It appears as a magnifying glass-like prothesis located on the user´s right eye. It consists of a series of metallic bronze rings, each lined over one-another, appearing as a deconstructed miniature telescope.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any heightened senses require you to maintain Concentration to use, and do not apply to any passive Perception checks.
When wearing these shades which are not courtroom appropriate attire. If staring directly at an individual when they lie to you there’s a good chance they will feel nerve wracking guilt.
This Effect activates whenever When An Individual Lies to the wearer. It does not require an Action or Exertion. Select a Living target within 45 feet. Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Guilt. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this Effect ends.
Specially created throwing knives
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 +1 Weapon Damage.
You also gain the following effects:
When stabbing with the knife, it seems as though it can cut into things a touch easier than most. When hitting demons though, it burns them with a fiery fury within their now desecrated soul.
This Artifact can be used as a knife. It is roughly the same size as a knife and just as difficult to conceal.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), 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:
A soft golden glow surrounds the artifact and the hand of the user, then spreads to the target. The sound of a lock's tumblers clicking into place echoes in the ears of those that are aware of the effect.
The first iteration of this item looks like the Skeleton Key from Skyrim. Nocturnal's priceless opener of all doors, her blessing to her most trusted. Because Luz is a nerd.
Exert your Mind and spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach that is no more complex than a standard commercial door, personal safe or a keycard reader.
You may lock, unlock, and/or open your target.
This device generates a 3D image of the user's intended destination using floating metal shavings above an antiquated-looking analog console. Upon entering coordinates, the device activates, opening a rift accompanied by electric smoke and the sound of revving engines. When used for spirit walking, the effects are more subtle; the user merely needs to drunkinly walk through the bar as if seeking an exit. Upon leaving, they will find themselves entering any chosen bar, seamlessly transitioning to their new location.
From the perspective of the user, as they walk through the portal/bar, they are transported to a dimension of perfected forms. In the case of walking from bar to bar, there walking through their interpretation of a perfect bar. A large clockwork face of an old man can be seen creating these perfected forms, always with its back to the user.
Exert your Mind and spend 1 minute. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any a bar for one minute, you may activate this Effect and travel to the edge of any other a bar that you’re aware of, regardless of range.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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:
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: