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Operator Items

By: PonyStrangler on Nov 27th, 2013  |  syntax: None  |  size: 8.23 KB  |  hits: 363  |  expires: Never
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  1. *****
  2. Artifacts:
  3.  
  4. Ice Core:
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  6.  
  7. Negative Onyx - Appearance: the Negative Onyx is a piece of enchanted black onyx, masterfully cut into a perfect teardrop shape. There are absolutely no imperfections on it's surface, and it seems to be indestructible by normal means.
  8.  
  9. Description: The Negative Onyx is a magical artifact, which possesses no sense of being, merely having been programmed with a set of actions. It was originally a piece of black onyx, that was cut into a perfect teardrop shape, and enchanted with powerful magic. It possesses the ability to absorb all manner of negative thoughts and energies, effectively being an endless source of positive thinking and power. There appear to be no immediate side effects, however, nothing has been documented. The Negative Onyx was created at least thousand years ago, but was lost shortly after through unknown events.
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  11. It resurfaced when it was discovered by Filth in the snow, encased in a block of ice. There does not appear to be any way to extract the negative power from the Onyx, however, further research is required. There are limits however, to the amount of energy it can absorb.
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  13. A significantly traumatic event may produce more negative energy than the Onyx could absorb at once. Beings that possess large amounts of negative energy within them, are also unaffected by the Onyx. However, lesser negative beings could be absorbed by the Onyx. It is known only by those who have done extensive research on magical artifacts, and only then by those who know where to look, as it has long since been forgotten by the world.
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  15. Very few mentions of it are made, although there is evidence of it having been used in events throughout known history. Those that do know of it, have little idea of its true potential. However, any being, with or without a connection to magic is able to feel the power of the Onyx. Simply being around it makes people/ponies happier, and the atmosphere lighter and happier in general.
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  17. *****
  18. NOTES:
  19. Any melee weapons with <Lightning are automatically used as a Tazer with Tazer rules. Can attempt to use a <Lightning enchanted weapon to stun without causing damage. After being stunned or failing to be stunned, target will be immune for 3 rounds.
  20. Elemental attacks do not gain +X damage modifying bonuses.
  21.  
  22. Operator Melee Weapons:
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  24. -Bill: Enchanted Combat Knife: +1 to all melee rolls, add [1d6] <Ice
  25. -Bullsworth: Enchanted Tungsten Longsword: +1 to all melee rolls, add [1d6] <Lightning (Bypasses Basilisk DR)
  26. -Clemency: Enchanted Crystal Dagger: +1 to all melee rolls, add [1d6] <Lightning
  27. -Dante: Enchanted Kukri: +1 to all melee rolls, add [1d6] <Shadow
  28. -Filth: Enchanted Axe: +1 to all melee rolls, add [1d6] <Shadow
  29. -GlicoYinsinta: Enchanted Knife: +1 to all melee rolls, add [1d6] <Fire
  30. -Hollow: Enchanted Machete: +1 to all melee rolls, add [1d6] <Lightning
  31. -Hollow: Legendary Hive Longsword: +2 to all melee rolls
  32. -Kraut: Enchanted Ice/Lightning/Poison Daggers: +1 to all Melee rolls, add [1d6] <*Element damage.
  33. -LONT: Engraved Shortsword: +1 to all melee rolls, add [1d6] <Fire
  34. -LONT: Gunblade: +1 to all melee rolls, add [1d6] <Ice
  35. -Sapper: Night Blade (human version): +1 to all melee rolls. Armor Pierce 1, Vital Drain (+1HP per successful attack on living beings ONLY), adds +2 to Ambush and Stealth skills
  36. -Sgt.Jeff: Enchanted Combat Knife: +1 to all melee rolls, add [1d6] <Shadow
  37.  
  38. Operator Ranged Weapons:
  39.  
  40. Enchanted Ammunition: all Operators must now add +1 to all Ranged weapon rolls ONLY. THERE IS NO NEED TO INDICATE THAT YOU HAVE ENCHANTED AMMUNITION WHILE POSTING! ONLY ADD +1 TO RANGED WEAPON ROLLS!
  41.  
  42. -Kraut: Flamethrower (Special Weapon Traits: Lightweight, No Overheat, Armored) 1d6+2 <Flame
  43. -Kraut: Junk Launcher (Special Weapon Traits: Lightweight, Armored) 1d6+4 <Launcher
  44. -Kraut: (Artifact, Legendary) Kult MSG-90 variant, colored red and yellow with a propa' insignia. Adds an additional +1 to all Perception/Rifle rolls.
  45.  
  46. Operator Armor:
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  48. Hollow: (Artifact, Indestructible, Legendary) Half-Tower Hive Shield: allows use of an additional 1d6 Block roll, and adds +1 to all Block attempts. May be used as melee weapon via: 1d6+1 <Shield Bash or <Shield Charge in addition to all other rolls. Forged from a large section of Roust's shed back armor, created and enchanted by Spiral. Engraved with an image of Queen Chrysalis followed by numerous Vanguards charging towards whomever faces the shield, Roust featured prominently to the right of Chrysalis.
  49. -LONT: Tungsten Weave Shell Suit: 1DR when used alone, 2DR when combined with Vest, considered normal Vest.
  50. -SGT.Jeff: Lightweight Hardened Suit: 2DR. Considered normal Vest.
  51.  
  52. Operator Unique Items:
  53.  
  54. Sgt.Jeff: Nightblade Pendant: Can only be used at night or in dark/shadowed conditions. +2 Auto-Stealth, stacks on top of all Stealth rolls.
  55.  
  56. Operator Vehicles:
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  58. Wild Ride MG3: +2x [1d6+3] HMG dice rolls IN ADDITION to the Operator's HMG skill.
  59. Wild Ride: +1 to all Driving rolls
  60.  
  61. ST-M12 Outrider Variant: +2 to Charging attacks
  62. ST-M12 Outrider Variant: +1 to all Driving rolls
  63.  
  64. *****
  65. Legacy of Strelok Artifacts
  66.  
  67. Battery Artifact:
  68. A extremely rare artifact from the Zone. Seems to have bled through with McSister in a partially known portion of Everfree undergoing exploration. Killed three unicorns attempting to utilize it.
  69.  
  70. -Can be used to destroy wards and dispel barriers, twice per Operation. Roll Legacy of Strelok to determine damage done to such.
  71. -Can be used ONCE per Operation to cause first bullet fired to be infused with the essence of lightning. Roll Legacy of Strelok, all numbers above 2 are added into the first shot when on the next turn. Your weapon will overheat for the next 2 turns. After using this ability, Battery cannot be used for the rest of the Operation.
  72.  
  73. Flame Artifact:
  74. A rare artifact from the Zone.
  75.  
  76. -Can be used to melt/burn through obstacles, or shield him from fire based damage, twice per Operation. Roll Legacy of Strelok to determine damage done or shielding done.
  77. -Can be used ONCE per Operation to cause first bullet fired to be infused with the essence of flame. Roll Legacy of Strelok, all numbers above 2 are added into the first shot on the next turn. Your weapon will overheat for the next 2 turns. After using this ability, Flame cannot be used for the rest of the Operation.
  78.  
  79. Soul Artifact:
  80. An exceptionally rare artifact from the Zone.
  81.  
  82. -Can be used three times per Operation to remove poison and other status effects, as well as heal other Operators or himself. Roll Legacy of Strelok to determine amount of HP restored. All numbers rolled indicate healing done. Any attempt to use on a non-Operator may be fatal, roll 1d2 to determine effects: if result is 1, kills that NPC/companion, PERMANENTLY. If result is 2, NPC/companion loses 1/4 their Max HP, and rolls at -1 until Operation is done. McSister MAY NOT heal an Operator and attack in the same turn.
  83. -Can be used ONCE per Operation to revive an Operator whom has not been dead for longer than two turns, with any parts of their body in close proximity. This artifact will not function for 2 turns afterwards. Any attempt to use on a non-Operator will be fatal. After using this ability, Soul cannot be used for the rest of the Operation.
  84.  
  85. *****
  86. Engineering/Explosives/Traps/Snares & Chemistry:
  87. Alchemy Lab: 1d6+4
  88. Duct Tape: 1d6
  89. Kroza's Horn: 1d6+1 (McSister only: add to Welding skill rolls)
  90. Magitek Hammer: 1d6+1 (Kraut/Spiral only)
  91. Multi-tool: 1d6+1/2 (Expert/Master)
  92. Shaping Gloves: 1d6+1 (Kraut only)
  93. Shovel: 1d6+1
  94. Swiss Army: 1d6+1
  95. Superglue: 1d6
  96. Tool Box: 1d6+1/3/5 (Basic/Expert/Master)
  97. Wire Cutter: 1d6+1
  98. WORKSHOP: 1d6+4
  99. WORKSHOP MAGITEK FURNACE: 1d6+4 (Kraut/Spiral only)
  100. WORKSHOP FURNACE: 1d6+4
  101. Unicorn Horn (Copy): 1d6+1 (Kraut only)
  102.  
  103. *****
  104. Cooking items:
  105. Flame Artifact: 1d6+2
  106. Gas Stove: 1d6+1
  107. Heatstone: 1d6+1
  108. Mess Hall Heatstones: 1d6+4
  109. Mess Kit:  1d6+1
  110.  
  111. ******
  112. Misc. Items:
  113. Fishing Kit: 1d6+4
  114. Radio/Headset: 1d6+2 (When out of normal range, within 10M limited interference, unless otherwise specified)
  115.  
  116. *****
  117. Perception items (Only 1 Perception item may be used per Turn):
  118. Binoculars: 1d6+1
  119. Compass: 1d6+1
  120. Flashlight: 1d6+1
  121. Infrared: 1d6+1
  122. Night Vision: 1d6+1
  123. Scope: 1d6+1
  124. Snake Cam: 1d6+1
  125. Combined Perception items: dual Infrared, Thermal, or Night Vision optics allows an Operator to roll 2x 1d6+1 dice.