The bandages on the user's body slither and stretch to cover an injury-- even slipping through any orifices (typically the opening of the wound) to treat internal damage. Once covered, the wound regenerates underneath the bandages until eventually, they retract to their original worn positions.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than acid heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Putrescine: You constantly reek of dried sweat & blood. Locating you by scent is @ -2 Difficulty & any circumstance (often social) where smell matters is at +2 difficulty. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: NEVER BACK DOWN NEVER WHAT???: You don't do restraint, you don't know restraint. You must make a self-control roll to flee from, show restraint to, or otherwise, "let live", your enemies. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Injuries you receive from acid are increased in Severity by 1.
when swung, purple flames erupt from the blade.
(elaborate on historical significance to both lady malus and her family)
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
An evolution born from necessity and hard-won wisdom, the Explorer Extraordinaire Exodus suit (or EEE, for short) is a fully integrated isolation suit ingeniously hidden within the architecture of the Chromatic Nexus. Seamlessly deployed from subdermal matrices, the suit envelops Jessica in a smooth, ergonomic shell resembling a spacefaring explorer’s uniform—sleek and form-fitting.
Flash-gold visor down, magnetic boots locked, and every joint encased in endoskeletal comfort, the Exodus is pure mastery in synth and style. Reactive fingertips shift to any control scheme; tool holsters, toggled spotlights, and crystalline-filament accents make every utility a flourish. Sensors and internal HUDs maintain constant readouts on both the outside world and Jessica’s own biosigns, all without breaking her stride.
It offers protection against exposure as a fully self-contained suit e.g ''astronaut suit''. Due to it's specialized design and bulk, it has the statistics of a suit of full plate: an Armor rating of 4, a mobility penalty of 2 and contributes 45 pounds to encumberance.
Exert your Mind and spend an Action.
You transform into EEE Mk I for 3 hours. You have access to all of your Powers while you are EEE Mk I, 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 Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Self-contained environment suit; helmet mounted flashlights, gold-coated eye visor
Austin pulls a particular sock out from his collection. Suddenly a warm ocean breeze blows from behind him as his clothes morph and change into those of a daring pirate. A large knife appears in his hand as a flintlock pistol appears in the other. A bandolier of backup flintlocks cross the pirates chest.
Exert your Mind and spend a Quick Action.
You transform into The Legendary Dread Pirate Captain Gareth for 3 minutes. You have access to all of your Powers while you are The Legendary Dread Pirate Captain Gareth, 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 Dexterity is increased by 1.
You do not suffer any Penalty while in your Alternate Form.
While transformed, instead of your normal clothes and equipment, you are equipped with: Pirate outfit, large knife, flintlock, bottle of rum
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Coded script rolls over the glass eye, calculating distance before folding space to deliver the wielder to a location they can see. Works especially well through placed Wards -
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Miss the Landing (Severity 4 or Off Target).
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
You may also Exert your Mind and spend an Action to Travel in a random direction without any knowledge of an endpoint or destination. Roll Intellect + Technology at Difficulty 6 to safely arrive without any consequences.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. 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.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
"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 "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects: