The artifact contains an ethereal flame, which lies dormant until activated. Once activated the user can see their surroundings illuminated by a faith ethereal light that pierces obstacles. Others see the dormant gray flame awaken and flicker in its housing.
Exert your Mind and spend one minute.
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.
The artifacts unfolds outward into the limbs of a bow, with a light-blue energy line that acts as a string to connect the two. The user can then pull on the energy line, causing it to shift colors and turn darker, until finally it is released and a arrow of blue energy is fired at the target.
Arrows are comprised of Hard Light and function and behave like normal arrows, apart from being able to produce a faint glow.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with this Bow.
Your attacks with this Bow have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +3 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.
It's a Pure Gamer Scooter for pure Gamers.
You gain the following benefits as long as Must be at least Injured to activate, you are wearing this Artifact, and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
You also gain the following effects:
JPM is able to weave and smith the protection of the rich and upper class, and the privilege of the rich and upper class, into suits he crafts of fine Scottish tweed wool... unfortunately, like many things in life, these only benefit the rich and wealthy.
You gain the following benefits as long as you are rich (Rich Asset) and you are wearing this Artifact.
You have 5 Armor, which only reduces damage taken from bullets. Any armor piercing effects from bullets are ignored. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
A bracelet of sleek and minimalistic design crafted from natural materials: the designs for the construction were given by the Elders in Norman's dream, although the construction itself was left by jewelry and leather workers of New York City, with the posterior blood consecration made by Norman. The design, according to those who walked the path and survived enough to cross to the other side, is a shackle, a leash: and it serves to remind the beast that there are consequences for desobedience.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
The Shackle of the Riftway is a powerful artifact and a companion for the Shackle of Serenity: it is designed to anchor Norman to a specific point in time and space, allowing his spirit to travel across dimensions before rematerializing. The bracer is built in black leather, intricately detailed with gold filigree and runes that pulse with otherworldly energy. A series of small, polished links from a runed stainless steel chain are woven into the bracer, reinforcing its ability to connect with the arcane forces of the multiverse. The centerpiece of the bracer is a coin-shaped symbol embedded in the leather, etched with eldritch designs that evoke the ancient power of the Elders who once bestowed these abilities. This symbol acts as the focal point for Norman’s dimensional travels, guiding his spirit as it slips between realms in pursuit of closure, with the first etchings dedicated to a specific site - the Infinite Parking Lot.
Exert your Mind and spend 1 minute. 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.
If you traverse any Parking Lots for one minute, you may activate this Effect and travel to the edge of any other Parking Lots that you’re aware of, regardless of range.
Rob plays his saxophone, causing anyone who hears the music to begin uncontrollably dancing.
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 100 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Performance at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
You are equally bound to follow any command you issue.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
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 +1 dice to any Mind resistance rolls you make. You also gain the following effects:
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: