The piercing glows with a weak green shimmer, the eye which the piercing adorns glows green as well. Moments later, a noticeable tremor goes from the user through the ground and walls into the weapon the user looks at as it breaks or disintegrates in a green wave of light.
This piercing was made from blessed metal, dedicated to a goddess of both peace and destruction whose name has been lost in the eons.
This artifact was loaned to one Jacob Sterns by the British Museum.
Exert your Mind and spend an Action or Reaction. Select a Weapon within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Occult Difficulty 6.
If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
The piercing glows with green light for a moment and the user's eyecolor on that side changes to green for the duration of the effect.
To effectively remove weapons you need to know where they are. The user of this artifact will be able to see through solid matter to find weapons.
Exert your Mind 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.
Others near you may choose to observe what you are perceiving by engaging in physical contact.
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.
The piercing flashes and a green shockwave expands from the eye of the user, pushing all targets to the edge of the area. If a target tries to approach, repeated waves will hold them back.
To be able to enforce peace you must be able to not currently be under attack.
Spend an Action or Reaction.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
The usual white tone of the eye with the Piercing takes on a significant green color, like bleeding out of the artifact, whenever it's used to see through darkness or the wearer concentrates on seeing far away things.
The final part of the ultimate defense against attackers is the ability to see in the dark, a necessary ability to remove weapons beyond walls in hidden armories.
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.
When fired the muzzle flash is a strange magenta, and the wounds left by this weapon glow with that same magenta. Any armor the target is wearing seems come apart at the seams with in a flash of yellow energy. If the armor is organic, it softens to the point of loosing it's protective qualities.
This gun used to be Josephine's trusty side arm she picked up after leaving the force, but it seems to have shifted to try to fulfill a different purpose. It's trigger feels heavier than usual, causing more difficulty than one would expect in actually firing it. The trigger only gets heavier when it's aiming at a human target. It seems Redemption has molded itself to Josephine's desires, and has dedicated itself to helping her grow beyond her roots as a police officer. The gun cannot speak but it has a mind of its own, and requires a connection to another sapient creature in order to sustain itself.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a lighter decorated with pyschedlic art depicting the ghost of a police officer and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 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.
You also gain the following effects:
A rusty heap of trash, gunpowder and fumes. How in the hells does this thing even move?
This Artifact can be used as a Goblin Car(t). It is roughly the same size as a Goblin Car(t) but can be collapsed into Jerboa Foot Necklace and concealed. Collapsing or expanding it costs a Quick Action.
This Goblin Car(t) has Mounted Grenade Launcher (Rooftop Catapult), Grenade release lever (Live grenades dropped behind), storage space (takes up passenger areas), forward mounted SMGs, and a roll cage.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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: You Are A Literal Goblin. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
A decrepit flare gun, shooting out a green flare. Skittering in the darkness, several goblins burst from the shadows.
Expend a point of Battery and spend an Action.
Summon up to 3 Sapient Gobbos at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. They will attack any Undead targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
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: Klepto. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
JPM has the ability to create purchasable protection for the rich elite upper-class: these items can be a suit, can be shoes, can be anything, but to anyone who'se not of Rich stock... their mundane, and useless.
You gain the following benefits as long as you are Rich. and you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
The process takes quite a bit of time, as Luci must properly bind this object to its ideal image by bathing it in The Well. A process that, if witnessed by a normal person, would likely result in some minor traumatic occurrences. Luci watches over the item the entire time to make sure it is not swallowed up into the inky mess. A lengthy sweat-inducing endeavor, but by its end, when Luci pulls the item from the reservoir, it is all worth it.
The items in question will sport a dark tint on the paint job and if Luci desires it, she can make its primary or secondary colors as dark as she wants. The symbol of The Well, a front facing Kraken with its tentacles curled out symmetrically, will appear somewhere visibly on the item, marking it as improved.
Idealism was always thought to exist solely in concept, to associate reality with mental ideals as opposed to material objects. That somewhere in the cosmic lands above, a perfect image of this "thing" exists, and only its material imitations are founded in "reality". But what if a material object could be elevated closer to the status of its ideal perfect image? A question Luci had asked herself for a period, and while it took some time, she managed to find a way.
This Artifact has been upgraded.
This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user ignites and burns to dust over the cast time.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
He imbues objects with certain cursed spirits that are known for fixing mental liabilities
Exert your Mind and spend an hour. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects: