Distant cawing can be heard when this spelled blade is drawn. When a particular shiny suits it's fancy it can be heard whispering to it's wielder.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword and just as difficult to conceal.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's fully effective
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Magic Kleptomania - Must roll Self-Control to avoid actively trying to obtain artifacts you know the whereabouts of. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
It looks like something that might be consider an organ. Of what creature you would rather not now . A thing like a heart which was former pumping liquids on an insane speed through the monsters body being used as a weapon to hunt monster, almost ironic.
Using something of such disgusting origin should turn most people’s stomach around. Robert would normally never use such vices but in his crusade it was an evil that he would have to deal with.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into Flesh disc the shape and size of a credit card and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: weak stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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.
You also gain the following effects:
This Advanced Remote Drone Artificial Kit can provide the materials and know-how to create a very advanced, shoulder-mounted turret.
Exert your Mind and spend two Actions performing the following ritual: Assemble a turret from parts. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Tiny Shoulder-Mounted Turret at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
You may only use this Effect once per day.
The booster boots are able to create thrust for a limited amount of time. The boots are blue and white and use thruster to stay in the air. In the background you can hear a Dodger's game.
Exert your Mind and spend an Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
To activate, the wearer must grip the pendant tightly and mentally focus on becoming one with the shadows. The obsidian stone pulses with a soft, dark light, and a veil of shadowy energy envelops the wearer. As this energy spreads, the wearer gradually fades from sight, becoming invisible. The shadows around the wearer seem to deepen and shift, enhancing the concealment.
You gain the following benefits as long as activation was at night or during periods of low ambient light and if the user had conducted a ritual in the past 24 hours asking Erebus permission to use his powers 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.
You may turn this Effect on and off at will during its duration.
The rod glows with green light, and the participant being targeted glows the same color. The energy has some kick back, causing a shadow of the harm of the poison on the wielder of the rod.
The rod is burns with purifying energy that drives the malady from the target. It draws from the symbol of the Asclepius.
This rod was made by a ritual focused on the symbol of the Asclepius, and experimenting with it. Vaccines, anti-virals, stories of miracle cures were all part of the creation process.
Exert your Mind (unless In a hospital, Clinic, or other healthcare setting) and spend 1 Action. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
The artifact can't be broken. There is a stylized "Heal the world for me- Vel" Inscribed on it.
The true owner can summon the artifact back to them as they need it, and it appears. No flash of light or noise, it is reached for, and it is where the owner wants.
The true owner can tell when someone else is using it, and is aware of the user's appearance, direction, and distance.
This is an enhancement built on top of other artifacts to enhance how strong they are.
The true owner can change the identity of the person who is the true owner by wiping away their signature, and writing the name of the new owner.
The ritual for making it involves using
- a variety of hard materials (iron, titanium, etc)
- a history book
- a family tree diagram
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.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to A potential hero. Someone willing to live a hard life to make the life of other's safer and easier and reveal its power to them. They become its new 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.
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 +4 Weapon Damage.
You also gain the following effects:
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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 airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects: