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Bloody Legacy:- Weapons and Artefacts of the Khulari

 

******Some of these weapons and Artefacts grant powers in excess of those that higher Generation Kindred should possess. The Storyteller, as always, is final arbiter in all decisions concerning these items. The Nature of these weapons is Daemonic or Divine and a bound part of the Artefact, and as such have the power to grant these extra levels only when the Artefact is being used/held.******

 

Clawed Gauntlets

Difficulty 6 Damage Strength + 2 Concealment N Minimum Strength 2

Availability Rare (Very Rare versions do aggravated damage and do Strength + 3)

Artefact Level 3 for the Spirit Hunter version

These metal gauntlets are reminiscent of Dark Age armoured gauntlets, which is where they originate. Feudal Khulari and their Ghouls used them as a substitute for those who did not possess the Protean Discipline. They are typically made from steel, but Stygian Steel and silver models are not uncommon, very rare clawed gauntlets cause aggravated damage to anything, they can even hit Spirits across the Veil and grant the wearer the ability to see and attack all Spirits. Clawed gauntlets have a special manoeuvre, Face Rake, which is listed in Character Creation. Clawed Gauntlets also add 3 dice to soak damage to the hands and forearms, including sunlight damage. It adds two dice to soak fire damage. These objects are usually made with ornate bas-reliefs all over them, though somehow, they never show any damage. The Artefact version also has another Special Manoeuvre, Bullet Block.

 

Bullet Block

Roll Dexterity + Alertness Difficulty 9

Damage Special Actions 2

The wearer can only perform this manoeuvre if they possess Dexterity or Celerity ratings of more than 4. If so, they actually block bullets and arrows with their gauntlets, taking no damage from the projectiles. If the successes on the roll exceed five, the bullet is sent directly back at the opponent, Arrows are actually caught and may be thrown back with a Strength + Firearms roll, difficulty 8, inflicting Strength damage.

 

Ritual Dagger

 

Difficulty 4 Damage Strength+2 (Aggravated) Concealment C

Minimum Strength 1. Artefact Background cost 3.

The Ritual dagger is a large, ornate piece used mainly for drawing blood in rituals and the like, but can be wielded as a most effective weapon. Also, if two Blood Points are smeared upon the blade, it may actually 'steal' Health Levels from opponents. Each Health Level stolen in such a manner adds to the Vampire's own Health Levels, even above the norm, these Health Levels are only temporary and last for the rest of the night, then bleed off when the Vampire sleeps.

 

Enchanted Sword

Use the normal ratings for such weapons, but consider the damage aggravated and the difficulty when wielded by the true owner reduced by one and the damage increased by one. These weapons drink the blood of their opponents when they strike, and can accumulate a Blood Pool like a Vampire. Keep track of the Blood Points stored within the blade, (each type of blade can hold a different amount, from six for a longsword to ten for a greatsword or claymore.). Each blade has it's own Discipline, chosen from the usual list, it can even hold a Discipline unavailable to most Vampires (Not Kuei-Jin Shintai or Chi Arts). The Blade enables the Vampire to use the same level of the Discipline as he has dots in the Artefact Background, for Example, If Radu had a Level Five Sword of Serpentis, he could use the Discipline of Serpentis up to the power Cheat Thoth's Scale.

 

Spirit Axe

Difficulty 7 Damage Strength+5 (Aggravated) Concealment T

Minimum Strength 3 Artefact Level 5

The Spirit Axe is a terrible weapon, it howls for blood constantly and laughs insanely when it's blade bites. If the attacker gets four or more successes after soak, it does an additional three Health Levels of unsoakable, aggravated damage as a bolt of darkness appears from the blade on impact. These weapons are forged by the Daemon Princes personal forgers, and also gift their owners with another –1 difficulty reduction towards Social rolls involving all Khulari following the same Daemon Prince, and another phantom level of the Daemon Totem Background for the purpose of Summoning.

 

Spirit Stone

Artefact Level 3

This stone captures the essence of the dying and stores their soul. These are frequently used for bargaining with the Soulforgers of Stygia. All the owner has to do is hold it to the dying entity for a few seconds, then the clear crystal will glow red and seem to be filled with smoke. Only three human souls can be held in the stone, and only one Kindred soul. Though if used on Kindred of Generation lower than six, their soul will render the Artefact inert and worthless after they have left it. This Artefact can, if bought as a Level Five Artefact, capture the Soul of the dying owner, and transport itself to the Netherworld where, if the vampire is very lucky, the Daemon Prince will form him another body. Though this body must ingest (steal) a total of 100 Power as a Spirit before it gains enough Power to cross the Gauntlet and feed on blood. Once the vampire has consumed twenty Blood Points, the Spirit form manifests as a physical form, in the shape of the vampire's choosing (usually a different form so they can get close to the person who slew them and return the favour). Vampires remanifested as a Spirit gain only the most rudimentary Charms, (I.E. Reform, Armour, Power Steal.). Power Steal is an intrinsic part of the vampire's quest to become physical again, with it, he absorbs the Power inflicted as damage upon his foes in combat. When they reach 100 Power, they gain the Charm: Materialise, and usually spend every point of Power they have in an immediate bid to see reality again and find suitable victims to drink from. The Spirit Stone shatters at the exact moment the vampire becomes physical again. If the vampire doesn't have Gnosis and Rage ratings (See Merits and Flaws), use Humanity or Path rating for Gnosis, and the vampire's Strength and Courage/Morale as Rage. This ordeal makes a vampire see things in a different light, he has 'died' twice, and will most probably become a recluse in the Umbra.

 

The Eye of Horus

Artefact Level 5

Though it does not resemble the mythical symbol of the Eye, if held before a Setite and activated, it can either turn them to wind-blown ash or send them fleeing in the grip of the Rötschreck. To activate, hold the ruby to one's third eye, (forehead) and make a resisted and extended roll of Manipulation + Occult against the difficulty of the Setite's Willpower, he rolls his Willpower against the difficulty of the user's Manipulation + Occult. If the Vampire gains three or more successes in excess of the Setite's successes, the Setite is destroyed. If the Setite succeeds, he still flees in terror from the Artefact. This can be used only once before it needs recharging. To recharge it, it must be bathed in the light of the sun for a full month, and in the Vitæ of a repented Setite (Serpent of the Light).

 

Scimitar of Al-Rashid

Difficulty 5 Damage Strength+4

Concealment T Minimum Strength 2

Artefact Rating 7

This ornate Scimitar was forged from the Desert Wind and weighs less than a feather. It grants these extra levels to the listed statistics, Celerity +2, Melee +5, Stealth +5 and Quietus +3. It belonged to the master assassin, Al-Rashid of the Assamites. He had two of these swords, but one was broken in a conflict with the Hunter, Rashid was summarily Diablerised and his other Scimitar stored in the Ebon Fortress. The blade acts as though it was coated with Vitae with the properties of the Quietus power Disease for all who touch it, save the attuned wielder, who is spiritually tied to the blade.

 

The Twin Swords of Abraxas and Abrasax

Difficulty 6 (5 if wielded as a pair) Damage Strength+4(+5 if wielded as a pair (Aggravated) Concealment T Minimum Strength 3 (4 for both at once)

Artefact Rating 5

These paired longswords were the property of powerful Khulari twins called Abraxas and Abrasax, They, when paired, make the wielder ambidextrous. They are lighter than daggers, yet very damaging. When they are swung, they emanate a polyglottal scream, as the thousands of souls they have slain cry out in torment. This sound causes those who fight against the Vampire to suffer a –2 penalty to all attack dice pools as the sound unnerves them. Mortals faced with these blades will flee immediately or collapse in fear. The original pair are owned by a Khulari known only as 'The Hunter', who stalks the Tremere and slays them in most painful ways. The originals can kill with a single blow and never miss. These 'lesser' copies are still deadly, but come nowhere close to the power of the true Swords. These lesser replicas are commissioned by the current Primarch as rewards for great service, and most are held by the Primarch's Elite Guard.

 

Staff of Light

Difficulty 7 Damage (special) Concealment T

Artefact Rating 5

This Staff was conceived for the purpose of restoring the balance in the world. Its power is fragile and must be charged regularly. It acts as a firearm and for every turn it charges, it does 3 aggravated Health Levels + the turns spent charging. The maximum number of turns that can be spent charging is five. The weapon is a weapon of good and does twice as much damage to Kindred with Humanity/Path Ratings of less than six. It can fire a maximum of eight charges before the crystal needs to be bathed in the blood of a sinner for a lunar cycle.

 

Staff of Malevolence

Difficulty 7 Damage (special) Concealment N Minimum Strength 3(for melee combat) Artefact Rating 5

This beautifully ornate staff was the property of a mortal sorcerer of immense power. This weapon is the Antithesis of the Staff of Light and was wielded in battle against the bearer of the Staff of Light. It has twelve charges and can be used as a Bo-Staff for melee combat. The charges do seven health levels of aggravated damage and do double to creatures of the light, (I.E. anything with a Humanity/Path Rating of more than seven (Excluding the Sabbat paths)To recharge the Staff, it must be drenched in the blood of four hundred innocents for a full lunar month

 

The Dragon Sword, Eternity

Difficulty 6 Damage Strength+7 Concealment N Minimum Strength 4 Artefact Rating 8

This sword, forged from the essence of a thousand pure souls who gave their lives willingly for others, is five feet long and has a screw thread on the hilt to hold another Artefact. The sword, once taken up by the holder of the other Artefact and joined with it, becomes an intrinsic part of him and all his melee difficulties are reduced by -3 while using it. The Sword inflicts three unsoakable Health Levels upon anyone who does not possess the Shrive (see below). The owner of the Shrive is marked on both hands with a device exactly matching that on the Shrive.

 

The Shrive

Artefact Level 5

The Shrive is a vital part of the fight to restore the balance, it grants its wielder varying powers, (up to the Storyteller though all powers are relating towards psychic abilities and such). Once the Sword, Eternity, and the Shrive are brought within ten feet of each other, they will begin to tug towards the other object, when the two are screwed together, the wielder gains all the advantages listed for the sword. The Shrive will not allow itself to be touched by anyone with Humanity or Path Ratings of less than nine (unless they wear the Gloves of Innocence), and any who do so take four Health Levels of Aggravated, unsoakable damage per turn of contact.

 

The Gloves of Innocence

Artefact Level 5

These fingerless gloves are made from the flayed skin of a pure child, and are the only way that any who are not deigned worthy by the Shrive may actually hold it.

 

Masamune

Difficulty 4 Damage Strength+10 (5 automatic Health Levels) Concealment N Artefact Level 10 Minimum Strength 5

This Legendary weapon was forged in 256 BC by a Kuei-Jin Swordsmaster whose name was given to the blade. It has been lost in the Umbra for nearly two thousand years, as the Khulari who wielded it is said to have been slain by the Wyrm Itself. The Blade is believed to be lodged in the belly of the Wyrm in Malfeas. Both the Khulari and the Kuei-Jin will revere the brave warrior who returns the Blade to the Tellurian. Among it's powers were the ability of the blade to grant levels of Celerity, Potence and Fortitude to the wielder, also, it is the only weapon that will stop the Curse of the Yama Kings of the East. Many Wu from Japan have Stepped Sideways into the Umbra to retrieve it, but none have returned. ***Storyteller note: this blade is the most powerful melee weapon ever to be made, it can slay a Thunderwyrm with a single stroke. If a character ever finds the Blade, or in your game, some other adventuring Vampire finds it, assume it to grant six levels of Celerity, Potence and Fortitude, and kill any target if a single 10 is rolled. It is strongly advised not to let players get hold of it, though if you want to make a Chronicle with a taste of immense power, allow them to find it, or have an arch-enemy find it. The Blade is actually half imbedded in the Wyrm's gut and as such is a very dangerous weapon to seek and would require at least seven successes on a Strength Feat roll to extract. And then, escaping from Malfeas with hordes of Banes, Black Spiral Dancers and Fomori howling for their Vitae would be a harrowing experience. The Blade's original owner, Malakath, is still in Malfeas, shackled with pure Darkness and tortured by the Wyrm Itself. He has quite probably been driven totally insane, but he was a master Warlock and Warrior and could teach the Kindred much about the Wyrm, Malfeas and other esoteric matters. If Malakath were freed, the Wyrm would be in for a HUGE surprise! ***

 

The Dagger of Xian-Ryu

Difficulty 6 Damage Special Concealment P Artefact Level 8

This beautiful Tanto dagger was carved from a Dragon's skull and is ornate to the point of being unnatural. It is not meant to be used as a weapon, but to be used to commit the ritual of Hara-Kiri. If it is used as a weapon, consider it to do Strength+2 damage. The main use is to transform the wielder into an Oriental Dragon. There are two drawbacks, you must stab yourself through the heart with it. To even attempt this, a Courage/Morale roll of Difficulty 9 must be made with three or more successes., then, a straight Dexterity + Medicine roll must be made to stake oneself through the heart. If successful, the vampire or mortal will collapse to the floor and begin to gain mass. Within seconds, and heralded by a spiritual explosion, the wielder has become a huge Dragon. The name means 'Immortal Dragon', and as such, the Dragon is immortal, but, should the Dagger be plucked from the heart of the Dragon, it will die within five turns and crush anything under it. (The spirit explosion at the Dragon's conception will temporarily stun anything with Gnosis, Power, Chi, or Arete on a straight roll with that statistic against difficulty 9.) This Dagger is currently in a hidden Temple in Tibet, guarded by four Arhat Kuei-Jin, who are able to enter that land by virtue of purity and Transcendence. The Temple is something out of Indiana Jones' nightmares, with pitfalls and boulders galore. Many mortal priests, who are servants of the Arhat, also traverse its halls. These priests are extremely long-lived and have combatant skills to make most Kindred jealous. There is but two other rumours about the Dagger. That below the Monastery, is a huge cavern system, and at the centre, amidst lava and raging heat, is the last person to hold the Dagger, still in Dragon form, driven mad by her plight, she attacks without mercy those who would try to remove the Dagger and end her life. The other rumour is that even Kindred, who are not killed by staking, have had the Dagger removed and been as dead as a corpse before they hit the ground. The dangers of retrieving the Dagger are manyfold, but the benefits are vast, as it grants near invulnerability and massive destructive power. Though at the cost of not being able to go to the corner shop for a bag of sugar without being attacked by the National Guard and local Police. The other downside is, the Vampire who uses this Dagger loses use of all Disciplines.

********Storyteller note. The rumours about the Dagger are true, the last person to hold the Dagger, a female Kindred named Anja, is still down there in Dragon form. And yes, if the Dagger is removed from a Kindred who has undergone the transformation the system shock will instantly send them to Final Death, even bypassing Spirit Stones. This is why Anja is so desperate to keep the Dagger where it is. Anja has the following statistics,

Strength 12, Dexterity 9, Stamina 10, Charisma 3, Manipulation8, Appearance 4, Perception 6, Intelligence 10, Wits 6.

Alertness 7, Brawl 8, Dodge 3, Intimidation 8, Leadership 5. Animal Ken 5, Etiquette 4, Firearms (for Flame Blast) 5, Stealth 2, Survival 8. Linguistics 7, Medicine 4, Occult 9, Rituals 6.

Willpower 10 Rage 15 Gnosis 12 Power/Chi 100

Powers: Flight, Blast Flame, Create Fires, Dragon Sight, and Mind Speech. She also has the equivalent of the Serpentis power Eyes of the Cobra and can transfix people with her gaze. She has the following attacks, Blast Flame: Perception + Firearms, diff 7, damage three Health levels per Chi point spent, doing aggravated damage at chemical strength. Claw, Dexterity + Brawl, diff 6, damage Strength+5 agg, Bite, Dexterity + Brawl, diff 6, Strength+7 agg, Tail Swipe, Dexterity + Brawl, diff 7, Strength+8, Crush, Dexterity, 12 health levels, difficulty 9 to soak.

Nature: Monster Demeanour: Tyrant.

Anja has 15 Health Levels, regenerating at 3 per turn, and ten soak dice for normal and Aggravated damage

Role-playing notes, Anja was driven insane after finding out she couldn't change back to her original form, and even more so when she found out how fatal it would be for someone to remove the Dagger. When she does talk to someone, she has an air of desperate need for friends, and a constant suspicion of the characters. If anyone botches a Social roll while talking to her, she will fly into immediate Frenzy

To remove the Dagger, the vampire first needs to get near her, make a resisted, extended Dexterity + Acrobatics/Dodge roll every turn it is attempted. To get to the Dagger, three more successes than Anja are needed, the difficulty of the roll is Opponents Dexterity + 3(Maximum 10), and if Anja gets three successes more than the character, then they take an automatic Claw attack and are thrown back ten feet. If they make it to the Dagger, they must make a Dexterity + Brawl roll (difficulty 8) to grab the Dagger, then a Strength Feat roll is needed with five successes. If the character is successful and dislodges the Dagger, Anja will scream out 'Why?' and fall to the floor. As she deteriorates, she cries uncontrollably for five turns forcing the players to make Courage/Morale rolls at the difficulty of their Humanity or rush over and feed her as many Blood points as possible before she dies and also lose a dot from their Humanity. This particular effect was created through a Ritual designed to damage those who would usurp her. *********

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