These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 60 minutes to activate. Select a Object within arm's reach that is of any size. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll Intellect + Science 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.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
After a moment, grayish mist is emitted from the necklace. The cloud then coalesces into cloaked, wraith-like beings that surround your target.
The wraiths use the voices of the innocents that have been harmed by the users actions.
What they’re saying is nearly incomprehensible due to the sheer quantity of voices attempting to whisper over each other, but the target gets the sense that the user must have done something terribly wrong.
If used on self, the wraiths taunt and mock the user. Unlike the others, the user recognizes each and every voice and how they are related to the user.
They're translucent and wouldn't inhibit vision.
When attacked, the wraiths let out a bloodcurdling wail and lunge for the attacker before bursting into ethereal flames.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. Roll Intellect + Investigation at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
With the turn of the page and some quick hand signs, a wicked bolt of necrotic force arcs towards the target like lightning.
Spend an Action. Select a Living target within 45 feet. Roll Charisma + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. The target's material Armor is completely ignored.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The afflicted person begins to rot and decay from the inside out.
This Gift's Cost is capped at 2 and cannot be increased further.
You draw forth a circle of magical energy, conjuring up a small grey creature to serve your beck and call. While mischievous, they're loyal to their master's orders, able to deal with most tasks easily enough.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Small Little Imp at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
The Grimoire is now bound to your very soul, gilded in heavy chains of gold, the pages drip blood as they are turned and chains rattle restlessly with every hefty thump of the cover.
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 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.
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.
As you go to throw something, a card in your hand appears in your hand, ready to be thrown. As it strikes, the card disappears on them, leaving the wound open. In desperate times, you can open your hands to blast a deck of cards from your hands, hitting everyone in front of you.
This Artifact produces ephemeral projectiles that can be used as a shuriken.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.
You also gain the following effects:
Joe Goldberg Grab's His Target and makes a simile, the target was never seen again
Expend a point of Battery and spend an Action. Select a Living target within arm's reach. Roll Charisma + Influence at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
A tinge of brine and the scent of saltwater hits the air as the tip of the trident forms, compresses and fires out a compressed shot of high-intensity saltwater at the target
Spend an Action. Select a Living target within 45 feet. Roll Brawn + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
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: