Spiraling runic shapes lift from the pages of History in Blood and surround the user's hands and arms. As soon as fingers are laid upon the flesh of a willing participant, it begins to roil and split. Runes are written across the target's skin, similar in nature to a particular cursed witch. The target can feel something crawling about their body, a coldness that rustles in the back of their mind, before their form is improved by the ritual.
Generally, these improvements are marked by a wound that never wants to close and must be bandaged. These wounds often take the form of runic symbols, strange and supernatural in origin, though their meanings are esoteric and unknown.
Lilith has spent a great amount of time researching various blood rituals of cultures all around the world. One book in particular has been a fantastic aid in developing her rituals. Fusing occult research and medical science, this copy of History in Blood holds a new appendix on Fleshcrafting, authored by the witch herself.
Exert your Mind and spend an Action. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you give the target Hemophilia (tracked as a Battle Scar). You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
By transplanting a body part from another creature, you can grant a Powers intrinsic to that body part to the subject.
Observers witness a sudden, surreal transformation as the Bandersnatch emerges, evoking awe and danger, altering the atmosphere with its ferocity and unpredictability
This Artifact can be used as a Bandersnach. It is roughly the same size as a Bandersnach but can be collapsed into a smol kittttyyyyy cattt and concealed. Collapsing or expanding it costs a Quick Action.
This Bandersnach has fearsome and monstrous creature, larger than most animals, with a thick coat of fur and powerful jaws.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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.
The user throws the harpoon, propelled like a rocket by its junkyard modifications, and the spine explodes with a jet of briny water to aid the propulsion. If the user flexes their hand and pulls, the waterjet pulls the Harpoon back into their grip like the retracting of a chain.
This spear was made of the spine of the fish woman Jorge and his crew ate that one fateful night, when starving they engaged in the sin of mythological cannibalism.
This Artifact can be used as a javelin. It is roughly at least twice as large as a javelin and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
When the traveler loses an eye the companion provides another. The sight provided far surpasses that which the traveler first had.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Stanley has grown a bond with his cane, allowing him to always find it should it become lost.
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: limp. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Un Revolver aparentemente común con destellos violáceos y un aura de muerte
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into Bullet Ligther and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
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 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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
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 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.