You turn on and turn up the volume of your wireless headphones and they surge with thick black shadows before dying down when the cast ends. For the next ten minutes your shadow will whisper translations from any sapient target around you as well as taking control of the motor control of your mouth when you speak, allowing you to speak flawlessly in whatever language your target speaks.
When concerning other facets of communication, your shadow will interpret anything you see to you in real time.
Exert your Mind and spend an Action to activate. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The shadow incorrectly translates to you and will only translate racial slurs and taboo words. Those that are spoken to will be compelled to physically retaliate.. Make a Trauma roll when you activate this Effect.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next ten minutes.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.
If at first glance this may look like a normal axe, the eye at the end of it proves its not.
The blade is made of scrap metal Ray had left in his resource bag pack. The handle is made of wood, not the most solid wood in existence, proven by the various scraps on it, but it serves its purpose
Ray created it a couple of years ago, and for some inexplicable reason, it came to life. Sort of. Moldecast speaks to Ray via telepathy, and it tells him to fuck anyone who wronged him up. It’s like the devil on Ray’s shoulder. Moldecast can’t move, only able to look around when Ray is holding it, but it can speak to Ray at any and all times. Ray suspects that Moldecast becomes stronger the angrier Ray gets.
This Artifact can be used as a throwing axe. It is roughly the same size as a throwing axe and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
You hold out the imbued coin and chant the trigger phrase and blood seeps out of your nails. The blood pools and boils until 3 seemingly human butlers rise from the puddle. They are servants of the god of ultraviolence, they despise all those which cannot bleed for they cannot pay the red tithe. The butlers all appear middle aged, with bald heads and well groomed mustaches. They wear red and black tuxedos and carry an era of professionalism, despite their love for bloodlust.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Sapient Battle Butlers at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. They will attack any nonliving, Animate targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
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: hemophilia: Unstablized wounds worsen in half the time.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
These organs are about the size of a fist when created, growing like fleshy tumors inside Edgar Stokes mutated body - when inserted into a Pouch Augment in a living creature, the organ takes root, transforming that Pouch into a liminal space of sorts. The Organ feeds off the nutrients of the host body, & cannot be removed without removing the original Augmentation altogether.
This Artifact can be used as a container. It is roughly the same size as a small, pulsating organ and just as difficult to conceal. Unless it is implanted in a living creature that has the Pouch Augment, this Artifact behaves as its mundane counterpart.
Your small, pulsating organ holds 12 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your small, pulsating organ. They will have access to anything else inside and may attempt to break free, damaging or destroying the small, pulsating organ in the process.
If your small, pulsating organ is destroyed, things inside may get out, and it will cease to function until it is repaired.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
If someone besides the driver enters the vehicle, a small silver button-like device drops onto their shoulder. it is only loosely attached and can be removed without much hassle, the adhesive only being strong enough that the device cannot just slide off or wash away (similar to a band-aid).
This piece of equipment sends all relevant information to the on-board computer of the vehicle where it can be read. At the same time the button can be pressed and will show direction and distance to the vehicle on a small display.
Each vehicle is able to connect to three targets to monitor at the same time and will replace the oldest first.
This Effect activates whenever someone gets into the vehicle. It does not require an Action or Exertion. Select a target within arm's reach. “Your target should be intuitively based on the triggering event. The target may Resist.
Your target is marked with a small silver button. The mark can be easily removed if it is discovered.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
A decrepit flare gun, shooting out a green flare. Skittering in the darkness, several goblins burst from the shadows.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Gobbos at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. They will attack any Undead targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
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: Klepto. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
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:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
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: