The most prominent engraving on the bracer, the nib of an old fashioned pen, raises slightly from the surface. With a flick of the wrist or finger, a shiny golden shuriken in the shape of a pen nib fires from the wearer's fingertip. Trailing behind the shuriken is a thin line of ink, which vanishes on impact along with the nib. If the wearer chooses to, they transpose along the path of the ink from where they were to where it hit, appearing to move as a thicker section of ink along the line. Even if no fingers point straight at the target, the shuriken curves in flight to hit more accurately.
The bracers have multiple engraved images, each of them deep enough through the bronze to show the titanium beneath. While made as a pair of bracers, each is a different artifact. They were made as high quality costume elements but are fully functional for defense. The engravings were originally simply images with a personal meaning, but over time more will likely become enchanted.
Each function of the bracer is manifested from the enchanter's mental visualization, and the personal energy of the wearer.
This Artifact produces ephemeral projectiles that can be used as a shuriken.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
Being so connected to the Well, Luci had long earned its protection from outside harm, but has grown to instead decide on shedding that facet from herself to infuse that energy into other objects or artifacts.
Rolling inky shadow rolls around on the inside of the object it's been infused into- commonly a piece of clothing. If that piece of clothing is hit by an attack, the shadowy refuse inside of the clothing will reflexively react, similar to reactive armor. It is concealed in this circumstance. If this artifact is upgraded to allow called shots not to be circumvented, shadowy blobs of ink will sprout from the various openings in the clothing piece to swat aside attacks.
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. Called Shots may circumvent your Armor, depending on its coverage.
Mr. McNugget grips the colorful, cartoonish water gun, but when fired, the stream is anything but innocent. The water shoots out with a hissing sound, leaving smoking, painful marks where it hits. It’s like a playful toy, but the damage it deals is real—burns and bruises appearing where the water lands. The gun pulses with an eerie glow, as if it's enjoying the chaos it causes.
Spend an Action. Select a target within 50 feet. You must use up 100ml Water in order to activate this Effect. Roll Charisma + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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: Shoulder Subluxation. 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: Gerascophobie. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
By placing this vest on dog Inkz can give it one more sense to utilize while tracking. It becomes keenly specialized at hunting down Cryptid creatures.
Expend a point of Battery and spend one minute. This Effect cannot be used unless Must Be placed on a dog to be used.
You automatically detect all Cryptid Creatures within 50 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.
If no Cryptid Creatures targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Cryptid Creatures within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
Any Cryptid Creatures detected while this Effect is active are “marked”. You will continue to detect them until the Effect ends, no matter how far away they move. You will also continue to detect them after the Effect ends, so long as they remain within 50 feet of you.
All Cryptid Creatures who you can sense are equally able to sense you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
Bankston Talks casually as he reaches into his briefcase and pulls out the requested documents just in time.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Attorney Briefcase but can be collapsed into D.A. Badge 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.
Bankston unfurls a stack of legal documents, meticulously scribing upon them. he employs strategic gestures with his D.A. badge, leveraging the inherent recognition of authority that transcends all sentient beings. he keeps his badge clipped to the front of his suit.
Exert your Mind and spend one minute. You must use up Legal documents in order to activate this Effect.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
While active, you may choose to use glib tongue. When you do, anything you say (even gibberish) will be exactly what the target wants to hear. You gain no understanding of what that might be.
If you use this Effect to spend an hour speaking with a native speaker of a human language you don't know, you may Exert your Mind and roll Intellect + Culture Difficulty 7. With Outcome 4 or higher, you permanently learn that language and accent.
Bankston pulls out a Tufft of werewolf fur and places his D.A. Badge in front of him. as he lays out the terms of the deal the tufft of fur fuses with the binding agreement leaving the document closer to a wolf skin. when this power is being used through devices like computers the entire device becomes furred as they view the binding document. when penalties are being applied a ghostly Black Large blind folded Dire wolf applies what penalties is appropriate.
You must use up Tufft of Werewolf fur in order to activate this Effect.
You may make an oath with any number of Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must sign the contract. to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The targets may be at any range, but you must still be able to communicate the terms to them, and they must be able to sign the contract..
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
Bankston gathers up a group together for a mock trail while brandishing his D.A. badge, every one who participates is put through the act of having to defend there traumas and explain why its apart of who they are. while the others act as the prosecution/Jury launching arguments as too why that really not who they are. eventually Bankston will call for recess and the group will grab some food and relax.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one day, 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 + Influence 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.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
Bankston drafts up a through case file with his legal documents and holds his glowing DA badge up to the object in question and demands for it to answer his court summons. after which some for of spiritual representation of the item will appear as well as a judge allowing for Bankstown to hold a small trail in order to sue over damages. if done correctly the objects spirit will disappear and promptly repair its self as legally mandated.
Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. You must use up Legal documents in order to activate this Effect. More than half the target object must be present in order to begin repairs. Roll Charisma + Culture at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
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.
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 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 +5 Weapon Damage. The target's fully effective
You also gain the following effects:
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.