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.
Holding your arm out as if holding a bird and calling the eagle’s name, Aurelia, will cause the bird to appear in a puff of smoke about 5 feet from you, landing on the raised arm.
Her talons might hurt if she lands too hard, but she means well.
Exert your Mind and spend an Action.
Summon a single Eagle 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.
You may only use this Effect once per day.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
Ghostly copies of Mistletoe's spear form appear fly forward to to impale his enemies.
Mistletoe's alternate form is a small metal pin in the shape of a branch of mistletoe.
This Artifact can be used as a javelin. It is roughly the same size as a javelin but can be collapsed into Metal Pin and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
You also gain the following effects:
Chanting the words ‘GARVEN DEH’ and pairing it with a hand motion, white sparkles shimmer around the target creature and sends it into a magical slumber.
Expend a point of Battery and spend two Actions performing the following ritual: spellcasting. Select a Living target within 30 feet. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Intellect + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
Upon the side of each boot at the top is a button, slightly indented where, when pressed, they activate.
Sideplating shifts as the boot arranges itself in a manner more befitting it's purpose. From within the cracks of the plating, it glows a neon green.
Then they fully activate raising the user up by an inch. They hover over the ground as if wearing magnets. Now they are able to zip around at great speeds.
The user can lean in the direction they wish to go to move. They can also put weight on both feet in opposing directions to stand still.
Expend a point of Battery and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
If you perform an all-out Sprint while this Effect is active, all attacks targeting you suffer -3 dice for the next Round.
This artifact is a Caduceus fashioned into a small necklace, or bracer. The person wearing it moves confidently and automatically when performing medical operations.
This artifact gives the wearer knowledge of medicine, and supernatural guidance on what is needed to do to maximize the chance of a good outcome.
This artifact must have a caduceus symbol. It is made by using an intensive ritual involving:
- medical textbooks
- first aid kit
- a variety of medical symbols
- some famous icons and symbols
And imprinting from the shared meaning of these things a single effect.
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The rod glows with green light, and the participant being targeted glows the same color. The energy has some kick back, causing a shadow of the harm of the poison on the wielder of the rod.
The rod is burns with purifying energy that drives the malady from the target. It draws from the symbol of the Asclepius.
This rod was made by a ritual focused on the symbol of the Asclepius, and experimenting with it. Vaccines, anti-virals, stories of miracle cures were all part of the creation process.
Take a Severity-1 Injury and spend 1 Action. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
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.
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: