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Operator Items

By: StimAddict on Feb 14th, 2014  |  syntax: None  |  size: 17.33 KB  |  hits: 44  |  expires: Never
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  1. *****
  2. Artifacts:
  3.  
  4. Ice Core:
  5.  
  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.
  10.  
  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.
  12.  
  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.
  14.  
  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.
  16. -Currently located in Claren's garden in Las Pegasus.
  17.  
  18. *****
  19. NOTES:
  20. 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 by touching the target. After being stunned or failing to be stunned, target will be immune for 3 rounds. May also activate elemental effects of a weapon without touching a target, in an attempt to intimidate opposite elemental opponents. When attacking an elemental being with opposing element, deal double damage.
  21. Elemental attacks ONLY gain +X damage modifying bonuses from Fire On My Target (Dante).
  22. -Poison enchantments deal their damage the NEXT turn, Lethal Poison deals it's damage THAT turn.
  23. -Fire enchantments may cause additional burns over time, and may light objects on fire.
  24. -Ice enchantments may slow down an enemy, and can be used to freeze objects.
  25. -Void enchantments may cause random forms of harm, disintegrate body parts, and can be used to cause damage to a weapon.
  26. -Lightning enchantments may be used to disrupt artifacts, DM depending.
  27.  
  28. Operator Melee Weapons:
  29.  
  30. 1x Permafrost Hookblade, +1 to all melee rolls add [1d6+1] <Permafrost - in Natalia's possession
  31.  
  32. -Bullsworth: Legendary Basilisk Fangsword: +2 to all Melee rolls (Ignores Basilisk DR)
  33. -Captain Swe: Runic Tyrant Slayer Bearded Axe: +2 to all Melee rolls, add [1d6+1] <Lightning, difficult to disarm
  34. -Clemency: Legendary Crystal Execution Kukri: +2 to all melee rolls
  35. -Dante: Legendary Cretalva Apollonian Spikeblade: +2 to all melee rolls, add [1d6+2] <Lethal Poison
  36. -Dante: Enchanted Kukri: +1 to all Melee rolls, add [1d6] <Shadow
  37. -Filth: Legendary Sunhammer: +2 to all Melee rolls, add [1d6+2] <Sunfury (May Blind on a crit once every 4th turn). Imbued with a Recall rune, can recall the weapon to him twice per Operation, will function negatively on the third and further recalls.
  38. -Gas Man: Legendary Khopesh Blades: +2 to all Melee rolls. Left Blade: major quirk: highly active, chaotic & insane. Right Blade: minor quirk: somewhat active, may bicker, suggest negative ideas, and make unreasonable request and demands.
  39. -Ghost: Infested Runic Void Fang Sai: +1 to all Melee rolls, add [1d6+1] <Void, difficult to disarm. Add [1d3] <Infestation effect, roll results: 1: gain an additional +1 to all Melee rolls. 2: -2 Perception to attacked LIVING enemies only, lasts 1 turn. 3: gain +1HP when attacking LIVING enemies only.
  40. -GlicoYinsinta: Enchanted Knife: +1 to all Melee rolls, add [1d6] <Fire
  41. -Hollow: Legendary Hive Longsword: +2 to all Melee rolls, add [1d6] <Poison
  42. -Kraut: Enchanted Ice/Lightning Daggers: +1 to all Melee rolls, add [1d6] <*Element damage.
  43. -LONT: Sharonel's Engraved Mural Longsword: +2 to all Melee rolls, add [1d6] <Fire
  44. -LONT: Gunblade: +1 to all Melee rolls, add [1d6] <Ice
  45. -McSister: Braced Pile Bunker: +1 to all Melee rolls
  46. -Natalia: Permafrost Hookblade: +1 to all Melee rolls, add [1d6+1] <Permafrost
  47. -Pikeman: Enchanted Combat Knife: +1 to all Melee rolls
  48. -Sapper: Risk (Eldtritch Artifact) A sentient being of the Void contained within a shifting red and black Eldritch metal. Which Void, however, is unknown. Able to shift into several different weapons, once per Operation. However, it's control of said forms is limited for now, offering no additional benefits. Adds +2 to all Melee/Ranged rolls, Armor Pierce 1 (Ignores 1DR), Vital Drain (+1HP per successful attack on living beings ONLY), adds +2 to Ambush and Stealth rolls. Possible forms: Dagger, Lance, Spear, Rapier, Shortbow. May use it's senses with a 1d6 <Risk: Hunt Mode to find enemies or targets at a distance.
  49. -Sgt. Jeff: Legendary Impact Climbing Gauntlets: +2 to all Melee rolls, adds 1DR and allows a single 1d6+1 <Block roll (when defending with melee), cannot be disarmed. Can climb virtually any surface with a 1d6+1 <EC.Gloves roll +Adrenaline Rush. Once per Operation, may use melee to stun all targets in melee range. Add [1d6] <Lightning
  50. -Sgt.Jeff: Enchanted Combat Knife: +1 to all Melee rolls, add [1d6] <Shadow
  51. -Thrill: Enchanted Combat Knife: +1 to all Melee rolls, add [1d6] Lightning
  52.  
  53. Operator Ranged Weapons:
  54.  
  55. 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!
  56.  
  57. -Hollow: M660 (Advanced, Legendary, Unique) - An M60 prototype constructed to use the .50 BMG cartridge in 100-round belts on his own world. Enhanced with highly advanced space age materials to accommodate it's slightly larger size, while keeping the same weight as a standard M60, not including the weight of it's ammunition.
  58. -Kraut: Flamethrower (Special Weapon Traits: Lightweight, No Overheat, Armored, 2-Handed) 1d6+2 <Flame AND adds +1 to all Heavy Weapons rolls.
  59. -Kraut: Junk Launcher (Special Weapon Traits: Lightweight, Armored, 2-Handed) 1d6+4 <Launcher
  60. -Kraut: (Artifact, Legendary, Unique) Kult MSG-90 variant, colored red and yellow with a propa' insignia. Adds an additional +1 to all Perception/Rifle rolls.
  61.  
  62.  
  63. Operator Armor:
  64.  
  65. -Dante: Regal Heart's Fear Armor (A.I.L.U.) 3DR. Adds +2 to all Intimidation attempts via images of something the target fears. Adds 2x 1d6+6 <MagicBlock defensive rolls. Full body. Considered normal Vest.
  66. -Filth: Solar Guard Armor (A.I.L.U., Solar Forged) 4DR. A full body and head plate and ring mail armor, with iron/yellow coloring. A long, flowing red silk sheaf on a 'bucket' type helmet, with basilisk hide and scale accents, specifically designed for only Filth to wear. Imbued with half of a Sunstone sphere created by Celestia, long before she became the Tyrant. Adds +1 to all Negotiation rolls when dealing with Day, Royal, Honor Guard, current or former. Sun symbol on chest can be used as a powerful source of light via: 1d6+4 <Solar Flare, to blind enemies once every 4th turn or light up a large area. Considered normal Suit.
  67. -Hollow: (A.I.L.U.) Half-Tower Hive Shield, Blade-Caller Glyph Enchanted: allows an additional 1d6 Block roll and adds +2 to all Block attempts; furthermore adds +1DR when used to Block/Bash/Shield Charge with. 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.
  68. -Hollow: Lightweight Armored Suit: 3DR. Full body. Considered normal Vest.
  69. -Kraut: Lightweight Hardened Suit: 2DR. Full body. Considered normal Vest.
  70. -Kraut: (A.I.L.U.) Kult Gauntlet-Shield, adds a 1d6+1 <Block roll, may not use with 2-Handed weapons.
  71. -LONT: Lightweight Leaf Scale Suit (A.I.L.U.) 4DR. Full body. Considered normal Vest.
  72. -Pikeman: Lightweight Hardened Suit: 2DR. Full body. Considered normal Vest.
  73. -Sapper: (A.I.L.U.) Lightweight Vitriole Drake Poncho: 2DR. Adds +1 to all Stealth rolls. Adds a 1d6+2 <SpectralBlock defensive roll. Full body. Considered Unarmored.
  74. -SGT.Jeff: Lightweight Captain's Suit (A.I.L.U.): 4DR. adds +1 to all Iron Will & Leadership rolls. Full body. Considered normal Vest.
  75. -Thrill: Spetre-Silk Suit (A.I.L.U.) 2DR. Adds +1 to all Stealth rolls. Full body. Considered normal vest.
  76.  
  77. Operator Unique Items:
  78.  
  79. Anon's Ash Box: 48 spheres left. Small 1/2" heavy iron orbs with a note stating to use when it's necessary. Only Operators may have this item, and may only carry ONE at a time.
  80.  
  81. Stealth Boots: adds +1 to all Stealth rolls. Currently in possession of:
  82. Kraut, Jeff, Lont, Sapper
  83.  
  84. Prentanali Mushroom: adds a 1d6+2 <Frostburn enchantment to melee weapons.
  85.  
  86. Bullsworth: unlimited EMS bag. Seems bottomless when not looking in.
  87. Crazed: Vitreous Blood Charm: can be used to heal by combining his Medical skill ONLY and 1d6+4 <Recovery. Must be recharged with a liter of blood. Can only be activated by placing it on an Operator/ally and speaking: 'I call for your services.'
  88. Dante: Daykiller Artifact: roll 1d6, result is number of turns a temporary Void darkness covers a 200M area, preventing all forms of light, except for magical ones, from being seen. The user is unaffected, as are those with a deep connection to the Underdark (Sapper, Mercy, Sox). All those within are unable to see, except for Night Vision/Thermal/Infrared. Imposes a -4 Perception(Sight) penalty for 2 turns afterwards as the effect fades.
  89. Dante: Cragbreaker Heart: adds +1 to all Melee rolls.
  90. Dante: Cragburrower Tongue: immune to all physical poison. Immune to all non-lethal poison. 1/2 damage from lethal poisons.
  91. Dante: Regal Sphere. Must be enchanted to armor to take effect.
  92. Gas Man: 2x Armor Hardening Charms: gives him a natural 2DR.
  93. Gas Man: Permafrost Wurm Tongue: immune to all physical cold/ice. Immune to all non-lethal cold/ice damage. 1/2 damage from lethal mystical cold/ice.
  94. Jamal: Lifeshade Bulb: +1 to all Speed rolls
  95. Jamal: Tempest Bulb: +1 to all Speed rolls
  96. Kraut: Charm Amulet: +1 to Leadership/Negotiation rolls. Currently enchanted to him
  97. Kraut: Negation Charm: +1 to all Iron Will rolls. Currently enchanted to him
  98. Kraut: Megaphone Piccolo Trumpet: 1d6+2 <Brass Instrument roll
  99. Lont: Advanced Alchemical Tablet: (Black): 1d6 <Recovery to self or others, ONCE per Operation
  100. Lont: Gryphon Runesage/Runemage Bowls: +2HP/3 turns (Currently enchanted to him)
  101. Lont: Intermediate Alchemical Tablet (Red): 1d6+1 <Recovery to self or others, ONCE per Operation
  102. Natalia: Basic Alchemical Tablet (Blue): 1d6+2 <Recovery to self or others, ONCE per Operation
  103. Pikeman: Blue & White Cloud-Cloak: Powerful Float & Slowfall enchantments, negates fall damage and allows limited 'flight', able to walk/run upwards. Adds +1 to Stealth in white or blue backgrounds.
  104. Sapper: Lavawurm tongue. Immune to all physical fire. Immune to all nonlethal fire. 1/2 damage from lethal mystical fire.
  105. Sapper: Legendary Reaper's Visage: adds 2x 1d6+2 <Thermal & <NV. Functions as a gas mask with a miniaturized radio. Inscribed with 'La faille de la Mortalite' in silver on the right cheek 2 ornate, stylized white fangs signify a spectre of death on the front.
  106. 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.
  107. Sgt.Jeff: Negation charm. Currently enchanted to his armor.
  108. Sgt.Jeff: Tactical Data Pad. A miniature, flexible isoline/reactive computer interface, with an integrated screen, audio/video recorder, camera, and GPS/compass functionalities. Difficult to damage, waterproof. Contains a topographical map of Equestria, added by unknown parties. Adds a 1d6+2 when rolling for navigation. Special ability: Analyze: roll 1d6: 1= No data collected. 2= HP. 3= HP/DR 4= HP/DR/1 random passive skill. 5= HP/DR/1 random active skill. 6= HP/DR/1 random situation-specific information on the target. This item may not work on spectral or otherwordly beings.
  109. Sgt.Jeff: Shadow-Step Pendant: Adds +1 to all Dodge/Evade rolls, via a small afterimage. (Currently enchanted to him)
  110. Sgt.Jeff: Void Eye: may replace all of Jeff's Perception rolls with a 1d6+4 <Void Sight roll, allowing him to view Spectral/Otherworldly forces and beings.
  111. Thrill: Mistcreeper's Heart: +2 <Auto-Stealth in Rain/Water/Fog/Mist, gain +1HP per turn while remaining still in same. Must be eaten to take effect.
  112. Thrill: Shadeheart: +1 to all Stealth rolls. Must be eaten to take effect - requires Spiral.
  113.  
  114. Operator Vehicles:
  115.  
  116. Wild Ride MG3: +2x [1d6+3] HMG dice rolls IN ADDITION to the Operator's HMG skill.
  117. Wild Ride: +2 to all Driving rolls
  118.  
  119. ST-M12 Outrider Variant: +2 to Charging attacks
  120. ST-M12 Outrider Variant: +2 to all Driving rolls
  121.  
  122. *****
  123. Legacy of Strelok Artifacts
  124. -Battery Artifact:
  125. An 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.
  126. -Can be used to destroy wards and dispel barriers, twice per Operation. Roll Legacy of Strelok to determine damage done to such.
  127. -Can be used ONCE per Operation to cause first bullet fired to be infused with the essence of lightning. Roll Legacy of Strelok, result is 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.
  128.  
  129. -Flame Artifact:
  130. A rare artifact from the Zone.
  131. -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.
  132. -Can be used ONCE per Operation to cause first bullet fired to be infused with the essence of flame. Roll Legacy of Strelok, result is 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.
  133.  
  134. -Soul Artifact:
  135. An exceptionally rare artifact from the Zone.
  136. -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.
  137. -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. Roll Legacy of Strelok, 1/2 of total number rolled is restored to that Operator. McSister MAY NOT revive an Operator and attack in the same turn.
  138.  
  139. *****
  140. Engineering/Explosives/Traps/Snares & Chemistry:
  141. Alchemy Lab: 1d6+4
  142. Duct Tape: 1d6
  143. Kroza's Horn: 1d6+2 (McSister ONLY: add to Welding rolls)
  144. Magitek Hammer: 1d6+2 (Kraut/Spiral ONLY)
  145. Multi-tool: 1d6+1/2 (Expert/Master)
  146. Shaping Gloves: 1d6+2 (Kraut ONLY)
  147. Shovel: 1d6+1
  148. Swiss Army: 1d6+1
  149. Superglue: 1d6
  150. Tool Box: 1d6+1/3/5 (Basic/Expert/Master)
  151. Wire Cutter: 1d6+1
  152. WORKSHOP: 1d6+4
  153. WORKSHOP MAGITEK FURNACE: 1d6+5 (Kraut/Spiral ONLY) 60" opening, 80" wide, 120" deep.
  154. WORKSHOP FURNACE: 1d6+4
  155. Unicorn Horn (Copy): 1d6+1 (Kraut ONLY)
  156.  
  157. *****
  158. Cooking items:
  159. Flame Artifact: 1d6+2
  160. Gas Stove: 1d6+1
  161. Heatstone: 1d6+1
  162. Mess Hall Heatstones: 1d6+4
  163. Mess Kit:  1d6+1
  164.  
  165. ******
  166. Misc. Items:
  167. Fishing Kit: 1d6+4
  168.  
  169. Bluetooth/Radio: 1d6+2 (When out of normal range, within 10M limited interference, unless otherwise specified)
  170.  
  171. *****
  172. Perception items (Only 1 of these Perception item may be used per turn: Binoculars, Infrared, Night Vision, Scope, Snake Cam, Thermal, unless combined)
  173.  
  174. Binoculars: 1d6+1
  175. Compass: 1d6+1
  176. Flashlight: 1d6+1
  177. GPS: 1d6+2
  178. Infrared: 1d6+1
  179. Map: 1d6+1
  180. Night Vision: 1d6+1
  181. Scope: 1d6+1
  182. Snake Cam: 1d6+1
  183. Combined Perception items: dual Infrared, Thermal, or Night Vision optics allows an Operator to roll 2x 1d6+1 dice.
  184.  
  185. *****
  186. Stealth Items:
  187. Branches: adds +1 to LOWEST Stealth roll. If you have Basic Stealth, you can only add +1 to a SINGLE roll.
  188. Camouflage Paint Kit: adds +1 to LOWEST Stealth roll. If you have Basic Stealth, you can only add +1 to a SINGLE roll.
  189. Ghillie Suit: 1d6+1 (In specific terrain, DM determines if allowed)