Activating this artifact causes the wielder to tear off the flesh and blood from the target and recipient and swaps them, as the flesh and blood settles into place with the new hosts.
Tormented from her curse of lycanthropy, Seraphine designed an artifact that she hoped could give away her curse and finally give her tormented soul freedom. Much to her frustration and relief, the curse would not leave her.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. If a target does not consent to the transfer, you must roll Brawn+Melee at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see flesh and ichor being forcefully ripped and placed onto the target with their flesh replacing the lost flesh from the caster.
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
A holographic symbol of the moon appears, shattering to form the artifact if being recalled or cracking open to reveal an eldritch horror spreading out if being held by someone unworthy
Seraphine needed to ensure her artifacts didn't fall into the wrong hands so she devised a way to ensure her holy relics weren't used against her own kind.
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.
Monster hunters cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
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.
While you wind the watch, a replica of the face appears faintly over the lock you are (un)locking. When you release the winding mechanism, you see the watch face move to when the lock was last (un)locked. At that time, the object begins to (un)lock, replaying what happened during the previous (un)locking. During this time, the face reverts back to the current time.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.
You may lock, unlock, and/or open your target.
Heart consumed in the ancient, original form of Dragon
Communion.
Use while disrobed to turn one's human flesh into an ancient
dragon.
The last thing the partaker saw with human eyes was a sunset, its
colors faded and tarnished—a remote thing from eternity.
Exert your Mind and spend an Action.
You transform into an ancient dragon for 30 minutes. You have access to all of your Powers while you are an ancient dragon, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.
An ordinary appearing bag on the outside holding an ominous lurking creature within who is waiting for its next meal.
This Artifact can be used as a container. It is roughly the same size as a briefcase and just as difficult to conceal. Unless Only stores adequate food when it is hungry, this Artifact behaves as its mundane counterpart.
Your briefcase holds 12 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your briefcase. They will have access to anything else inside but cannot break free.
If your briefcase 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 your container appear normal and unremarkable.
You may change the type of your container between Contracts.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
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: Urge to kill. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
…
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
More than a literary device, this plain rifle is always relevant to the story by being Tropir's preferred weapon. When not in use, it's a keychain attached to his belt for easy access.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into toy rifle keychain and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The blade of the weapon seems to be constantly shifting from being Brand-new to being extremely old, when used it ages whatever the blade touches to the point of either sever injury or death. It rusts metal and disintegrates cloth when it touches flesh it ages it so quickly that the area is left decayed and rotten. The reason Its sheath has a layer of cloth is because the effect is so strong that it can effect someone just touching the sheath with just there bare hands.
Minds forge always requires a sacrifice, from who is up to the user. Sometimes they give something that means a lot to them sometimes they give pieces of themselves and sometimes they give the life's of those they cannot live without. When pulling it from its sheath Flip a coin If heads the sword takes 2 years from the life of Aotos parents every time it hits a living creature If tails it takes two years one time when unsheathed.
Tally count:
1
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.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: The hand holding this blade is aged fifty years to the point of looking guant and skeletal like(this is caused from the creation of the weapon). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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:
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: