All commanded creatures are treated as a single ward, with a perception relative to their abilities and limited by their intelligence.
'Let me know if someone comes to this place' works. 'Let me know if someone acts suspicious' does not. Commanded creatures are not able to recognize most items, unless trained to do so- and even then, they might not realize a gun painted pink is a gun, for example.
You must be asleep in order to see and hear through the ward. This does not grant the ability to wake up as a free action.
Having a member of the horde be killed during active monitoring triggers a trauma roll, though only for the first one per 'scene'
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 hear and see through the ward as though you were standing at its location. You may have at most 1 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
You may communicate through your ward, though doing so will reveal its presence.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Territorial: If humans infringe on what you consider a private space, you must make a self control roll to not drive them out by force.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Solartag Gliders are a pair of skates uniquely blessed by the power of solar graffiti, granting them the extraordinary ability to accomplish the impossible through the energy of a star. These enchanted skates leave behind a mesmerizing graffiti tag whenever they interact with various surfaces, allowing the user to skate on their art, scale walls, and adhere to any surface with style and flair. The user grows closer to the ideals of apollo and is blessed (or Cursed) with his wings.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Angel wings on the back of his ankle. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: They grip the braclet and shout "Kevin Help me." to activate. This Effect cannot be used unless This power can only to flee from danger. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You can run at four times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Inability to harm someone wearing one of Kevins Friendship Bracelets. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Kevin has begun crafting protection into his friends bracelets. The weilder of these bracelets now carry their own sword of equestria allowing them to slay evil and protect friendship wherever they are.
This Artifact can be used as a Sword/Axe. It is roughly the same size as a Sword/Axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Free Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 1 Weapon Damage +1 Bonus Damage. The target's Armor is fully effective against this damage.
You carry around a small and portable generator with infinite energy contained inside of it.
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.
Upgraded items have half their normal weight, for the purposes of encumbrance.
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.
A ring where I just have to show my victim my hand to activate.
When activated they will immediately be more inclined to listen and follow my words. This will also affect their emotions significantly making them more emotional
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
It's a peculiar armband worn under the clothes, against skin.
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.
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.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Whenever your Armor reduces incoming Damage, you are immediately made aware of the source of the Damage. You may pinpoint their location for 30 seconds.
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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when a battle begins, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
This Effect activates whenever combat begins. It does not require an Action or Exertion.
You automatically detect all people wielding weapons 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.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin but can be collapsed into a pair of bronze bracers 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:
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, locks, or locked targets 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 take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
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 are 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 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.