Rod of Asclepius - Purify Disease and toxin removing part of Rod of Asclepius.

3
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 energy has some kick back, causing a shadow of the harm of the poison on the wielder of the rod.

The rod is burns with purifying energy that drives the malady from the target. It draws from the symbol of the Asclepius.

This rod was made by a ritual focused on the Asclepius, and experimenting with it. Vaccines, anti-virals, stories of miracle cures were all part of the creation process.


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

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target even if you have not diagnosed or fully 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.

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.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • 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 an Action. Roll Intellect + Occult at Difficulty 6.

If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.

The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.

Protection Plans
The Inderpal Agency

The following subscriptions services are available when a client has purchased our patented SafeGuard technology to secure their most valuable items.

Basic Plan: £2500/Month – In the event your SafeGuard item is lost or stolen, the Inderpal Agency will recover if for you. This operation may still accrue reasonable expenses as delineated in the individual contract. In the event the item cannot be recovered, the Inderpal Agency will be required to pay the client 3x assessed market value.

Advanced Plan: £10,000/Month – as above, however all operational costs are covered in total. This level also includes complimentary Estate Planning: in the event of your untimely demise, the Inderpal Agency will recover your SafeGuard items & body if possible, & act as Executor to see your affairs put in order. This level can include sanctions against any party withholding such items if required.

VIP Plan: £250,000/Month – as above, with the addition of active recovery operations – if you are captured, imprisoned, injured or killed, the Inderpal Agency will mobilize a crack squad of Metahuman Commandos to your location to extract you. While operational costs are covered by the subscription, collateral damage may still be your responsibility. This level requires a NDIS contract to be signed ahead of time. Response time is guaranteed to be under 24 hours after notification, with full resolution within 5 business days of initial response.

This Artifact cannot be broken.

If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.

  • "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.

Exert your Mind and spend two Actions performing the following ritual: Signing a Celtic Poem. This Effect cannot be used unless you are in a place of worship. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

Summon a single Medieval Longbowman at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.

  • Attacking: Minions can make ranged attacks at targets up to 30 feet away with 4 dice to attack.
  • Body: Minions have 4 Body.
  • Movement: Minions can move 20 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: Minions cannot dodge or Defend. Any Perception checks they make are rolled with 8 dice.

You may only use this Effect once per day.

Arrows are comprised of Hard Light and function and behave like normal arrows, apart from being able to produce a faint glow.

You gain the following benefits as long as you are wearing this Artifact and engaged in combat with this Bow.

Your attacks with this Bow have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +3 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.

  • Reminder: Bonus Damage stacks with Weapon Damage, but does not stack with any other Bonus Damage. Instead, the highest Bonus Damage is used.

Exert your Mind and spend one minute.

You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

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.