Artifacts, Goodies, n’ Shizz

Demongrip Gauntlets:

Appearance: Hellish gauntlets that appear to have been made from a reforged demon, its exterior is deep red and fleshy. If it’s cut, deep black blood seeps from the wound before hardening into an extremely durable shell. Tipping each digit is a sharp, curved claw, not unlike an eagles talon.

Abilities Granted:

Wall/Ceiling Climbing: Allows the user to scale any vertical surface with ease. They can also cling to ceilings and traverse them with enough agility. (warning, this leaves holes in their wake, which some might not appreciate).

Unholy Strength: Only while wearing the gloves is the user granted strength far above and beyond what they’d normally be able to handle, such as tearing the lids off chests, punch sizable holes in walls or ripping someone to pieces.

Extended Reach: Once the wearer has attuned themselves to the Demongrip Gauntlets, they’re able to send thick strands of congealing blood from the palms of the Gauntlets, allowing them to pull themselves to places normally out of reach, or pull out of reach objects (or people), to them.

Frailty: Wearing the Demongrip gauntlet comes with a price. Several, actually. For all intents and purposes, the wearer is a demon when it comes to those with the ability to sense the denizens of hell. There is also the faint scent of sulphur that they exude, by virtue of being demonic. One particularly dire frailty is the fact that the Demongrip gauntlets are in fact alive, and thus the demon has a name and can be banished back to the lower planes — should the wearer be wearing the gauntlets when they’re banished, they also earn a trip to the lower planes. But this would be exceptionally difficult to learn, as the demon has long since gone insane and lost any capacity for rational thought or memory.

2. Playwright’s Mask

Appearance: A simple looking porcelain mask at first glance, though there’s no median to mark the center, the left side’s eye corner and the corner of the lips turn upward, while the right side’s turn downward in a very subtle fashion. It’s not till it’s worn that the features come out in force, mimicking those of the wearer.

Abilities granted:

Psionic Resistance: While wearing the mask, the user is more resilient to the intrusions of psionic nature. This includes both the subtle methods of manipulating the mind, as well as the more overt fashions of attack, such as the various kinesis paths.

Sever Self: Much like the Mask itself is two halves made whole, the user of the mask is able to split themselves into two separate wholes. A soft aura surrounds the two selves, one is of light, while the other is of shadow, allowing differentiation. The mask, too, is split, with each self having half of their face obscured by their half of the mask. These two are able to act separately of one another, though fully capable of wielding the skills the whole has.
(This does not allow the user to roll more than they would normally. The combat rules cannot be circumvented.)

Frailty: While the mind is shielded, the emotions are not. The user is far more susceptible to anything that alters or attacks the emotions. Emotions are also far more intense as a result, an anger can become a rage, sadness into depression, joy into ecstasy. The two selves are also extremely emotional if one is afflicted.

While the selves cannot be killed by themselves, they can be wounded. All wounds inflicted upon each of the selves are transferred to the whole once they rejoin, and if one self has taken on lethal or even fatal wounds, those effects are transferred, too, to the whole.

3. Dragon’s Heart

Appearance: Roughly six inches in diameter, the Dragon’s Heart is actually a gemstone of Alexandrite having been shaped into an ovid disk. To the touch, it radiates warmth. On the backside of the disk are eight tiny prongs that curve inward, as if to clasp onto or into something.

In order to be granted its gifts, it must be set into the flesh.

Abilities Granted:

Scales of the Soul: While the Dragon’s Heart is attached, draconic scales fray outwards from the stone. These scales can be extended to cover as much of the body as the user wishes, offering additional physical and magical resistances.

Soaring Soul: While the Dragon’s Heart is attached, the user, with enough knowledge and usage of the stone, can create a pair of draconic wings that extend outwards from their shoulder blades, as well as a tail with a fan-like webbing at the end, to give additional control and agility while in flight. These are physically part of the user and can be damaged, wounding the user.

Dragon’s Breath: The user may use a breath weapon much like a dragon can. The element that they breathe is chosen when the Dragon’s Heart is acquired and cannot be changed by the individual user.

Frailty: The Dragon’s Heart can only be utilized when it is physically attached to the user’s body, creating a ‘wound’. If the stone is removed, the user no longer has the ability to draw on it. Since the stone was created with a fragment of a dragon’s soul, not only can the user be sensed by those capable of sensing dragons, but they are also wounded by spells and effects that target dragons specifically. Most dragons, also, do not like the Dragon’s Heart and take great offense to it, looking to destroy the stone as well as whoever is wielding it.

4. Chronal Rings

Appearance: A set of twelve bands that fit upon the fingers (these were made for beings who have ten digits, unfortunately). Each one is made of a different precious metal or stone: Gold, Silver, Platinum, Mithril, Titanium, Sapphire, Ruby, Diamond, Emerald, Topaz, Black Kyanite, and Golden Azeztulite. They are meant to be worn as in the following pattern: Mithril – 1st Left Index, Black Kyanite – 2nd Left Index, Titanium – Left Thumb, Platinum – Left Middle, Gold – Left Ringfinger, Silver – Left Pinky. Diamond – 1st Right Index, Golden Azeztulite – 2nd Right Index, Sapphire – Right Thumb, Ruby – Right Middle, Emerald – Right Ringfinger, Topaz – Right Pinky.

Abilities Granted:

Forward: Using their left hand and focusing, several filaments extend from the fingers, interconnecting the fingers, the rings and the object of their focus. Then, by twisting their hand clockwise (to the right), they can push the object forward in time. For most things, this causes the inevitable decay or entropy. It is left to reason that this can be used to age living things as well, such as causing a seedling to sprout into a tree within a matter of minutes.

Backward: Using their right hand and focusing, several filaments extend from the fingers, interconnecting the fingers, the rings and the object of their focus. Then, by twisting their hand counter clockwise (to the left), they can push the object backward in time. For most things, this causes them to regress, potentially to a point where they no longer exist (and if this happens, they cannot be brought Forward back into existence). It is left to reason this can be used to age living things as well, such as causing a dead, decaying tree to be brought back into the prime of its existence.

Frailty: Tampering with time is a powerful tool. Using these abilities on smaller objects only invokes hunger and thirst, as the energy used to manipulate temporal pathways is drawn from the user of the Chronal Rings. Using these abilities on larger objects steals away from their fat and muscle, withering the body as slowly or as quickly as the user manipulates time. Using the rings on a living being of equal sentience, steals away time from the user, minute for minute used. The rings weren’t meant to be weapons and their creator fully intended to make anyone using them for this purpose to pay the ultimate price. Even those immortal are not immune to the ravages of time, and will be forced to age beyond their wildest expectations. (Undead cannot use the Chronal Rings due to their undead nature.)

5. Glyph of the Earthmother

Appearance: Initially, it starts off as a small round stone. At its center is a tiny seed, with vine-like appendages etched into the stone extending outwards on the surface. Once it’s taken root in its host, the stone crumbles and the seed sinks into the flesh. Starting at the shoulders, vines-like markings sprout and intertwine down the arms, gathering at the wrist. They feel like flesh when touched, yet have an uncanny viridian hue as if they were actual plants. A myriad of little emeralds sprout around the wrists, linked by the tattoo-like vines.

Abilities Granted:

Flowing Earth: With a touch, the user is able to shape and manipulate earth and rock with relative simplicity. Like a root burrowing deep, the earth and stone parts to the whim of the wearer of this artifact, allowing them much easier movement through those elements.

Emerald Brilliance: Earth and nature nurtures, and through the fyres associated, the wielder of the artifact may heal those in need, or themselves, should they sustain dire enough wounds. A soft green glow emanates from the emeralds and partially up the vinework on the arms.

What lies beneath: Simple in its application, while imbued with the Glyph of the Earthmother, the user may sense movement, not only beneath the earth, but those that trod upon it. The heavier the one moving, the easier it is to sense.

Frailty: Being so attuned to the earth, the wielder of the glyph is unnaturally afraid of heights and flying. They need to feel the earth beneath their feet and feel very much at home in the deep places under it all.

6. The Cold Death

Appearance: At it’s most basic, The Cold Death is a scythe. The handle is 6 feet in length, about two inches in diameter, crafted from the femur of an ice dragon. Along the handle are necromantic runes softly glowing blue, seeping shadows to enshroud the entire handle, as well as his hands, when he’s holding it. The blade is made of sharpened onyx, held snug within the handle, it curves in a half-crescent shape from the base and exudes a perpetual mist.

Abilities Granted:

The Fallen’s Embrace: A frigid mist will roll in undulating waves from the bladed weapon, dissipating into the air, causing a faint chill to permeate the area directly around the wielder. From the handle of the Scythe, shadows will taint and mingle with the mist of the blade – rolling, curling, and vicarious in its direction, shrouding the length of the handle in a subtle over spill of black. When grasped by the wielder, these shadows will seem to cling their form, rolling like liquid flames of icy nature; they can be subtle in their appearance, or cover the owner in a conflagration of angry aura, depending upon the mood. It is only usable when in contact of the owner himself. Upon command the area round the wielder, 50ft radius, will be submerged in complete darkness. At the end of the summoning, the darkness will disperse and the wielder will have a random amount of mirror images, given substance by those that died to create Death’s Hand. Thus making it hard to discern which one is the real person.

Crimson Rime: Wounds created by the scythe’s onyx blade are immediately blasted with coldfyre energies, freezing blood or other bodily fluids, exacerbating the wound, as the freezing damages the site of the wound further, making it more difficult to heal. This is doubly so given the necromantic nature of the scythe, infesting the wound with disease and rot.

Frailty: Even if the wielder is not undead or a necromancer, the nature of the scythe marks them as irrevocably evil to those capable of sensing as much. Fae creatures and many natural beasts react poorly to the presence of the scythe and its wielder and over time, if the wielder is not careful, the scythe drains away their life-force, forcing them into becoming a lich, with the scythe acting as its phylactery. Over time, the scythe will consume that too, leaving nothing for a husk and waiting for someone else, of weaker will, to stumble upon the weapon. The Scythe is hungry for life force — of others or the wielders if they fail to feed it in a timely fashion.

7. Rend

Appearance: A wooden shepherd’s crook at first glance. The body is made from wood, while the curved hook-head is metal, made from blackened iron. All along the inner curve of the hook are tiny claw-like protrusions At the opposite end is a two foot long chain, ending with an oval loop wide enough to fit an orc’s hand in.

Abilities Granted:

Bond: Rend is part of a set, and while they’re separated, the owner of Rend is instinctively drawn towards the other part of the set, Tear. On their own, they offer nothing save for the savage brutality that such a weapon is capable of inflicting.

Regeneration: When paired with Tear, the duo of weapons bequeath their wielder with incredible regenerative effects, but only while Rend and Tear are doing what they were created from — rending and tearing flesh and muscle from bone.

Frailty: When Rend or Tear is separate from their counterpart, the owner must do what they can to ‘collect’ the other piece of the collection. This starts off as a small inkling in the back of their thoughts, but if this sensation is ignored, it starts to grow stronger, becoming a compulsion. When Rend and Tear are reunited, the owner’s need and capacity for violence grows stronger and stronger, until they slake the bloodlust and ‘feed’ Rend and Tear, quelling them for a time.

8. Tear

Appearance: An oversized pair of shepherd’s shears, rather simple in design and able to be handled in one hand. Cast from blackened iron with an incredibly keen edge on the two blades.

Abilities Granted:

Bond: Tear is part of a set, and while they’re separated, the owner of Tear is instinctively drawn towards the other part of the set, Rend. On their own, they offer nothing save for the savage brutality that such a weapon is capable of inflicting.

Regeneration: When paired with Rend, the duo of weapons bequeath their wielder with incredible regenerative effects, but only while Rend and Tear are doing what they were created from — rending and tearing flesh and muscle from bone.

Frailty: When Rend or Tear is separate from their counterpart, the owner must do what they can to ‘collect’ the other piece of the collection. This starts off as a small inkling in the back of their thoughts, but if this sensation is ignored, it starts to grow stronger, becoming a compulsion. When Rend and Tear are reunited, the owner’s need and capacity for violence grows stronger and stronger, until they slake the bloodlust and ‘feed’ Rend and Tear, quelling them for a time.

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