Imperial Aegis The Highest Honor of the Imperial Nation!

2
Requires Novice
This Artifact grants you grants you protection against attacks.
Used by Issac Norton II, Created by Strazhari.

While wearing this medal the bearer is protected from harm, unless that harm comes from a Law Enforcement agent. This effect will appear as the flickering image of Norton the First protecting the target from harm


You gain the following benefits as long as you are wearing this Artifact.

You have 4, which reduces incoming damage from all sources of physical attack except attacks from Law Enforcement. Armor from multiple sources does not stack.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

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.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.

Community Artifact Crafting Gifts

Exert your Mind and spend two Actions performing the following ritual: drive this artifact in a circle multiple times. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single Tiny Clown 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.

  • Attacking: Minions can make melee range attacks with 4 dice to attack.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint.
  • Intelligence: They have dog-level intelligence, but are capable of communicating information back to you. They cannot actively use Equipment.
  • Actions: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice.

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.

You may only use this Effect once per day.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.

On shooting:
Shooting a gun is very much like deductive reasoning. At least, that's how Koriol imagines it'd be - he's barely held a gun his entire life, and suddenly he finds that he needs it more than ever. Ready, aim, shoot - you'd have to be pretty accurate in both cases.

On schematics:
As the 4th Knobbler, Koriol has gained access to schematics that allow him to forge certain weapons. While the Knoblobber is far from a normal gun, all he really needs to do is change up the size and shape of the barrel and cylinder. The mechanics can't be that different. Now, you have a revolver... hey, who else used revolvers, again? No, not that guy, the other one...

This Artifact can be used as a crossbow. It is roughly the same size as a crossbow and just as difficult to conceal.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 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: Doorknob Compulsion: Anytime that you come across a doorknob or doorknob-shaped object, you must succeed a Self-Control roll to resist the urge to steal it. If you fail, you may Exert your Mind to overcome the urge. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You also gain the following effects:

  • Pin Down: If your attack hits a target near a wall or a floor, the projectile pierces through them, pinning them to the wall or floor. Unpinning oneself quickly will increase the relevant Injury’s Severity by 1.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.

You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.

The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.

This Gift's Cost is capped at 2 and cannot be increased further.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Nerve pain in your gloved hand: You are at a -1 die penalty for any roll utilizing the affected hand. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

  • Receiving a message does not force a target to pay attention to you, and they can feel free to ignore your message if they choose. Depending on the flavor of your Gift, they may or may not be able to return to it and read it later on.
  • Generally you cannot communicate with Contractors who are not in a Contract with you.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Artifact can change its appearance. When not transformed, it is roughly the same size as a Blank SLE4442 Chip Card and just as difficult to conceal.

Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Identification & Security cards. 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.

  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

Her actions in the war have left her be feared by her enemies and respected by her comrades. Her country send them there to help people there against the communists ruining their country. What ended up happening was that they were the ones to ruin their lives instead. The many atrocities she committed for “democracy” imbued the wedding ring she bought for her husband, with the hate , fear and pain of all the victims. She tried to leave it all behind by moving with her husband to London. Frederick Newman Senior sadly passed away through a tragic , unlucky car accident leaving Gladys a Women. Freddy still tries to spend as much time as he can with his mother but sometimes her mind wanders off , wanders off back in to the war. She always tried to raise Freddy to be a man that follows the law and helps people, to raise a man and to not make the same mistakes she did. The only thing that she has left from the war is the smell of burning human flesh in her nose and sleepless nights.

Exert your Mind and spend an Action.

Summon up to 3 Non-Sapient, Animate Malformed Gladys Newman Clones 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.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +2 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 5 Armor.
  • Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 3 dice. They can lift and haul as though they have 6 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Stock Artifact Crafting Gifts

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:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

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:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.