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Magos Levin's arsenal

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#1 Sinfang



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Posted 10 September 2012 - 12:02 PM

The last bit I currently have written in connection to:


These are some weapons, gear, and consumables produced by Magos Levin.


A note before I post them is the matter of these item's Availability, which is 'It depends.'

Levin is paranoid that some hardline Magos will attempt to stop his work, and is extremely circumspect in his dealings.  If you wish to make these available to anyone with enough thrones, then assign a suitable Availability rating.  Otherwise, if Levin has so far kept his existence secret, then many of them are effectively Unique, if not outright impossible to acquire.  If story events move him closer to the public eye, some of these items will become much easier to get a hold of.

Exceptions and details are noted in each entry.


Simplistic devices, the pattern for the Mantis Blades are quickly sold to weapons manufacturers to raise capitol for Levin's other projects, making them easy to acquire.  Plasma needles are far more complex, and a unique modification of plasma technology.  Levin is keeping these close, but after a shipment is stolen, anyone crossing paths with the Dark Eldar might be exposed to them.

A character that wishes to may attempt to track the source or either weapon pattern at a high penalty, and anyone who succeeds will be stonewalled and met with a line stating that the weapon's designs were recovered from an ancient data-cache, or some other appropriate lie.


Mantis blade
   Within the hilt of this modest blade is a canister of compressed gas. With a successful strike, the contents are injected deep into the victim’s body to tear apart soft tissue as it expands. Levin improved upon the ancient pattern by incorporating a miniaturised air compressor so that as long as there is some kind of atmosphere to draw on, the blade will automatically replenish its charge after each strike.
   The blade inflicts additional damage on an attack which is equal to and can be resisted the same way as a weapon with the Toxic quality. Poor-craftsmanship versions can only inflict extra damage every other round, while Common and Good versions refill their canister each round. Best versions can inflict extra damage as many times in a round as its wielder can attack. All Mantis blades have the mono upgrade by default, which is included in its profile.

Plasma needle
   Refining the concept of the mantis blade even further, the hilt of this elegant stiletto holds a system similar to that used in standard Imperial plasma weaponry. Delicate integrated circuitry channels the plasma from the tank in the hilt through the blade and deep into the target’s body, immolating them from the inside out. A tiny power field at the tip aids penetration, but does not cover enough of the blade to make it count as a power weapon
   The plasma injection does 1d10+5 damage, and has Felling (4)

                                Damage      clip       Pen         Special
Mantis Blade            1d5 R           1          2             Toxic (see description)
Plasma Needle         1d5+1 R       5         5              Razor sharp, special

#2 Sinfang



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Posted 10 September 2012 - 12:06 PM



Leaden grace is painful but useful to have.  It may find its way into the hands of Guard or Navy personnel if they expect combat with poisonous creatures, and any adepts that have worked with Magos Levin may feel it worthwhile to share if it should be needed.  Characters with contacts in either of these groups might find some with a bit of wrangling.

Null Serum skirts the line of tech-heresy, and the Inquisition would likely have a few words to say about it as well.  Of course, they're the group most likely to make use of it.  Levin is keeping it tightly under wraps, but if he should move into the public eye, may share it with those least likely to hang him for creating it.


Null serum
   In the course of his genetics research, Levin gathered data from hundreds of thousands of mutant subjects. Inevitably, one passed through his labs that possessed a singular anomaly – the pariah gene.
   Cultured and attached to a fast-acting, unstable retrovirus, the knowledge of this serum’s manufacture, and even mere existence, is heavily restricted. Utilized as an emergency defence against psychic and daemonic threats, it also makes a horrifying weapon against hostile psykers.
When injected, the serum lasts for 1d10+TB rounds. During that time, all rolls made to affect the user with psychic powers or locate them with Psyniscience is at (-30) and all warp entities within WPB meters must make instability checks each round. His presence is unsettling, and everyone within the radius of effect suffers (-10) on all fellowship and willpower tests.
   Psykers who attempt to utilize a dose of Null Serum are seized in a moment of horrified prescience, and must pass a (-60) willpower check to proceed. If the roll is passed, they lose all access to their powers for the duration, but the range and dice penalties of the psychic disruption are doubled.  They also act as if under the effects of a hallucinogen grenade for the duration.
   The Serum can be contained in an auto-injector, worked into an artificial gland, or loaded as a poison into a needle rifle or other appropriate delivery system. After the serum burns itself out, the user takes 1d5 insanity points, which is multiplied by the user's psy rating.


Leaden grace
    The sheer variety of toxins employed by the Dark Eldar during their raids against his holdings meant that Levin could never adequately (to his standards) provide counteragents to more then a handful of the horrific compounds. After weeks of experimentation and past the point of exhaustion, his fellow magi were able to convince him to relent and distribute an experimental counteragent.
    A dose of Leaden Grace lasts for approximately one hour in the average human subject. During that time, wounds suffered from the extra damage of a Toxic weapon is converted into agility damage as the compound attaches itself to foreign matter, sealing veins, suffusing tissue and hardening flesh to prevent the spread of poison to vital areas.
    At the end of the hour, the delayed poisons takes immediate effect as the compound disintegrates, unless a character makes a medicae test with a penalty equal to that of the accumulated poison damage currently being held in check. Success extracts the frozen toxins before they can take serious effect, but the character is still at -20 for all tests for at least one day for every 10 points of toxic damage suppressed as their body recovers from trace toxins and the other unpleasant side-effects of using Leaden Grace.
    Leaden grace is completely indiscriminate, and drugs such as slaught’ or frenzon inflict a flat 1d10 agility damage.

#3 Sinfang



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Posted 10 September 2012 - 01:30 PM

Warp-based technology is viewed with extreme suspicion in the Imperium, and Levin must handle the matter with care.  Growing fears and a true taste of the daemonic has pushed him to pursue the matter with less circumspection then it should warrant, though.  

The most likely item a Deathwatch marine might have access to is the Hexlight, a deceptively simple device of great benefit.  With high renown, a PC may even requisition a set of Warding Skulls, and an astute tech-adept may notice that they are not 'mysterious, ancient relics' but are actually of very recent manufacture.  From there, it is a short step to linking them to Magos Levin. 


Tailored Psy-wards remain an experimental oddity.  As Levin is not on a crusade against the ruinous powers or on good terms with those who do, he has little reason to manufacture them.  Unless desperate or very trusting, he is unlikely to share them with anyone.

The original set of Warding Skulls were made a gift of to a chapter of space marines in repayment of an ancient debt Levin's mentor had felt he'd owed them.  What Levin didn't know is that the marines were on their way to join the Deathwatch, and took the 'relics' along for examination.  Now resting alongside other wargear at Watch Fortress Erioch. The second set of Warding Skulls were exchanged when Magos Levin responded to a plea of assistance from a detachment of the Adeptus Sororitas.  A cult they'd been investigating turned out to be much larger and more powerful then they'd expected, but under the Skull's protection, the combined force of sisters and skitarii quickly slaughtered a cabal of rogue psykers and their daemonic servants. To procure good relations (and deflect uncomfortable questions) Levin gifted the 'ancient relics' to the sisterhood.  Later, Levin learned an Inquisitor sent to investigate the incident had confiscated the Skulls for examination, but in reality had did so merely to keep them for his own use.  Levin has produced a final set, but no more, as there are only so many 'ancient relics' he may spread about without drawing attention.  Without very good cause, this will not change.

After an inquisitor absconded with the Skulls Levin had left with the sisterhood, Levin refined the prototype design and began mass-production of the Hexlight, claiming to any that ask that the device was based on research performed upon the Skulls while they were in his possession.  Levin has quietly gifted hundreds of Hexlights to Marines, Battle Sisters, and highly-ranked figures in the Imperial Guard, Navy, and Ecclesiarchy.  He quickly accumulated no small amount of fame, gratitude, and enemies as a result.  His first true taste of a daemonic incursion wiped away any hesitation at spreading the knowledge of these weapons against the warp, Inquisition be damned.


Tailored Psy-Wards
   If a conventional psy-dampener could be likened to a broad-band signal jammer, why, then, cannot a psy-ward be constructed that affects only certain ‘frequencies’ of warp energy?
- Magos Levin, personal archives

    Levin has begun tentative forays into the science of warp-manipulation, approaching the field with extreme care. He has begun by attempting to identify the most basic, fundamental constants by which the warp is governed, and while expanding the periodic table to include each element’s reaction to various expressions of warp energy, Levin’s magi were able to fine-tune a few examples of psionic technology to greater effect within a narrower focus.
   The character must pass a (-50) Scholastic Lore: Occult or Forbidden Lore: Daemons during crafting. If successful, a Psy-ward, force weapon or similar device becomes much more effective against Daemons and chaos-marked psykers in service to a particular chaos god. All relevant tests the targeted entities make against the tailored device become more difficult by two steps, but all other entities make their tests two steps easier.  It is impossible to create tailored wards for those who are unaligned or possess multiple chaos marks.

Warding skull
   Levin carefully selected six people of great piety and collected their skulls after their deaths, manufacturing a unique set of servoskulls designed to work together for a singular purpose. Outfitted with the most advanced hololithic technology available and thrice-blessed with the most holy of sacraments, a set of Warding Skulls float serenely about in an occult pattern, softly broadcasting devotional hymns. When called to action, the skulls are capable of projecting a massive, three-dimensional hololithic Hexagrammatic warding pattern over a wide area.
   The hololith emitters are programmable, variable, and omni-directional, able to cover an area a hundred meters across at most before the field risks losing cohesion. The warding skulls and everyone within the field become protected by a force field effective against hostile psychic powers and attacks from daemonic entities, with a rating of 30.
   Multiple redundant systems effectively prevent the field from overloading, but the field fades over the course of 1d5 rounds if a single skull is destroyed or even moved too far out of position.  
   There are currently only three sets of Warding Skulls in existence. One is retained by Levin’s personal guards. A second set was sighted in an inquisitor’s possession. The third, for reasons unknown to any but Levin himself, were left in the path of a squad of Astartes that were subtly directed to discover the skulls and who have since taken the ‘relics’ back to their chapter.



    While hexagrammatic wards are highly effective weapons against the daemonic, their static nature limits their utility somewhat – too much, in Levin’s opinion.   The precursor to the warding skulls, this advanced hololithic projector resembles a common glow-lamp, designed to be mounted on weapons as red-dot sights and similar attachments are. When activated, it projects a hexagrammatic warding pattern at whatever the user is targeting. While not enough to halt or banish a Daemon outright, the ward disrupts the physical form they use to interact with the material universe. The pattern is effective to approximately 50 meters.
   As long as the wielder maintains uses an aim action to keep the target 'painted' with the hexlight attachment, any weapon striking the target is considered to possess the Holy quality when determining damage.  Intervening barriers, the smoke resulting from explosive detonations or even thick fog will block the Hexlight's effects.

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