A ball of light, blue and white in color, that when activated, will take ink from a bottle, and uses the ink as a conduit to draw and transform the terrain. The ink solidifies into either darkness or light, allowing a higher level of construct to be made. Yet this ball, is connected to one's soul, the darkness gives one nightmares, while the light disorient one body and makes it easily nauseous. Faintly, you can hear eldritch whispering as well, that makes you paranoid from within.
Exert your Mind and spend an Action. Select a Location within arm's reach. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. You must use up 1 bottle of Ink in order to activate this Effect.
Select one of the following alterations to create out of Light and Darkness Energy Construction Materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
You may opt to have your alteration form immediately. If you do, it falls apart in exactly one Round.
You may end this Effect prematurely as a Free Action.
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.
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: Nightmares and Paranoia. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Luminous, Taking his soul orb and binding it to his soul, the object being a catalyst for his spells, magic, and more.
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 the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
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.
With the soul orb, you can throw it up into the air, crushing a bottle of ink, the ink spread out becoming the inky darkness of space and the glass shards becoming the stars of the environment... grafting his own space and his own time directly into the current enviroment.
Exert your Mind and spend an Action. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. You must use up Ink Bottle in order to activate this Effect.
You create a hemispherical dome of Outer space and Constellation originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The passing of time and elderitch horror peeking into everyone... no limits, everyone roll self control.
In the clandestine world of espionage, where shadows whisper secrets and the line between ally and adversary blurs, there exists a lawyer turned spy, a master of subterfuge with a power as unique as their dual life. This individual, known only to a select few, possesses an extraordinary ability to infuse mundane spy equipment with unparalleled capabilities, transforming them into artifacts of immense tactical value.
On a night draped in secrecy, our spy enters a nondescript room, the air thick with anticipation. Around them, an array of common espionage tools lay scattered across a workbench—each item a silent witness to missions past and yet to unfold. With a practiced eye, the spy selects a compact surveillance device, its appearance unremarkable, its potential untapped.
As their hands envelop the device, a faint glow emanates from their fingertips, casting an ethereal light in the dimly lit room. The air hums with unseen energy as the spy focuses their will, channeling their unique power into the heart of the gadget. Under their touch, the device begins to transform, its form becoming sleeker, its essence imbued with a power that defies conventional understanding.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 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.
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: I plead The Fifth -Roll a mind to speak to the police. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The Dark Steed stays by the dullahans side. The longer their bond stays connected the stronger the 2 become. Now Paula can gift others this wonderful creautre to ride beside them.
This Artifact can be used as a 2020 Ford Mustang. It is roughly the same size as a 2020 Ford Mustang but can be collapsed into Necklace with a mustang and concealed. Collapsing or expanding it costs a Free Action.
This 2020 Ford Mustang has Crash Test Seating and restraints for all passengers Light weight parts Nos Injector Police Scanner / Radar detector with gps Oxygen Tank in the back with nozzle for dispersing into cab. Second Conisters containing CarbonMonoxide Cab has been made water Tight. Run Flat Full Rubber Wheels can take multiple bullets and still drive 50 miles High Intensity Led Floodlights on top with optional UV setting Extra Tank set on Switch Quieted Exhaust Off Road Tire on top of the car Snowboard On top Button. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
A small silver ring with linked blue boxes engraved into it.
The user extends their hand towards the target. When they do thin tendrils extend from the ring and search for purchase on the wearer. The tendrils attach and start sucking small amounts of power from the user as they continue to crawl along their body before retreating after the hack is done.
The user's packaged will and commands are transmitted through the ring and then antenna tendrils towards the target.
Expend a point of Battery and spend 1 Action. Select a Device within 300 feet. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Ring tendrils.
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: Irrational anger and disrespect of people who have truly shoddy security setups.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Futuristic armor that shapes itself to the wearer, even showing previous scars.
Expend a point of Battery and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
You may turn this Effect on and off at will during its duration.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: has a directive that cannot be explained driving you mad. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
When activated the amulet glows a lime green and it allows the user to bandage the affected areas and wait a minute. After a minute the bandages can be removed and the affected areas will have been fully healed. The user can’t swear the target to an oath to uphold or the new parts will wither and fall off.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Living target within arm's reach. You must use up a whole roll of bandages in order to activate this Effect. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
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.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 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 spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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 used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.