Stele’s name comes from the Shadowhunters franchise that Angel loves so much- a stele in this case is an intricate thin tool made of adamas, heavenly metal. Most of its bullshit runes come from that franchise. When the bat is in use, all of these runes, bullshit or not (he really doesn’t know), flare up in their inky, energetic red. Whichever rune is most in use with the effect flares the brightest.
Activated Rune: Bind To
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.
Blue energy locks the bike to the surface, allowing it to move around unnaturally
Exert your Mind and spend an Action. You must use up A can of nitrous in order to activate this Effect.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
As long as this Effect is active and you are traversing a terrain it covers, your movement speed is doubled.
Gun (dex fire arms)
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon 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: scarry. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
A small gun shaped american flag lanyard that Brendaniel always around his neck. He wears this for the purpose of reminding of his distant families homeland, and for protection in case of nefarious Yakuza or Yokai attacks that will surely the happens the day he becomes the protagonist. It's under barrel grenade launchers holds the power to banish demons.
This Artifact can be used as a Rifle. It is roughly the same size as a Rifle but can be collapsed into An American flag pin shaped like a gun and concealed. Collapsing or expanding it costs a Free Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's Armor is fully effective against this damage.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: You cannot use this weapon unless someone near you has already taken a severity 2 or worse.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
SPEND 3 PHYSICAL SEVERITY TO ACTIVATE THIS EFFECT; DOES FULL DAMAGE TO ALLIES IN THE BLAST ZONE.
"A single bullet ain't enough… Until echoes of gunshots and plumes of smoke bury all that I've ever remembered…!"
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Location within 150 feet. This Effect cannot be used unless FELL BULLET EGO IS FULLY WORN & AGENT OF DISCIPLINARY. 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. The area within 50 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 50 feet of the chosen Location with Damage equal to your Outcome + 10.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
When he takes a photo, anyone he takes it of is disintegrated and turned to ash.
(Photography Roll)
Spend an Action. Select a Living target within 300 feet. Roll Perception + Alertness Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 2. The target's material Armor is completely ignored.
This Gift's Cost is capped at 2 and cannot be increased further.
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 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 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:
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.