Luck coorelates with skill, unfortunately it seems your adversaries are much more skilled than you are.
Fret not, you now have the ability to try again. Just make sure you’re luckier.
You have the ability to make anyone reroll their dice
Can be used both outside and during combat once, can be used again if you go from combat to noncombat use or vice versa.
When rerolling, be it for the self or for others, the user of this artifact gets to decide which outcome would play out from the two rolls.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
(if the item being created is no larger than a person, the user does not need to do the fabrication roll and can freely make the item)
I simply will things into existence and alter them as I wish. Huzzah!
This Effect activates whenever the user wishes to do so. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless it is implemented onto an artifact, the user is Great, the user wants to create something, and the user is alive.
Choose a specific type of Object or Creature (These Creatures are untrained and do not recognize you.) which could fit inside an SUV (up to 4,000 liters). It must be Non-Alien and generic. You can create explosives, but they are limited in size to being no larger or more powerful than a satchel charge. You cannot create firearms.
Roll Dexterity + Alertness to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
You may end this Effect prematurely as a Free Action.
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 author writes a character description. When he is finished, he slams the notebook in his face and changes his appearance
Exert your Mind and 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.
While disguised, you cannot use any Activated or Targeted Powers.
The wearer places his pencil on the notebook and begins to concentrate. Over time, a map appears on one of the pages of his notebook.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
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: Weak stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You cannot investigate the same area more than once per day.
Upon activation, a purple swirling light is seen emanating from each amethyst shard. The swirling lights converge around the target briefly, before dissipating. Nobody except the wearer can see the actual past of the target. The ring's bearer will see the room enveloped in a purple hue, with the target's past surroundings being shown first. The target's creation will be shown afterwards, with the purple hue becoming much darker to the wearer beforehand.
Expend a point of Battery and spend 2 Actions. Select a target Object within arm's reach. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
You use this item by taking hits of a peaty, Islay Scotch - you'll flinch, but you'll feel better. Anyone receiving the effect of the Hip Flask will see their eyes shimmer with a spectral blue-white light, & bystanders will hear the whispers of the unquiet dead
Expend a point of Battery to activate. Select a Living or Animate target within arm's reach. Over the course of one minute, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
Liam shares a bit of the fiery Islay scotch in his hip flask - it burns all the way down, & brings welcome relief to any poisoning or illness. Anyone receiving the effect of the Hip Flask will see their eyes shimmer with a spectral blue-white light, & bystanders will hear the whispers of the unquiet dead
Expend a point of Battery 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 so long as you have fully diagnosed or 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.
You may treat Alien maladies and curses. If there is some method to cure them, you learn what it is. If the malady does not provide its own means of curing it, it is cured.
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: It's Five Somewhere: You must roll Self Control to not accept any drink offered, even if visibly poisoned.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Liam is a die-hard alcoholic, as many medics are. Even so, once he's had his Irish Coffee, he is ready for yet another double shift or whatever else comes his way. Anyone receiving the effect of the Hip Flask will see their eyes shimmer with a spectral blue-white light, & bystanders will hear the whispers of the unquiet dead
Spend an Action. Select a Animate target within arm's reach.
For the next 24 hours, your target does not require any food, water, sleep, or air. Any roll to resist an Effect dependent on any affected requirement is made at -1 Difficulty.
Your target is adapted to their current environment for one hour. While adapted, they do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The fiery scotch in Liam's Hip Flask suffuses you with warmth, makes your head spin a little, & gives you the courage to run into battle unafraid! Anyone receiving the effect of the Hip Flask will see their eyes shimmer with a spectral blue-white light, & bystanders will hear the whispers of the unquiet dead
Expend a point of Battery and spend an Action. Roll Brawn + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.
Liam's dependence on Alcohol has reached a critical level. He knows when anyone else drinks from his flask, & will typically find it if it's lost - not soon enough, though - each day without it is torture, as tremors, sweats, & hallucinations wrack him while he is denied his best coping mechanism.
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 this Artifact has no living true owner, anyone may spend one day attuning to it to become its true owner.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to Vigilantes and reveal its power to them. They become its new 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.
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.
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 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
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.
A black rock with the symbol for "kimi" (Mayan symbol for death) heald by the caster deintegrates after the frase is said. From the dust the carcass similar to the living person mentioned apears screaming as their flesh seams to be fall off only leaving a black skeleton behing.
Exert your Mind and spend an Action.
Summon a single Obsidian Skeleton at your location. They will last for two hours, or 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.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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 Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
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.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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.