Illithid Gauntlets

An Illithid Gauntlet of unknown purpose that seems to amplify the user’s psionic abilities. The gauntlet can be charged using the wearers own brain power to amplify its power. Charging the gauntlet requires a standard action, similar to reloading a firearm. The gauntlet may be charged three times, and loses its charges each time it is fired.   Helix received the Illithid gauntlets as a gift from his mentor and captain, Klarisia as a parting gift when he left to join the corsairs. He has used their telekinetic abilities throughout his adventures to great effect, such as launching Jaime at Prince Lucas's airship and saving the ninja, Rin, from being stranded in naught gravity.   He later discovered the gauntlets held more secrets than he previously believed when he took them to the artifact-appraiser, Melfina, in Lion City's bone market. Using her powers to identify them, she became horrified and shoved them back into his hands, along with heaps of gold to take them away.   The incident drew the Party to the attention of the Firefly Society, an organization of artifact hunters composed of corsairs and scholars from the Homyn Academy. Its founder, Anderson Lake, allowed the Party admission to the Firefly Society in exchange for allowing him to use the gauntlets in a heist he is planning.   The Party has since learned there is another pair of the guantlets somewhere in the system that has passed through the hands of many historical figures, including an Ifrit General named Prestor John who led a faction called the Heresy of the Void.    
Skill: Telekinesis (Smarts) (for purposes of play, assume your practice with the gauntlet has granted you 1d10 in the telekinesis power)   Push: (Defense, Dodge or Block. Range: Smarts” within Line of fire)   The user lets out the charged energy within the gauntlet with a concussive blast. If the opponent’s path is blocked by an obstacle when they are knocked back, they take 1d6 damage for every two additional squares that they would have traveled. If an opponent is knocked into another character, both characters are knocked back and both take damage if they hit an obstacle.   1 Charge: Knocks the opponent back 1d4 squares. 2 Charges: Knocks the opponent back 2d4 squares. 3 Charges: Knocks the opponent back 3d6 squares.   Hold: (Defense: Escape Artist for each turn held or Dodge to escape the area of effect (if applicable). Range: Smarts” within Line of Sight)   The user grabs one or more enemies and holds them helplessly in the air. While held, an enemy cannot move or dodge, and suffers a -1 penalty to blocking ranged attacks)   1 Charge: Holds one enemy for 1d4 turns. 2 Charges: Holds enemies within a 2” diameter circle for 1d4 turns. 3 Charges: Holds enemies within a 4” diameter circle for 1d4 turns and deals 2d6 damage for each turn held.

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