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Metallic arm

At a glance

Item type
Artifact
Restrictions
Requires strength +2

Effect

Reaction: +PARRY — When an enemy attacks you, you may use your Reaction to activate +PARRY. Roll 2d12 + Dexterity modifier. If the result equals or exceeds the enemy's attack roll, you successfully parry the attack and take no damage. · Success: You parry the attack. If the Hope die result is higher than the Fear die, you gain +1 Hope. You may use +PARRY again this turn. · Failure: The GM gains +1 Fear. Action: Strike — Make an attack with the metallic arm. On a hit, deal 2d6 bludgeoning damage. · If the attack hits and the Hope die is higher than the Fear die, you gain +1 Hope. · If the attack misses and the Fear die is higher than the Hope die, the GM gains +1 Fear. Passive: +PARRY AND HIT — After a successful parry, your next strike with this arm deals +1 damage (stacks up to +5). On a successful hit, the bonus resets to 0 and you gain +1 Hope. Limit — You may parry any number of times. Each failed parry gives the GM +1 Fear. Cannot parry spells. Bonus — Grants +Tier 1 to damage rolls made with this arm.

About this item

Fiction:
Forged by dwarf smiths and gnome engineers, the Metallic Arm transforms defense into offense. Its steam-kissed gears and interlocking plates respond instantly to a warrior’s intent—parrying blows that would fell lesser fighters.

Usage:

· Build +1 damage per parry (max +5), then unleash.
· Failed parries give GM Fear—risk vs reward.
· Cannot parry spells—magic remains a threat.

Where Found:
Dwarven vaults, ancient dungeons, or rare shops.

Equipment

Metallic arm

Artifact

Requires strength +2

Fiction:
Forged by dwarf smiths and gnome engineers, the Metallic Arm transforms defense into offense.

Reaction: +PARRY — When an enemy attacks you, you may use your Reaction to activate +PARRY. Roll 2d12 + Dexterity modifier. If the result equals or exceeds the enemy's attack roll, you successfully parry the attack and take no damage. · Success: You parry the attack. If the Hope die result is higher than the Fear die, you gain +1 Hope. You may use +PARRY again this turn. · Failure: The GM gains +1 Fear. Action: Strike — Make an attack with the metallic arm. On a hit, deal 2d6 bludgeoning damage. · If the attack hits and the Hope die is higher than the Fear die, you gain +1 Hope. · If the attack misses and the Fear die is higher than the Hope die, the GM gains +1 Fear. Passive: +PARRY AND HIT — After a successful parry, your next strike with this arm deals +1 damage (stacks up to +5). On a successful hit, the bonus resets to 0 and you gain +1 Hope. Limit — You may parry any number of times. Each failed parry gives the GM +1 Fear. Cannot parry spells. Bonus — Grants +Tier 1 to damage rolls made with this arm.
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