The artifact holds at least one demon bound to obey the commands and will of the wielder and advance their interests. When used a demon wearing a human form crawl's its way out of the object, and leaps out, looking for enemies.
The demon in this iteration looks like a beautiful human with dark eyes, black hair, and dark nail polish. When not attempting to hide it, they trail little bits of shadowy smoke, and bend shadows and light around them oddly. They have thin leathery wings that peel out from their back when they take flight. When firing at range, claws from their hand break off becoming needle like knives in the air.
The demon can speak, reporting on anything it sees, and apply a level of intelligence to understanding the world around it. It will die defending anyone it is ordered to defend.
The summoner can cause the servant to return to its bound artifact at any time.
This artifact is made by summoning a demon, making a deal with it, and binding it to the object in a long ritual.
Expend a point of Battery and spend an Action.
Summon a single Sapient Human seeming Bound greater shadow deceiver 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 one active at a time.
You may end this Effect prematurely as a Free Action.
A typical light blue suit that when imbued with mystical energy turns the wearer invisible to human sight and makes them hard to detect.
Exert your Mind and spend an Action to activate.
You and any clothes or equipment you are wearing are obscured from sight for the next 10 minutes. All attempts to detect you via sight fail. Detection attempts via other senses where sight would assist are rolled at a -2 dice penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
Surprisingly, asking for a helping hand from the eldritch being that's made you it's vessel isn't too hard! Frank's main method of interrogation requires a bit of negotiation with benefactor, namely feeding it via smoke break. After which, it's finally open to sharing a bit more of it's power, namely that over voiceovers and subtitles.
For about 30 seconds, his voice appears to cut between various crappy dubs, progressing through various human & inhuman languages before finally settling on the right one.
Communication is more than just you talking, it's what you hear too. To stop Frank's brain from frying itself from all of the heinous shit he's been forced to overhear day-to-day, his benefactor has begun offloading some of that stress to itself, protecting his mind.
Exert your Mind and spend one minute. You must use up a cigarette 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.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Jenn takes hold of someone and disappears, leaving behind a dark purple afterimage as if someone's eyes had been overexposed to something. It fades in a couple seconds.
Exert your Mind and spend an Action. This Effect cannot be used unless you take someone with you.
You phase out of reality for up to 1 hour. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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.
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.
You may only use this Effect once per day.
Usually Conner suggests against face tattoos because they really change the worlds perception of you. Add a little magic to that and it can work to your benefit. Now Conner can change how the world sees an individual by applying a true face tattoo using the brazilian scar camoflauge technique.
Exert your Mind and spend a half hour. You must actively and obviously use Tattoo Gun to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You may Exert your Mind and spend a half hour to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The Skin is dragged and molded by the needle and bones will crack and bend as the needles dig in..
These are the battle versions, they do not possess medical abilities. They are only supposed to kill any threat in the area to allow civilians to be healed by the heal troopers. Of course, I have no need for heal troopers in the field with me, though battle troopers will be extremely helpful. Their cold nature is due to the fact they only talk to their superiors, patients, and heal troopers and the creation of these soldiers. The origin of these troopers goes as follows. These fine specimen are clones, genetic clones of a former American Marine. This Marine was killed so a new donor is being located at the moment, the technology to make these troopers was a combined effort, with the genetic work being done by yours truly.
"Organizations like 'Doctors without borders' are honorable, they treat those without proper medical systems. But what about active battlefields? What doctor, can run out and fix up and save a civilian? These are not battle medics, they will not heal any soldiers without orders, they have one job. To fix any civilian casualty, and to neutralize any threat."
They uniform:
https://imgur.com/a/P6PHyFK
Exert your Mind and spend one minute to activate.
Summon a single S.I.M.P.S B.A.T (Battle Agent Trooper) at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 8 dice.
You may only use this Effect once per day.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The magician dons an unusual piece of clothing and immediately shifts their appearance to be completely different! However, they must reveal their true identity before they can cast any more spells.
Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
The Vampire may channel their inner beast and take the form of an animal. It is said they may transform into either a wolf or a bat. If used too often, the Vampire risks losing themselves to their beast forever.
Exert your Mind and spend an Action. 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.
You transform into a vampire bat or a wolf until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
Possession of this Power grants the following Battle Scar: A disfigured face with bat-like ears.
The time-traveler spins the second hand on one of their watches and speeds up until they are a blur.
Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The Ninja is a master at blending in to any crowd or organization. If they can find complete privacy, they may channel their ninjutsu to temporarily create the illusion of any outfit or uniform they desire. The new clothes shimmer into existence over their existing garb over the course of a minute of meditation.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You cannot alter the appearance of your flesh and blood.