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  1 Knock -Off Monday – 15 S eptember 2014 XENOTECH ARTIFACTS AGAIN Here is another xenotech artifact waiting to be discovered, stolen, fought over, liberated or destroyed by a lucky or unlucky Agent division. IMMINENCE HALO This artifact is a translucent, crystal loop several inches in circumference. On one end the loop widens out to form a series of spherical hollows. Like an Ebon Crystal (see above) this artifact is warm to the touch and remains so regardless of external conditions. ystem If the relic is placed on the head and the wearer situates her eyes over the circular depressions in the crystal the halo activates and begins to glow with a pearlescent light. She immediately gains the benefit of a level 5 Prescience effect that boosts her initiative and combat action checks by 5 for the current scene. Additionally, she enjoys a +5 bonus to relevant s ocial action checks as she gains insight into possible outcomes concerning her immediate social interactions with others. Examples  Arts & Culture (i. e. performing art s & etiquette), Attitude, Corporat e Knowledge (i. e. e tiquette), Lying & Acting, Obs ervation (i. e. behavior), Psychology, Street Culture (i. e. etiquette).  Once activated, the halo cannot be removed nor can its light be subdued by any known means. Stealth attempts are impossible while the halo is activated. If a telepath, the wearer need not expend personal TE to power the device. Although the method by which the artifact powers the prescience effect is not known, it is theorized it obtains the necessary TE by somehow tapping into subspace. If the owner tries to wear the halo more than twice in a 24 hour period the effect is reversed and all initiative and combat action checks are penalized by 5 for the current scene (Note the player will not know of this consequence until they are first affected by it). pecial Like most artifacts, the Imminence Halo is poorly understood. Every session when the artifact is first used the GM should roll a D20. On a roll of 1 use of the item attracts an entity from subspace that comes to investigate. The GM should tailor the encounter based on needs of their campaign. It could be an enormous SubSpace Beast as detailed in Cities of Gold, an incorporeal Psionic Intelligence with Telekinesis and Mind telepathic skills or a swarm of vampiric void bats. Copyright Iam Nobody, Brutal Games (Knock-off) 2014

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Knock-Off Monday – 15 September 2014

XENOTECH ARTIFACTS 

AGAIN Here is another xenotech artifact waiting to be discovered, stolen, fought over, liberated or destroyed by a lucky or unlucky Agent

division.

IMMINENCE HALO

This artifact is a translucent, crystal loop several inches in circumference. On one end the loop widens out to form a series of sphericalhollows. Like an Ebon Crystal (see above) this artifact is warm to the touch and remains so regardless of external conditions.

ystem

If the relic is placed on the head and the wearer situates her eyes over the circular depressions in the crystal the halo activates andbegins to glow with a pearlescent light. She immediately gains the benefit of a level 5 Prescience effect that boosts her initiative andcombat action checks by 5 for the current scene. Additionally, she enjoys a +5 bonus to relevant social action checks as she gainsinsight into possible outcomes concerning her immediate social interactions with others.

Examples  Arts & Culture (i. e. performing arts & etiquette), Attitude, Corporate Knowledge (i. e. etiquette), Lying & Acting, Observation(i. e. behavior), Psychology, Street Culture (i. e. etiquette). 

Once activated, the halo cannot be removed nor can its light be subdued by any known means. Stealth attempts are impossible whilethe halo is activated. If a telepath, the wearer need not expend personal TE to power the device. Although the method by which theartifact powers the prescience effect is not known, it is theorized it obtains the necessary TE by somehow tapping into subspace.

If the owner tries to wear the halo more than twice in a 24 hour period the effect is reversed and all initiative and combat action checksare penalized by 5 for the current scene (Note the player will not know of this consequence until they are first affected by it).

pecial

Like most artifacts, the Imminence Halo is poorly understood. Every session when the artifact is first used the GM should roll a D20. Ona roll of 1 use of the item attracts an entity from subspace that comes to investigate. The GM should tailor the encounter based onneeds of their campaign. It could be an enormous SubSpace Beast as detailed in Cities of Gold, an incorporeal Psionic Intelligence withTelekinesis and Mind telepathic skills or a swarm of vampiric void bats.

Copyright Iam Nobody, Brutal Games (Knock-off) 2014