Difference between revisions of "Test Page 10"

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(Created page with "A special form of ''mox'', materia is condensed from the atmosphere of a region that is drenched in a particular Force. As powerful individuals versed in a Force gather, they...")
 
 
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A special form of ''mox'', materia is condensed from the atmosphere of a region that is drenched in a particular Force. As powerful individuals versed in a Force gather, they eventually warp the world around them to better suit that Force's ideology: from time to time, this warping manifests itself physically as vaguely crystalline condensation, which can be gathered and shaped into materia. Unlike ''mox'', materia is significantly less pure, and while it does not enhance the wielder's connection to its related Force, it can serve as a powerful conduit for Force abilities, and materia is often used as a means to imbue powers into items.  
+
Stop losing [http://www.enworld.org/forum/showthread.php?252239-Roles-in-4E-D-amp-D-Combat-and-Non-Combat-Roles/page2&p=4708228&viewfull=1#post4708228 this post].
  
However, such enhancement does not come without a price. Items must be specifically constructed to be able to channel the powers of materia properly, and the materia itself draws energy from the wielder of the item in order to sustain itself.
+
And [http://www.giantitp.com/forums/showthread.php?423981-Dreamscarred-Press-Path-of-War-Expanded!-%28Discussion-Thread-VI%29 this one].
  
Unworked materia eventually evaporates, much like normal condensation; even worked materia will eventually sublimate back into the world, unless it is given power. The metaphysical nature of materia is such that only the energy exuded by individuals of strength can sustain it; otherwise, it will weaken and disappear over time.
+
[http://colorfilter.wickline.org/?a=1;r=;l=9;j=1;u=trinitywiki.org/%3Ftitle%3DD20_Mechanic%3A_Implements;t=p This] is useful.
  
While materia can continue to function even in areas highly saturated with Forces opposed to it, unattended and unpowered materia in such areas will disintegrate even faster than normal. A sufficient amount of materia of a given Force can temporarily negate an area's Force alignment, but the effect is short-lived.
+
 
 
+
=Mechanics=
+
Any item that can provide an enhancement bonus can be constructed to have any number of ''materia slots'', though generally most items do not exceed nine. Working materia slots into an item is expensive, regardless of whether it is done when the item is first being furnished or after the item is completed. Materia slots do not weaken the structural integrity of an item in any meaningful way.
+
 
+
Adding or removing a materia from an item's materia slot is a standard action. However, once inserted, materia requires some time to "warm up" before it is functional; effectively, a new materia slotted into an item takes effect 5 minutes after being inserted.
+
 
+
Every materia has an ''attunement cost'' associated with it. When being used, an item that is providing an enhancement bonus has that bonus reduced by an amount equal to the total attunement cost of all materia slotted into it. An item whose effective enhancement bonus would be reduced to lower than +0 is insufficiently powered for that much materia, and none of the materia in the item functions (and the item is treated as though it had an enhancement bonus of +0, though retains its Force alignment).
+
 
+
Two materia slots can be connected to each other in a ''junction''. ''Junctioned slots'' allow the materia in one slot to impact the effect of the other. A given materia's description will explain its effects when ''junctioned'' with another materia.
+
  
Some materia is only effective in certain types of equipment. These restrictions are noted on the table below.
+
<div id="Pharaohbane">
 
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
Not all Forces can produce materia with a given effect. The table below indicates if a Force can produce materia of that type.
+
! style="background:#E57318;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">PHARAOHBANE, SCYTHE OF THE SCARAB DRAGON</font></div>
 
+
|-style="background:white;" align="left"  
An item cannot accept materia of a Force alignment to which it is opposed, nor can it accept materia of a Force alignment to which any previously-slotted materia are opposed.
+
|An enormous adamantine scythe, seemingly too large for any mere mortal to lift. First wielded by a gria whose soul was returned to the mortal coil by the dwindling power of an ancient goddess, it thirsts for the blood of those who would oppose the reign of deities...
 
+
|-align="left"  
=Materia List=
+
|'''Weapon - Scythe (Huge)'''
{| class="collapsible" align="center" width="98%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
|-align="left"  
! colspan="13;" style="background:#000000;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">Materia</font></div>
+
|'''Rarity:''' Mythic
|-
+
|-align="left"  
| width="8%"|''Name''
+
|'''Force:''' Magic, Divine
| width="7%"|''Type''
+
|-align="left"  
| width="25%"|''Effect''
+
|style="background:#EFA86F; padding-left: 2em;"|'''PROPERTY'''
| width="15%" align="center"|''Attunement Cost''
+
|-align="left"  
! width="5%" style="background:#CD0000;" align="center"|<font color="white">Magic</font>
+
|You can use this weapon as a two-handed weapon as though it were only one size smaller; it deals damage as though it were its actual size.
! width="5%" style="background:#7D26CD;" align="center"|<font color="white">Psionics</font>
+
|-align="left"  
! width="5%" style="background:#CDCDCD;" align="center"|Technology
+
|While you wield this weapon, you gain an item bonus to weapon damage equal to your attunement bonus.
! width="5%" style="border:1px solid silver;" align="center"|Divine
+
|-align="left"  
! width="5%" style="background:#000000;" align="center"|<font color="white">Void</font>
+
|While you wield this weapon, you can stand up from ''prone'' as a free action that does not provoke opportunity attacks.
! width="5%" style="background:#228B22;" align="center"|<font color="white">Nature</font>
+
|-align="left"  
! width="5%" style="background:#F0E68C;" align="center"|Time
+
|Attacks with this weapon are ''penetrating''. ''(A penetrating effect ignores any effect on its target that would reduce its damage.)''
! width="5%" style="background:#733D1A;" align="center"|<font color="white">Chaos</font>
+
|-align="left"  
! width="5%" style="background:#007FFF;" align="center"|<font color="white">Blue</font>
+
|This weapon deals +2d6 holy damage against creatures with the ''enemy of Viraxis'' quality.
|-
+
|-align="left"  
| '''HP +'''  
+
|This weapon can make critical hits against Undead.
| Independent
+
|-align="left"  
| Your max HP increases by 2/level.
+
|style="background:#EFA86F; padding-left: 2em;"|'''POWERS'''
| align="center"|1
+
|-align="left"
| align="center" style="background:#ff9090;"|[[File:Red_check.png|13px]]
+
|'''Power (At Will):''' As a swift action, you can change this weapon's bonus holy damage to arcane damage, or bonus arcane damage to holy damage.
| align="center" style="background:#dfbffe;"|[[File:Purple_check.png|13px]]
+
|-align="left"  
| align="center" style="background:#A0A2A6;"|[[File:Grey_check.png|13px]]
+
|'''Power (Encounter):''' When you use a maneuver that deals increased damage, you can immediately recover any resources expended on that maneuver as a free action.
| align="center" style="background:#cbcbcb;"|[[File:White_check.png|13px]]
+
|-align="left"  
| align="center" style="background:#666666;"|[[File:Black_check.png|13px]]
+
|'''Power (Daily):''' When you would gain the ''dead'' status, as a reaction you can spend any number of healing surges and recover hit points for each surge spent.
| align="center" style="background:#90dd90;"|[[File:Check.png|13px]]
+
| align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
+
| align="center" style="background:#CDB38B;"|[[File:Brown_check.png|13px]]
+
| align="center" style="background:#A4D3EE;"|[[File:Blue_check.png|13px]]
+
|-style="background:#DFDFDF;"
+
| '''Mana +'''  
+
| Independent
+
| Your max MP increases by 1/caster level.
+
| align="center"|1
+
| align="center" style="background:#ff9090;"|[[File:Red_check.png|13px]]
+
| &nbsp;
+
| &nbsp;
+
| &nbsp;
+
| &nbsp;
+
| &nbsp;
+
| &nbsp;
+
| &nbsp;
+
| &nbsp;
+
|-
+
| '''Water'''
+
| Elemental
+
| When ''junctioned'' with '''Eater''', '''Enhancer''', '''Proof''', '''Strike''', or '''Ward''', that materia's element is water. Otherwise, has no effect.
+
| align="center"|0
+
| &nbsp;
+
| &nbsp;
+
| align="center" style="background:#A0A2A6;"|[[File:Grey_check.png|13px]]
+
| &nbsp;
+
| &nbsp;
+
| align="center" style="background:#90dd90;"|[[File:Check.png|13px]]
+
| &nbsp;
+
| &nbsp;
+
| align="center" style="background:#A4D3EE;"|[[File:Blue_check.png|13px]]
+
|-style="background:#DFDFDF;"
+
| '''Strike'''  
+
| Support
+
| '''Weapon Only:''' When ''junctioned'' with an Elemental materia, when you deal damage with this weapon, half the damage dealt is energy damage of the type indicated by the ''junctioned'' materia. When ''junctioned'' with a Status materia, when you successfully hit with this weapon, the ''junctioned'' materia's effect occurs.
+
| align="center"|1
+
| align="center" style="background:#ff9090;"|[[File:Red_check.png|13px]]
+
| align="center" style="background:#dfbffe;"|[[File:Purple_check.png|13px]]
+
| align="center" style="background:#A0A2A6;"|[[File:Grey_check.png|13px]]
+
| align="center" style="background:#cbcbcb;"|[[File:White_check.png|13px]]
+
| align="center" style="background:#666666;"|[[File:Black_check.png|13px]]
+
| align="center" style="background:#90dd90;"|[[File:Check.png|13px]]
+
| align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
+
| align="center" style="background:#CDB38B;"|[[File:Brown_check.png|13px]]
+
| align="center" style="background:#A4D3EE;"|[[File:Blue_check.png|13px]]
+
|-
+
| '''Enhancer'''  
+
| Support
+
| When ''junctioned'' with an Elemental materia, whenever you use an ability with that materia's element as a descriptor, choose one - increase the effect's potency by 1; double its duration; target up to two additional creatures; or increase the saving throw DC by your attunement bonus.
+
| align="center"|1
+
| align="center" style="background:#ff9090;"|[[File:Red_check.png|13px]]
+
| align="center" style="background:#dfbffe;"|[[File:Purple_check.png|13px]]
+
| align="center" style="background:#A0A2A6;"|[[File:Grey_check.png|13px]]
+
| align="center" style="background:#cbcbcb;"|[[File:White_check.png|13px]]
+
| align="center" style="background:#666666;"|[[File:Black_check.png|13px]]
+
| align="center" style="background:#90dd90;"|[[File:Check.png|13px]]
+
| align="center" style="background:#FFFF99;"|[[File:Maybe.png|13px]]
+
| align="center" style="background:#CDB38B;"|[[File:Brown_check.png|13px]]
+
| align="center" style="background:#A4D3EE;"|[[File:Blue_check.png|13px]]
+
|-style="background:#DFDFDF;"
+
| '''Confusion'''
+
| Status
+
| '''Weapon Only:''' When ''junctioned'' with '''Strike''' (Will / -5) or '''Touch''' (Will / -10), successful attacks may also cause ''confused''. '''Armor/Accessory Only:''' When ''junctioned'' with '''Proof''' or '''Ward''' (+5), the wearer is resistant or immune to ''confused''.
+
| align="center"|2
+
| align="center" style="background:#ff9090;"|[[File:Red_check.png|13px]]
+
| align="center" style="background:#dfbffe;"|[[File:Purple_check.png|13px]]
+
| &nbsp;
+
| &nbsp;
+
| align="center" style="background:#666666;"|[[File:Black_check.png|13px]]
+
| align="center" style="background:#90dd90;"|[[File:Check.png|13px]]
+
| &nbsp;
+
| align="center" style="background:#CDB38B;"|[[File:Brown_check.png|13px]]
+
| align="center" style="background:#A4D3EE;"|[[File:Blue_check.png|13px]]
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
=Descriptions=
+
<div id="Wings of Viraxis">
More complete descriptions of each type of materia, if necessary.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#e6cc80;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">WINGS OF VIRAXIS</font></div>
 +
|-style="background:white;" align="left"
 +
|Two solid pieces of ruby ''mox'', spun almost gossomer thin, into what are clearly intended to be wings. They pulse with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
 +
|-align="left"
 +
|'''Accessory - Back'''
 +
|-align="left"
 +
|'''Rarity:''' Artifact
 +
|-align="left"
 +
|'''Force:''' Magic, Divine
 +
|-align="left"
 +
|'''Special:''' To benefit from this item, you must replace your natural wings with this item.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain a fly speed of 60 feet with perfect maneuverability.
 +
|-align="left"
 +
|You gain ''improved evasion'' against all Magic effects.
 +
|-align="left"
 +
|You can always choose to use your Intelligence modifier as your ability modifier for any skill check that would normally use Dexterity.
 +
|-align="left"
 +
|Whenever you strike a creature with the ''enemy of Viraxis'' quality with a weapon, you deal +2d6 arcane damage.
 +
|-align="left"
 +
|style="background:#EFDFB0; padding-left: 2em;"|'''POWERS'''
 +
|-align="left"
 +
|'''Power (At-Will):''' Standard. You spin, creating a wave of arcane energy; make a ranged touch attack, using Charisma rather than Dexterity, against all creatures in a 15-foot cone; this attack resolves against Reflex. If you hit, the target takes ''potency 2'' arcane damage and is knocked ''prone''.
 +
|-align="left"
 +
|'''Power (At-Will):''' Reaction. When you are targeted by a Magic effect, you gain SR equal to 10 + your character level against the effect. If you have multiple Accessories with the name "of Viraxis" equipped, the SR you gain increases by 5 for each additional such Accessory.
 +
|-align="left"
 +
|'''Power (Encounter):''' Swift. You can teleport to any square you can see within 120 feet.
 +
|-align="left"
 +
|'''Power (Daily):''' Standard. You generate an aura of magical flight, with a radius of 50 feet, that lasts for 5 rounds. All allies within the area gain ''float'' and a fly speed of 40 feet with perfect maneuverability.
 +
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
<div id="Strike">
+
<div id="First Resort">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#7b7bb4;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">STRIKE (Support)</font></div>
+
! style="background:#d66b27;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">FIRST RESORT</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|A materia that changes how a weapon behaves.
+
|Hand-built from scraps and more mechanical than most firearms, this carbine seems less than functional, lacking any apparent way to feed it ammunition. Mounted on it is a strange capacitor of some kind, which crackles with electricity and glows ominously...
 
|-align="left"  
 
|-align="left"  
|'''Attunement Cost:''' 1
+
|'''Weapon - Rifle (One-handed)'''
 
|-align="left"  
 
|-align="left"  
|style="background:#BDBDDA; padding-left: 2em;"|'''WEAPON EFFECTS'''
+
|'''Rarity:''' Mythic
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Base Effect:''' None.
+
|'''Force:''' Technology
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''Elemental'''):''' When you deal damage with this weapon, half the damage dealt is energy damage of the type of the ''junctioned'' materia.
+
|'''Special:''' You must be a [[Class: Trainer|trainer]] to attune to this item.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''Status'''):''' When you successfully hit with this weapon, the ''junctioned'' materia's effect occurs.
+
|style="background:#E6A67D; padding-left: 2em;"|'''PROPERTY'''
 
|-align="left"  
 
|-align="left"  
|style="background:#BDBDDA; padding-left: 2em;"|'''ARMOR EFFECTS'''
+
|This weapon's base damage type is lightning, rather than piercing.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Base Effect:''' None.
+
|Ranged attacks made with this weapon ignore the ''insubstantial'' quality.
 
|-align="left"  
 
|-align="left"  
|style="background:#BDBDDA; padding-left: 2em;"|'''ACCESSORY EFFECTS'''
+
|When you make a ''basic ranged attack'' with this weapon, you can choose to deal half damage. If you do, and you also hit the target's Will, the target is ''confused'' until the end of your next turn.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Base Effect:''' None.
+
|When you make a ''basic ranged attack'' with this weapon, you can choose to deal half damage. If you do, and you also hit the target's Reflex, the target is ''immobilized'' until the end of your next turn.
 +
|-align="left"
 +
|You can spend a swift action to gain ''float'' until the end of your next turn.
 +
|-align="left"  
 +
|You can spend a swift action to gain ''libra'' until the end of your next turn. ''(A creature with libra knows the current hit points, weaknesses and resistances, and Force alignment of any creature they look at within 60 feet.)''
 +
|-align="left"
 +
|As a standard action, you can release the [[Blue: Mementos List P-S#Rotom|rotom]] stored within this weapon; the rotom is under your ''control'', and is treated as a rotom of your character level. If you do, this weapon loses all of its properties, can no longer be used to make ''ranged physical attacks'', and gains the property "As a standard action, recall the [[Blue: Mementos List P-S#Rotom|rotom]] into this item; this item regains all of its other properties and loses this one."
 
|}
 
|}
 
</div>
 
</div>
Line 160: Line 117:
 
&nbsp;
 
&nbsp;
  
<div id="Confusion">
+
<div id="Neutron Parallax">
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#bb6e4c;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CONFUSION (Status)</font></div>
+
! style="background:#d66b27;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">NEUTRON PARALLAX</font></div>
 
|-style="background:white;" align="left"  
 
|-style="background:white;" align="left"  
|A materia imbued with the power of ''confusion''.
+
|An enormous birfurcated blade of black metal, with a barrel of sizable caliber filling the cavity left, this weapon sports an unusual firing mechanism. It's weight seems to vary as you heft it, as though it shifts its mass in response to not what you are doing now, but what you will be doing shortly...
|-align="left"
+
|'''Attunement Cost:''' 2
+
|-align="left"
+
|style="background:#D9AE9C; padding-left: 2em;"|'''WEAPON EFFECTS'''
+
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Base Effect:''' None.
+
|'''Weapon - Combination Greatsword/Rifle (two-handed)'''
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''''Strike'''''):''' When you successfully hit with this weapon, the target has a chance to be ''confused''; use your attack roll -5 and compare to your target's Will Defense. If you hit, the target becomes ''confused'' for a number of rounds equal to your attunement bonus.
+
|'''Rarity:''' Mythic
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''''Touch'''''):''' When you successfully hit with this weapon, the target has a chance to be ''confused''; use your attack roll -10 and compare to your target's Will Defense. If you hit, the target becomes ''confused'' for a number of rounds equal to your attunement bonus.
+
|'''Force:''' Time
 
|-align="left"  
 
|-align="left"  
|style="background:#D9AE9C; padding-left: 2em;"|'''ARMOR EFFECTS'''
+
|'''Special:''' You must know the ''gravity bow'' and ''lead blade'' jikuu to attune to this item. If you lose knowledge of either jikuu, your attunement to this weapon automatically ends.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Base Effect:''' None.
+
|style="background:#E6A67D; padding-left: 2em;"|'''PROPERTY'''
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''''Proof'''''):''' You gain immunity to ''confusion''.
+
|You gain ''innate haste''.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''''Ward'''''):''' You gain your attunement bonus as an enhancement bonus to saving throws against ''confusion''.
+
|Whenever you ''gather quanta'', you can roll twice and choose which result you prefer.
 
|-align="left"  
 
|-align="left"  
|style="background:#D9AE9C; padding-left: 2em;"|'''ACCESSORY EFFECTS'''
+
|Your ''gravity bow'' and ''lead blade'' jikuu grant untyped bonuses to ''damage potency'', rather than a power bonus.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Base Effect:''' None.
+
|Whenever this weapon is affected by ''gravity bow'' or ''lead blade'', it automatically gains the other for the original effect's duration.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''''Proof'''''):''' You gain immunity to ''confusion''.
+
|When you make a ''basic ranged attack'' with this weapon, if you have the [[d20 Mechanic: Feats#Dual Wield|Dual Wield]] feat, the target of your attack is considered to be within range of both ''heads'' of this weapon.
 
|-align="left"  
 
|-align="left"  
|style="padding-left: 5em;"|'''Junction ('''''Ward'''''):''' You gain your attunement bonus as an enhancement bonus to saving throws against ''confusion''.
+
|When you take a charge action, you can make any number of turns up to 90 degrees. Making such a turn during a charge requires you to spend 1 ''quanta'' for each turn, as part of the action.
 
|}
 
|}
 
</div>
 
</div>
  
 
&nbsp;
 
&nbsp;

Latest revision as of 07:28, 6 December 2017

Stop losing this post.

And this one.

This is useful.

 

PHARAOHBANE, SCYTHE OF THE SCARAB DRAGON
An enormous adamantine scythe, seemingly too large for any mere mortal to lift. First wielded by a gria whose soul was returned to the mortal coil by the dwindling power of an ancient goddess, it thirsts for the blood of those who would oppose the reign of deities...
Weapon - Scythe (Huge)
Rarity: Mythic
Force: Magic, Divine
PROPERTY
You can use this weapon as a two-handed weapon as though it were only one size smaller; it deals damage as though it were its actual size.
While you wield this weapon, you gain an item bonus to weapon damage equal to your attunement bonus.
While you wield this weapon, you can stand up from prone as a free action that does not provoke opportunity attacks.
Attacks with this weapon are penetrating. (A penetrating effect ignores any effect on its target that would reduce its damage.)
This weapon deals +2d6 holy damage against creatures with the enemy of Viraxis quality.
This weapon can make critical hits against Undead.
POWERS
Power (At Will): As a swift action, you can change this weapon's bonus holy damage to arcane damage, or bonus arcane damage to holy damage.
Power (Encounter): When you use a maneuver that deals increased damage, you can immediately recover any resources expended on that maneuver as a free action.
Power (Daily): When you would gain the dead status, as a reaction you can spend any number of healing surges and recover hit points for each surge spent.

 

WINGS OF VIRAXIS
Two solid pieces of ruby mox, spun almost gossomer thin, into what are clearly intended to be wings. They pulse with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
Accessory - Back
Rarity: Artifact
Force: Magic, Divine
Special: To benefit from this item, you must replace your natural wings with this item.
PROPERTY
You gain a fly speed of 60 feet with perfect maneuverability.
You gain improved evasion against all Magic effects.
You can always choose to use your Intelligence modifier as your ability modifier for any skill check that would normally use Dexterity.
Whenever you strike a creature with the enemy of Viraxis quality with a weapon, you deal +2d6 arcane damage.
POWERS
Power (At-Will): Standard. You spin, creating a wave of arcane energy; make a ranged touch attack, using Charisma rather than Dexterity, against all creatures in a 15-foot cone; this attack resolves against Reflex. If you hit, the target takes potency 2 arcane damage and is knocked prone.
Power (At-Will): Reaction. When you are targeted by a Magic effect, you gain SR equal to 10 + your character level against the effect. If you have multiple Accessories with the name "of Viraxis" equipped, the SR you gain increases by 5 for each additional such Accessory.
Power (Encounter): Swift. You can teleport to any square you can see within 120 feet.
Power (Daily): Standard. You generate an aura of magical flight, with a radius of 50 feet, that lasts for 5 rounds. All allies within the area gain float and a fly speed of 40 feet with perfect maneuverability.

 

FIRST RESORT
Hand-built from scraps and more mechanical than most firearms, this carbine seems less than functional, lacking any apparent way to feed it ammunition. Mounted on it is a strange capacitor of some kind, which crackles with electricity and glows ominously...
Weapon - Rifle (One-handed)
Rarity: Mythic
Force: Technology
Special: You must be a trainer to attune to this item.
PROPERTY
This weapon's base damage type is lightning, rather than piercing.
Ranged attacks made with this weapon ignore the insubstantial quality.
When you make a basic ranged attack with this weapon, you can choose to deal half damage. If you do, and you also hit the target's Will, the target is confused until the end of your next turn.
When you make a basic ranged attack with this weapon, you can choose to deal half damage. If you do, and you also hit the target's Reflex, the target is immobilized until the end of your next turn.
You can spend a swift action to gain float until the end of your next turn.
You can spend a swift action to gain libra until the end of your next turn. (A creature with libra knows the current hit points, weaknesses and resistances, and Force alignment of any creature they look at within 60 feet.)
As a standard action, you can release the rotom stored within this weapon; the rotom is under your control, and is treated as a rotom of your character level. If you do, this weapon loses all of its properties, can no longer be used to make ranged physical attacks, and gains the property "As a standard action, recall the rotom into this item; this item regains all of its other properties and loses this one."

 

NEUTRON PARALLAX
An enormous birfurcated blade of black metal, with a barrel of sizable caliber filling the cavity left, this weapon sports an unusual firing mechanism. It's weight seems to vary as you heft it, as though it shifts its mass in response to not what you are doing now, but what you will be doing shortly...
Weapon - Combination Greatsword/Rifle (two-handed)
Rarity: Mythic
Force: Time
Special: You must know the gravity bow and lead blade jikuu to attune to this item. If you lose knowledge of either jikuu, your attunement to this weapon automatically ends.
PROPERTY
You gain innate haste.
Whenever you gather quanta, you can roll twice and choose which result you prefer.
Your gravity bow and lead blade jikuu grant untyped bonuses to damage potency, rather than a power bonus.
Whenever this weapon is affected by gravity bow or lead blade, it automatically gains the other for the original effect's duration.
When you make a basic ranged attack with this weapon, if you have the Dual Wield feat, the target of your attack is considered to be within range of both heads of this weapon.
When you take a charge action, you can make any number of turns up to 90 degrees. Making such a turn during a charge requires you to spend 1 quanta for each turn, as part of the action.