The artifact can't be broken. There is a stylized "Heal the world for me- Vel" Inscribed on it.
If the artifact is lost, it returns to its creator (not necessarily Vel, the one who made the artifact originally)
The creator (not Vel, creator of the artifact) can tell when someone else is using it, and is aware of the user's appearance, direction, and distance.
This is an enhancement built on top of other artifacts to enhance how strong they are.
It's connection is to the person who originally made the artifact, not Vel.
It involves using
- a variety of hard materials (iron, titanium, etc)
- a history book
- a family tree diagram
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.
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.
The user of the item strikes a pose clearly presenting the artifact and dictating the edict that will need to be followed by those around. the artifact sparkles and shines as it claws at the users mind using their embracing moments as fuel for the ability.
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 20 feet. Make a Trauma roll when you activate this Effect. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Commands can put the target into a potentially self-endangering scenario, including Combat, though you cannot force a target to directly attack themselves. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
The inside of your clothing has been lined with so many extra pockets, holsters, and bandoliers that you might *actually* be able to carry everything you want now! Isn't that exciting?
This Artifact holds 3 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
Looking upon the user wearing the gloves you would see them smack their gloves together before a glowing blue light, seems to come from the metal platting on the palm.
Expend a point of Battery and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
You only gain the benefits of this effect if you are in Urban Environment.
With effort, and time, Hudson can create a special rifle bullet which tears the flesh much more than is standard. In addition to bypassing armor as a regular round does, it shreds it as well, leaving gaping wounds in the armor of targets....and if a target finds themselves soft and unprotected, they are quickly destroyed.
Cherry Rounds are visually similar to the .950 JDJ, only made by Hudson in a custom press.
This Artifact can be used as a heavy sniper rifle. It is roughly at least twice as large as a heavy sniper rifle and cannot be concealed on your person or disassembled for storage.Unless on a failure you suffer a Severity-3 Injury, or a Severity-4 on a Botch, you succeed on a Difficulty 7 Brawn + Firearms roll to fire it (Difficulty 5 with a stand), and you load a round of .950 Cherry, each taking around 2 hours to craft with hand tools or with an appropriate machine time varies, typically less than an hour, but costing $50 in raw materials, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
Inhale the spirits and blow out the the smoke. The Artifact is a Wooden Smoking Pipe, with tribal carvings. Both parties start "Tripping Balls"
The Tribal carvings stolen from Ancient Knowledge burn the combustion fuel of herbs and transmutes them into a healing aura
Expend a point of Battery and spend 15 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult at Difficulty 6.
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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The spirits of Dead Indegious Tribals that dance creepily, tearing away at each other's ghostly flash and replacing the wound's of the chosen with the vitality of their own..
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: