Life Spark
A thick glass cylinder about the size of a dagger’s grip, completely
sealed with black steel caps, the top one shaped like a flame, and
the bottom one forming a sharp point. When charged, colored
plasma freely flows inside the tube, its color varying depending
on the charges held.
At the end of every encounter in which at least one creature died, roll a D10. The device gains 1 charge of the effect rolled on Table 11: Life Spark's Effects. A character cannot choose to not activate this effect.
The cylinder can only hold up to 3 charges. If a new essence is absorbed, 1 charge is replaced randomly.
As a maneuver, the user can consume one charge of their choice by injecting it in their body, receiving the associated benefits. The chosen charge is lost. This procedure can be repeated as long as there are charges left, and the effects are cumulative.
Note: The Life Spark was designed as a self-restoring consumable item which acts as a form of self-contained
random treasure generator. It should be used as often as desired, since there are no ill effects to using it. Remind
the players that there is no point in accumulating charges to try to get a specific combo, since existing charges
are randomly and automatically overwritten at the end of every encounter in which anything dies.
Name : Life Spark
Encum : 1
Price : 5300
Rarity : 7
Instability : None
Special :
At the end of every encounter in which at least one creature died, roll a D10. The device gains 1 charge of the effect rolled on Table 11: Life Spark's Effects. A character cannot choose to not activate this effect.
The cylinder can only hold up to 3 charges. If a new essence is absorbed, 1 charge is replaced randomly.
As a maneuver, the user can consume one charge of their choice by injecting it in their body, receiving the associated benefits. The chosen charge is lost. This procedure can be repeated as long as there are charges left, and the effects are cumulative.
D10 | Effect |
---|---|
1 | Monstrous Vitality: Wound threshold is increased by 5 until the end of the encounter. |
2 | Leopard’s Stamina: Strain threshold is increased by 3 until the end of the encounter. |
3 | Amphibious Form: The character can move and breathe freely underwater until the end of the encounter. they treat water as normal terrain. If this effect is used twice, they require 1 fewer maneuver to move between range bands while underwater, to a minimum of 1. |
4 | Titan’s Strength: Brawn is increased by 1 until the end of the encounter. This does not affect the character’s wound threshold or soak, but can make their Brawn exceed 5. |
5 | Stone Skin: Soak is increased by 1 until the end of the encounter. |
6 | Sharp Mind: Add b to every check the character makes until the end of the encounter. |
7 | Amplified Mobility: The character ignores hard terrain penalties until the end of the encounter. If this effect is used twice, they gain 1 extra free Move maneuver until the end of the encounter. They can still only make 2 maneuvers per turn. |
8 | Spectral Wings: The character can fly at low altitudes (Genesys Core Rulebook, page 100) until the end of the encounter. They need to spend 1 maneuver every turn to stay in the air. If this effect is used twice, a maneuver is not required to stay in the air. |
9 | Phantasmal Presence: Until the end of the encounter, add b to any attack that targets the character. |
10 | Venomous Claws: Until the end of the encounter, the character’s Brawl attacks gain Damage +3. Additionally, whenever they cause damage, the target must be successful in a Hard (ddd) Resilience check or suffer 3 extra wounds, plus 1 strain per h. This counts as a poison. If this effect is used multiple times, increase the claw’s Damage by 1 and the extra wounds from the poison by 1 for each additional use. |
Name : Life Spark
Encum : 1
Price : 5300
Rarity : 7
Instability : None
Special :
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