The wielder of this sword is given a fierce, and demanding look in their eyes. Especially when around aberrations, as its steel sears their flesh, burning away their impurity.
This sword was said to be forged from rare metals found with a meteorite that struck the British Isles many centuries ago. First wielded by an Unarmed Hero who used it to fell a dark army, he used this blade on many great quests. In his old age it’s said that he travelled into a cavern and died by impaling himself with the weapon.
This Artifact can be used as a sword / axe. It is roughly at least twice as large as a sword / axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Aberrant Vanquisher. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
Whenever the Artifact is used by someone other than its true owner, observers can see shifting impressions of unknown glyphs temporarily appear in random places on the Artifact's surface. If whoever is wielding it had hurt the Artifact's true owner before, the aforementioned glyph impressions exhibit a crimson sheen. The noticeability of the sheen scales in direct proportion to the magnitude of the current wielder's total negative impact on the Artifact's true owner.
Whenever the Artifact is ordered by its true owner to return to them, it folds in on itself in a non-Euclidean manner, becoming more and more blurry as it does so. Then, the middle of one of the true owner's palms darkens as a single black, ever-shifting glyph with a crimson sheen emerges from it. The true owner reflexively closes its hand around it, 'catching' the glyph, but when they open it again they are instead faced with the Artifact in its shrunken form. The palm's darkening is also no longer present, as if it never happened in the first place.
All bleeding Injuries of the Artifact's true owner emit streaks of blur reminiscent of solar prominence. The parts of this phenomena that are close to the scar owner's skin faintly glow an uneasy red instead of remaining colorless and clear.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is used by someone other than its true owner, its true owner is alerted and learns the user's appearance, direction, and distance at that moment. The true owner may use a single investigation Effect on them once at any range.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: an ornate, inky-black mark depicting the Artifact's base form - a misericorde dagger - pointing downwards from inbetween the person's shoulder blades to the small of their back. So long as this mark exists, the person in question's blood becomes black and blurry with a crimson sheen, and all Injuries that aren't Stabilized degrade every 10 minutes instead of every 30 minutes. If observed under a microscope, anyone can see that the blood's cells have been replaced by various black, ever-shifting glyphs of similar sizes - however, despite this, the blood functions exactly the same as a normal human's blood would. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Whenever the Artifact's owner thoroughly defeats or kills an opponent, the Confluence of Glyphs may save the echo of any melee weapon used by the opponent if it deems it worthwhile, adding said echo to what is best described as an archive. This artifact is able to freely change its shape to resemble any of the weapons from within the archive. The contents of the archive are recorded in the Artifact owner's Equipment section.
A blur obscures the Artifact's features while it is shape is in the process of being changed, with a crimson glint signifying that the alteration has concluded. The coloration and perceived materials of all replicated weapons partially match the coloration and perceived materials of the Artifact's base form. Some features of these weapons are distinctly different from those of their real iterations, such as text and images being replaced by unknown glyphs. If the appearance of a weapon's real iteration had noticeable technological aspects, the replica has those aspects revised to be warped and eldritch instead.
The Artifact can only be miniaturized while it is in its base form. When it is ordered to shrink or enlarge, it bursts into a swarm of black, shifting glyphs which coalesce and reform into the Artifact of the requested size.
This Artifact can be used as a knife. It is roughly the same size as a knife but can be collapsed into a miniature version of itself and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Whenever the Artifact's owner allows it to temporarily expand their perception, an aggressive red glint can be seen shining for a split second from within the center of the dagger's crossguard. Likewise, the Artifact's silhouette momentarily blurs as well.
To the Artifact owner, during their period of otherworldly awareness, all opaque materials become partially transparent. Crimson, glowing, ever-shifting glyphs start to frequently appear floating inside all of the aforementioned opaque-turned-transparent objects and terrain. Normally, the glyphs themselves aren't distracting, and tend to be somewhat faint, however some decide to trace the outlines, edges and corners of seen-through surfaces instead of simply floating without purpose - these ones are quite more noticeable, being a bit more numerous and bright. The Artifact owner is mentally aware of all such glyphs within this sense's range.
The difficulty of discerning the less obvious details within a given area dictates how colorful the glyphs in said area appear: for example, glyphs within the first and thus unobscured wall that the Artifact's owner could see are of a strong red hue, while glyphs in an object that's behind several usually-opaque surfaces or deep underground would be darker - both in color and in brightness.
Expend a point of Battery and spend an Action.
You may perceive things within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
Whenever the Artifact owner attempts to enter or leave the pocket realm, space contorts and either folds in on itself or unravels in a non-Euclidean manner, either swallowing or revealing their existence as well as the existence of any selected nearby targets. Observing this effect is uncomfortable to spectators.
The void of the pocket realm is formed from unknown, barely-visible, ever-shifting black glyphs. Sparse crimson motes reminiscent of eldritch rubies float throughout this space, providing a bit of light if they are close to the space's theoretical center. Additionally, the Artifact owner's lover is manifested within the pocket realm as well.
Exert your Mind and spend an Action.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see nauseating, non-Euclidean space-warping which outlines horror-evoking phenomena beyond perception.
Whenever the Artifact owner requires concealment through subterfuge, a swarm of unknown, static, glowing crimson glyphs emerges from the Artifact. Each of these glyphs has at least one prolonged, pointy end. Immediately, the swarm disperses to fly over to the areas chosen to be disguised, and, after a miniscule pause, the glyphs begin to sequentially pierce the areas in question in a motion akin to sewing. Several seconds later, accompanied by a finalizing blur, the change is complete, and all glyphs fold out of existence.
When piercing flesh, all wounds caused by the glyphs heal in a manner of seconds, and any spilled blood is absorbed by blurry ripples; when piercing clothing, the glyphs instead temporarily merge with the pierced surface and emit a single red pulsating glint each. The total amount of glyphs present during this phenomenon scales in direct proportion to the cumulative surface area of the affected parts of the Artifact owner's body and apparel.
Spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see many pointy crimson glyphs sequentially piercing the areas that are being disguised in a motion akin to sewing, which is visibly painful when affecting flesh.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Cognitive Neuropathy. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Googles designed to hunt. The lenses glow green when seeing into the darkness and show signs of electro activity as well. They fit comfortably on most faces.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The user flicks knobs on the goggles over and over again, letting the reverberating sounds bounce off all her surroundings in a maximum of 100 feet radius before all the information bounces back to her as a topographical image made from the sounds
So you know like.... Toph from avatar....
Spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Melee at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same area more than once per day.
Solartag Gliders are a pair of skates uniquely blessed by the power of solar graffiti, granting them the extraordinary ability to accomplish the impossible through the energy of a star. These enchanted skates leave behind a mesmerizing graffiti tag whenever they interact with various surfaces, allowing the user to skate on their art, scale walls, and adhere to any surface with style and flair. The user grows closer to the ideals of apollo and is blessed (or Cursed) with his wings.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Angel wings on the back of his ankle. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Winsley's deals are getting more serious, so naturally he requests to never be separated from his 'Friends'. If he is ever separated from one of the items he holds so dearly he can call upon some of his benefactor's debts and open a tear in the fabric to bring them to him.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
It appears as a clockwork version of the desired weapon. The projectiles are self-produced caseless rounds made of brass. The Words “Mortui salutem” Are etched into each round. Gears churn silently throughout its immaculate brass casing. Shots are left to a whispered hiss of steam. When changing forms tentacles reach out from within the casing and rearrange the barrel and shape in a moment. It can turn into a seemingly mundane lighter with clockwork inspirations that still functions as normally. Diva is a god of violence and craves the thrill of the hunt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a unique clockwork lighter and concealed. Collapsing or expanding it costs a Quick Action.Unless You have another living Artifact, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: you believe that the gun is alive at all times, is named Diva, and is a close friend you’ve known for years. during moments or rest or extreme stress make a self control roll not to talk to the gun. If any Diva is destroyed make a trauma roll.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
The "coin" is held up to the users' mouth, who sings to the Ircanrraats in Athabaskan. A little person with strange powers will step from its realm, just as if it was opening the curtain-entrance of a tent, or as if it had been waiting behind the air this whole time.
Exert your Mind and spend an Action.
Summon a single Ircenrraat at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.