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#4
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Suzerain of Sheol
Desolation Denizen
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Special Equipment
All modern weapons and items are available, take as many as your character can realistically transport. Assume Rarity 1 for vehicles if necessary.
Chronostatic Grenade
Rarity: 2
When thrown, stops molecular movement within the blast radius (100 ft.), killing anything that relies on its physical body to survive and paralyzing spiritual entities for roughly ten minutes.
Courage Capsule
Rarity: 1
Small pill containing a hormonal neuro-inhibitor that shuts of the recipient's fear response. Duration: 6 hours. Side-effects: restlessness, elevated heartbeat, minor hallucinations, paranoia.
Ectoplasmic Dispersion Grenade
Rarity: 2
Functions as an EMP with a radius of 250 ft. In addition, all spirits within the blast radius are instantly exorcised and returned to Sheol.
Incendiary Laser
Rarity: 2 (3 for weapons-grade)
Hand-held laser powered by a small theurgic battery. Will start small fires with ease, and can be used in combat as a last resort, though doing so will quickly drain the battery. It can damage spiritual beings, thanks to the theurgy powering its light source. Larger, weapons-grade lasers with much bigger batteries exist, but are rare.
Interdiction Badge
Rarity: 2
Small electrum pin that generates a field of psychic force 1 foot circular when activated. It can be used as a shield if attached to the wrist, or armor if pinned to the abdomen. It blocks all physical contact, making its difficult to protect any other areas of the body. It is completely impenetrable and will absorb an enormous amount of impact (sparing the wearer concussive injuries from blocked blows) but it affects the wearer as well, and can be awkward to utilize.
Mercury-alloy Blade
Rarity: 2
High-carbon military-grade bladed weapons (coming in various forms) tempered with an alloy of mercury cyanide. Even a slight cut from such a blade will induce both fatal mercury poisoning and cyanide poisoning. Best used as a preemptive weapon, as the alloy weakens the blade slightly, making them less reliable in combat than normal high-carbon blades.
Medial Interface Device
Rarity: 1
Similar to a wrist-watch in design, is actually a fully functioning computer providing GPS service, temperature reports, atmospheric composition analysis, weather pattern analysis, as well interfacing with the Amorpha network. It also acts as psychic radar accurate within 10 miles. In addition, it can be used to transmit a disruptive signal blocking access to the Aether satellite within 100 ft. as well as dampening all psychic activity in the same radius.
Megiddo Armor
Rarity: 4
The black armor worn by the Sons of Megiddo, highly coveted for its defenses against theurgic and psychic attacks, as well the insulation it provides against extreme temperature. It otherwise functions as heavy military-grade body armor.
Purification Filter
Rarity: 1
An apparatus used for separating the toxic Wormwood element from natural water.
Obliteration Rounds
Rarity: 3
Comes in cases of 100. High-explosive armor-piercing ammunition that shatter into molten shrapnel after penetration, ruining the internal anatomy of anything hit with them. Effective even against anything with a corporeal form.
Ordinance Transmitter
Rarity: 5
A hand-held device holding a special code capable of trigger an orbital nuclear bombardment from the Aether satellite. The code cannot be reused.
Perdition Flamethrower
Rarity: 3
Inspired by the hellish fires commanded by the Sons of Meggido, this weapon uses a theurgic battery to transmute regular gasoline into bone-melting black fire, equally adept at wounding spiritual beings as those of flesh and blood.
Psycho-electric Flail
Rarity: 3
A titanium chain-mace that channels the wielder's psychic energy. If the wielder is not a psychic, it is simply a well-made weapon. In the hands of a psychic, however, it will cause paralyzing shock-waves on contact, as well as deaden the psychic senses of those it hits temporarily, if they possess any.
Reciprocity Generator
Rarity: 3
A hand-held device that, when activated (taking roughly 1 minute) wounds any psychic within 100 ft. proportionally to the amount of power they try to manifest. Their manifestations still take effect (unless they dismiss them), but they suffer wounds and, possibly, death so long as they remain in the field.
Savior Armor
Rarity: 5
Golden powered armor worn by the Beatified Legion. Enhances the wearer's strength and agility. Protects against physical, psychic, and spiritual attacks. Provides a multitude of sensory enhancements. Holds a theurgic battery for regenerating the wearer's wounds. Can be upgraded with various supplements, including angel-winged flight, theurgic flamethrowers, and psychic static emitters.
Scepter of Sheol
Rarity: 4
One-handed staff that improves the wielder's connection to the realm of the dead, expanding and intensifying their powers while they hold it. It can also be charged with necromantic energy and used as a weapon.
Sensory Enhancement Visor
Rarity: 1
Powered by the Aether satellite, this visor allows the wearer to see in all spectrums, and will detect psychics, theurges, or demonic presences.
Succor Capsule
Rarity: 1
Comes in lots of 30. Taken once per day, provides sufficient nutrients and deadens hunger so that eating is not a concern. Side-effects: yellowing of skin, stomach cramps, dehydration.
Solar Wings
Rarity: 3
Photosensitive shoulder-mounted wings that gather sunlight and convert it into theurgic energy to power flight. They only function in areas of direct sunlight. The wings collapse into a single six-foot-long rod for easy transportation.
Thermal Insulation Gear
Rarity: 1
Lightweight mesh clothing that allows the body to withstand both extreme heat and cold while it is worn. Effective even against demonic auras of cold or flame, though not against direct exposure.
Transrespiration Implant
Rarity: 3
Surgical implant in the lungs allowing the recipient to convert any vaporous substance into breathable air. Makes the recipient immune to inhaled poisons and airborne pathogens.
Water of Eden
Rarity: 1
Syringe filled with consecrated holy water and endowed with a theurgic blessing. It will heal all wounds so long as the subject is still alive, assuming the entire syringe is emptied; it can be conserved for lesser effects.
Wrath Sword
Rarity: 4
On its own, a decorative but functional sword (in either one-handed or two-handed varieties). In the hands of theurgist, it becomes directly empowered by their magicks, proportional to their theurgic strength. At the very least, it becomes lighter, sharper, and more resilient to impact, in addition to being able to harm spiritual beings. In the hands of a powerful theurgist, it will blaze with divine fire and cut through almost any physical barrier with ease.
Cold silence has a tendency
to atrophy any sense of compassion
between supposed lovers.
Between supposed brothers.
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Posted 06-19-2011, 12:49 AM
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