As the activation ritual is performed, the origami wings unfold from the user's back and extend ten feet on all sides. Due to their modular structure-- being composed of countless amounts of paper sheets and feathers-- the wings are effectively immune to damage, as they repair themselves with replacement feathers the moment they are destroyed.
The calibration sequence to connect the wings to the user requires them to extend their arms to the side (reaching their wingspan) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").
The wings connect themselves to the user's inner Source or Mind to power their movements through the calibration sequence. Basically just imagine the wings the paper girl from Naruto uses (Konan).
Exert your Mind and spend two Actions performing the following ritual: activating and calibrating the wings with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your origami wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox that then coalesces into the shape of a fox around the object emblazoning it with the creature. The creature is slightly warm to the touch, and it looks at people who get close with a perplexed gaze for a few seconds, before screaming with all the intensity of a woman being murdered. The jacket allows you to use the senses of the creature attached to the object and in turn channel magic through its senses.
Exert your Mind and spend an Action to activate. Select a target within 10 feet.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects through the ward as though you were standing at its location. You may have at most 3 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The eyes on the tails on the back of the jacket open and weep blood that ignites once on the floor and takes the shape of the fox.
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.
You may only use this Effect once per day.
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 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.
You spend a second examining your target, before you somehow pull out exactly what's needed, down to each individual screw if you have to, before beginning what can only be described as sacrelage on your target as you do the worst patch job anyone's ever seen. Still runs like a dream though, no questions asked.
Spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. When repairing Sapient targets, you must Exert your Mind. This Effect cannot be used unless the device you are repairing is non-electric. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
A standard Spas-12 shotgun, extending to about where the middle of the forearm ends. As an underbarrel attachment it has the rest of the workings of a standard arm.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Shotgun.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
This charm typically comes on a necklace or bracelet of some kind, potentially with other consumable rune charms. When an enemy approaches in an otherwise calm situation it becomes noticeably warm to the user, imbuing them with instinctive knowledge on their relative location. If one is feeling exceptionally threatened, one can trace the pattern of the rune for several seconds while chanting the words engraved on the reverse side of the charm (exact words may vary depending on who the charm was made for), channeling the energy within it to activate its full detection and reveal the locations of all enemies for the next hour. Overuse, however may strain the mind and lead to paranoid or unhinged thoughts patterns.
Exert your Mind and spend two Actions performing the following ritual: Trace the lines of the runic design while reciting the words inscribed on the reverse side of the charm. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all beings who intend you harm within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no beings who intend you harm targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
You may only use this Effect once per day.
This armor is projected outward from a smaller object (such as a ring or bracer). It appears as a slight shimmer in the air, with a purple color whenever it reflects damage.
This armor is infused with the idea of protection and the Hippocratic oath. The armor must have an image which resembles a shield, likely wings that look like a shield.
It is made with a ritual that uses
- Strong metals, titanium
- A write up of the Hippocratic oath
- Shield Iconography
- A shield pattern worked into the armor
You gain the following benefits as long as you are wearing this Artifact.
You have 4 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 penetration. It cannot be circumvented with Called Shots.
Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects: