Rod of Asclepius - Purify Injury restoration part of Rod of Asclepius.

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This Artifact grants you the power to cure diseases and poisons.
Used by Vel, Created by RNGrant.
(You are obviously treating your target for the entire cast time. You must use this Artifact obviously when activating this Effect.)

The rod glows with green light, and the participant being targeted glows the same color. The user of the rod has a green light burn a wound on their chest (or arms if chest injured)

The rod is burns with purifying energy that drives the malady from the target.


Take a Severity-1 Injury and spend 15 minutes. Select a Living target within arm's reach.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.

  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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Community Artifact Crafting Gifts

Exert your Mind and spend at least two Actions performing the following ritual: Takes out a Mk 6 and must enter the area base hume reading. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect the closest of any An Object Bending Reality within 300 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.

Even if there are no An Object Bending Reality within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

Exert your Mind and spend two Actions performing the following ritual: folding and naming each origami golem. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. 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.

Summon up to 3 Non-Sapient, Animate origami golems at your location. They last for two hours or 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. This Artifact may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 7 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +6 Damage.
  • Body/Mind: Minions have 7 Body. They automatically fail all Mind resistance rolls.
  • Armor: Minions have 6 Armor.
  • Movement: Minions can move 25 feet per Round as Free Movement and double that when performing an all-out Sprint.
  • Intelligence: Minions have dog-level intelligence and cannot communicate back to you. They cannot actively use Equipment.
  • Actions: Any Perception checks they make are rolled with 4 dice. They can lift and haul as though they have 6 Brawn.
  • Unusual: Minions are obviously Alien to any observer.

You may only use this Effect once per day.

  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

Exert your Mind and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Charisma + Occult at Difficulty 6.

You learn all the following information about your target:

  • You learn the target's name, nicknames, screen names, and aliases.
  • You learn what the target values most and where to find it, provided they know. This includes any hidden or concealed treasures.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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 this Artifact has no living true owner, anyone may spend one day attuning to it to become its true owner.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

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.