The user taps the target with the cross as it releases an immense amount of evil and dark energy from the souls of the damned and of past fallen angels that quickly envelope and protect the target.
Spend an Action. Select a Animate target within arm's reach. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
When is fires the bow, an energy transforms ?When fires the bow, a energy transforms into a solid pink arrow, made of a material like wood, but much more flimsy like a plastic
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
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: lovesick. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
The user glides through the air as if they were flowing through rushing water, allowing them to move and act at an unnaturally fast rate. The teeth of the artifact similarly levitate and trail behind the user's movements as if they were being pulled underwater. When accelerating, the air around the user ripples like a bullet piercing water.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 150 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 150 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
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).
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
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: Vengeful: You don't let insults or attacks to your person go easily. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The spirits of obscurity have granted you their gift that you may use 3 times a day. Hush and stay still and they won't see you.
Expend a point of Battery and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
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.
During moments of conflict a blue-ish aura surrounds the user. The user's rhythm of fighting becomes inconsistent as attacks land earlier or later then they are supposed to. Their movements become more precise and targeted as each strike becomes echoed by another delayed hit from a spectrish afterimage that serves to accentuate the blow.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
After preforming a short comedy routine, one of the audience members finds it so funny that their wounds start to knit themselves back together.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + Performance at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive 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.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet 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. This will not open security doors on its own.
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 holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact 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 this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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: