolls against airborne toxins/diseases
Credits: = 4160 +30,000 (brodkil loot)
3 TW geodes worth 2500 credits each, good for discount of 5,000 credits each on TW upgrade
Donations:
- 8/20, 2000 credits to Castle Refuge soup kitchen: Donation
12/5, 165 credits to CR soup kitchen: Donation
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