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You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Holding her palm up, a gap in the environment expands to the size of a subway tunnel, warping the space around it, and train tracks lay themselves down in front of the tunnel. Shortly after, the Dead Line comes barreling through.
(The train pamphlet always remains when the Dead Line is expanded, merely acting as the focus for it's summoning.)
The gaps that the tunnel to the Dead Line can be things such as the mortar between bricks, the ridges between bark, or vacant alleyways. The Dead Line runs through all things.
This Artifact can be used as a subway train. It is roughly the same size as a subway train but can be collapsed into a train pamphlet and concealed. Collapsing or expanding it costs a Quick Action.
This subway train has tracks which lay themselves down in front of itself (never taking more than a 12 degree curve) and dissapear shortly after, standard subway cars, reinforced doors, an engine room with a pilot's seat, a car with a large table and a locker wall, a cowcatcher on the front, the classic fixings of a subway car including an intercom system, standard electrical outlets, and a nice hat hook for a conductor's cap. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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: Codependence. If the pamphlet is removed from your posession or destroyed beyond repair, you must roll self-control to take any action whatsoever as you become sluggish and unresponsive. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A metal flask that is always in Wei's pocket.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Day draws (with her finger, or her mage hand) a series of runes over where the injury is, days finger leaves behind faintly glowing lines as she works, the runes describe health, a lack of infection, healing etc. Once day has finished drawing the runes, they stop glowing, but form a series of tattoos over where the injury was, and the injury flows back together. Day must reference her grimoire while drawing, the runes she is drawing will show in her grimoire, and will glow faintly while she is drawing them.
The runes must remain uncovered, this includes cloth, makeup, paint and armor. Hiding the runes is allowed (Holding a briefcase by your leg so that the runes cant be seen is allowed). Generally, if the person who is marked could be considered to be "wearing" the covering, it is not allowed.
Day has some control over where the runes end up, if she is healing a lot of minor injuries, she can concentrate the runes somewhat, and she can move the runes slightly from the original position (to avoid situations that would be...pornographic).
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Crafts 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. Your patient is required to The healing leaves runes that appear to be tattoos where the injury was. These markings con not be covered for the next month. If they violate this rule, your treatment is immediately reversed.
Leon has decided that it is time to stop merely playing at divinity and begin embodying it. The first step in doing so is to honor one of the most ancient traditions of Kami. Naorai, the end of the period of fasting and moderation wherein the gods pay the believer back for their devotion. In doing so Leon enjoys a meal in a blessed location as the kami responsible for the people in his land at a sanctified location, during which time he accumulates the energy of faith shared in the meal into a bottle of sake that he keeps beside him throughout the meal. Then, at the end once the bottle has filled with the energy and the sake has been enriched with the spiritual power of both Kami and believer, Leon then takes a drink of sake and bites his tongue before he spits the mixture onto the object in question and in doing so blesses it granting it the power of the kami that aid him in his day to day life and cleansing it of impurities with his own life essence. In this communion as well, two items may be brought into union as god and believer are and in doing so elevate both to something beyond either.
Exert your Mind and spend an hour. Select a Device within arm's reach. Can be used on Alien technology. This Effect cannot be used unless Can only be used during a meal with another consenting sapient being and Must be performed in a holy site. Can be used on Armor.
Lasts the next day. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 3 to those actions for the next day.
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.
The clown takes aim at a target with his peculiar gun. When he pulls the triger, a bullet doesn´t come out. Instead, what comes out is a flag with the word "bang" on it. The experience may scar the victims mind and leave them traumatised.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. This Effect cannot be used unless The target looks at the gun while it is firing. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). 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.
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 Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
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.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
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.
You leave a golden glow shaped like yourself at your location.
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 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.