Loudspeaker
A Techno-Wizard hammer that uses the power of sound to provide megadamage destruction.
Mechanics & Inner Workings
This is a cursed weapon. Whomever possesses the weapon is muted. When the weapon is held, the effect extends around the wielder, creating an aura of silence about a meter all around. By speaking, the owner charges the weapon. When it is held, all the sounds silenced go towards charging the weapon. The louder the owner shouts and the louder the wielder's environment is, the more powerful he weapon becomes.
If the wielder never speaks and the weapon is not held, the weapon will not charge.
If the wielder never speaks, but holds the weapon constantly, the weapon will create a charge a day from the normal sounds of life around it. (this assumes normal hustle and bustle of human activity, not resting on a hillside)
If the wielder speaks, fifteen minutes of normal conversation will provide a single charge. The conversation is cumulative and does not have to occur in a single uninterrupted stretch.
A single five second shout at maximum volume will provide a single charge.
The weapon can hold a maximum of three charges. (NOTE: This silence only effects airborn noise. The conduction of vibration through solid objects is not affected, so friction, percussion and seismic phenomena behave as usual. This means that the wielder can shout so much as to cause discomfort and even damage to vocal chords, even though no sound escaped his or her throat. The wielder would still hear his or her own words through the conduction of body tissue and bones) When expending a charge while striking, the hammer makes a loud, ear-shattering BOOM. All within 6m of the hit must make a vigor check or be deafened for a minute. The wielder is immune to this effect. People wearing certain armor or cybernetics that have the ability to protect against hearing loss will also not be affected. Each expended charge causes 1d6 megadamage. Up to three charges can be expended with a single hit. As a cursed weapon, the character is psychologically unable to relinquish possession of the weapon nor is the character able to go anywhere without it. If a character is forcefully separated from the weapon, the character will have an irresistable desire to regain the weapon, distracting him or her from doing anything else. Any time the character attempts a skill check not involved in regaining the weapon, reduce the skill level by a single die (or subtract 2 from the roll), There is no limit to the number of people who can be simultaneously affected by this curse.
If the wielder never speaks, but holds the weapon constantly, the weapon will create a charge a day from the normal sounds of life around it. (this assumes normal hustle and bustle of human activity, not resting on a hillside)
If the wielder speaks, fifteen minutes of normal conversation will provide a single charge. The conversation is cumulative and does not have to occur in a single uninterrupted stretch.
A single five second shout at maximum volume will provide a single charge.
The weapon can hold a maximum of three charges. (NOTE: This silence only effects airborn noise. The conduction of vibration through solid objects is not affected, so friction, percussion and seismic phenomena behave as usual. This means that the wielder can shout so much as to cause discomfort and even damage to vocal chords, even though no sound escaped his or her throat. The wielder would still hear his or her own words through the conduction of body tissue and bones) When expending a charge while striking, the hammer makes a loud, ear-shattering BOOM. All within 6m of the hit must make a vigor check or be deafened for a minute. The wielder is immune to this effect. People wearing certain armor or cybernetics that have the ability to protect against hearing loss will also not be affected. Each expended charge causes 1d6 megadamage. Up to three charges can be expended with a single hit. As a cursed weapon, the character is psychologically unable to relinquish possession of the weapon nor is the character able to go anywhere without it. If a character is forcefully separated from the weapon, the character will have an irresistable desire to regain the weapon, distracting him or her from doing anything else. Any time the character attempts a skill check not involved in regaining the weapon, reduce the skill level by a single die (or subtract 2 from the roll), There is no limit to the number of people who can be simultaneously affected by this curse.
Significance
Upon any successful hit, permanently reduce the armor toughness of the target by one per charge used, after accounting for damage. Large objects should be handled on a location by location basis.
Item type
Weapon, Melee
Rarity
Unique
Comments