Ena's Godsend "What doesn't kill me, makes me stronger."

1
Requires Seasoned
This Artifact grants you grants you protection against attacks.
Used by Luci Alessi, Created by Riley.

Being so connected to the Well, Luci had long earned its protection from outside harm, but has grown to instead decide on shedding that facet from herself to infuse that energy into other objects or artifacts.

Rolling inky shadow rolls around on the inside of the object it's been infused into- commonly a piece of clothing. If that piece of clothing is hit by an attack, the shadowy refuse inside of the clothing will reflexively react, similar to reactive armor. It is concealed in this circumstance. If this artifact is upgraded to allow called shots not to be circumvented, shadowy blobs of ink will sprout from the various openings in the clothing piece to swat aside attacks.


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

You have 6 Armor, which reduces incoming damage from all sources of physical attack except attacks where light is a major component i.e holy energy, lasers. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

Community Artifact Crafting Gifts

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

You gain an additional limb that functions as a standard human arm and hand.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Handgun.

You may turn this Effect on and off at will during its duration.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

All rolls utilizing your Extra Appendage are at a -2 dice Penalty.

  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

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

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Disfigured. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.

You also gain the following effects:

  • Infinite Ammo: This weapon never runs out of its standard ammunition.

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

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

Your senses are enhanced in the following way.

  • Sight: You can see perfectly in dark and even pitch-black environments. You suffer no dice penalty due to darkness.
  • Thermal: You are able to "see" heat signatures within your line of sight.

  • Your thermal vision allows you to judge temperatures of surfaces fairly accurately as long as they are within livable temperatures.

Exert your Mind and spend two Actions performing the following ritual: Grip the bracelet and say "Kevin I need your help.". This Effect cannot be used unless the Wielder had a meaningful relationship with Kevin in life. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single Kevin at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. This Artifact may have at most 1 minion active at a time.

  • Attacking: Minions can make melee range attacks with 6 dice to attack and +2 Damage.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 80 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 3 dice.

You may only use this Effect once per day.

Exert your Mind and spend 15 minutes. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 8.

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.

  • Unstabilized wounds do not degenerate during treatment.

Stock Artifact Crafting Gifts

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.

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

You get +1 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.