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Exert your Mind and spend an Action. Select a single Sapient target or a Location within 300 feet. If you select a Location, all Sapient targets within 300 feet within 20 feet of it, besides yourself, are affected. You must use up asdf in order to activate this Effect. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the affected targets loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the affected targets gains a Trauma of the GM's choice.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
A Hatch opens on the arm of the Spark Suit, as The Sparkman attaches their "Ward" onto the surface in question. It doesn't look too out of place, being a pretty small beetle-shaped device that seems to camouflage into the land around it, and it works like a charm. These external sensors allow The Sparkman to view out of their cameras through their visor HUD.
Expend a point of Battery and spend an Action. Select a Location within 10 feet.
You place a ward,. You can perceive with all your senses through the ward as though you were standing at its location. Your wards last 3 hours. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
The coin burns with unearthly red fire as the character's flesh flays from half the body and sinew and bone expand out and a leathery bat like wing with a large claw erupts from the Host's back.
This is the corrupted form of the fallen angel trapped within the coin itself.
Exert your Mind (unless you win a coin flip) and spend a Quick Action.
You transform into half corrupted angel with a single claw-tipped batlike wing for 3 minutes. You have access to all of your Powers while you are half corrupted angel with a single claw-tipped batlike wing, 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. 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).
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the exposed skinless sinew and bone across half the body, as well as the warping of the demonic half of the face.
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: Uncontrolled Rage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
McKenna has been chosen, Her name is carved into the Watch.
I have chosen it's Zealot.
There will not be another.
Seek me in the skies.
Beyond the blurry lies.
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.
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: Red Desire: If someone takes an injury, Roll self control, If failed you must check their injury and attempt or request any amount of their blood. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The signature weapon of the sniper Icarus: Long Tom. A powerful cybernetic sniper rifle that uses nearby energy or magic in place of kinetic bullets to fire away. On its side is a dial that you have to set to the feet away the target is. Too close and it'll deal subpar damage. Too far and it'll deal above average damage. But get it just right, and the damage will be huge. One of the nice ways this weapon stays hidden is its ability to fold into the form of a briefcase-- fake, of course, and unable to contain anything other than itself.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
the user touches the chess piece and shadows expand from the point of contact and cover the users hand, the user can then swing their arm to fire a pitch black Needle towards their target that disappears on impact.
When using "not quite flying" the users fires the needle and it stays connected to their arm dragging them along with it until it hits its target, during this the user is coated in a faint veil of shadows
This Artifact produces ephemeral projectiles that can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
You also gain the following effects:
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:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk 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 lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is 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 or your equipment specifically 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.