The cloak's fabric shimmers with a protective aura, providing armor-like defense. When an enemy strikes Blake from close range, flames ripple out from the point of contact, racing along the attacker's weapon or body, scorching them with the reflected power of their own strike. If an attack manages to penetrate the cloak's defense, the fire of the Phoenix's embrace activates, closing and stabilizing the injury with a warm, golden glow. The flames flicker softly over the wound, sealing it and preventing it from worsening.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
You may activate or deactivate your armor as a Free Action on your Initiative. As long as your armor is active, your movement speed is halved and you suffer -2 dice to all Dexterity and Perception rolls. While deactivated, it offers no Armor.
Vita thought it was just a cute earring. Then one day, in a moment of panic, it leapt from her ear with a shriek of silver wind, spiraling down her arm like a living gauntlet. The tiny dragon coiled there looked up at her with opalescent eyes, yawned—and fired a blast of glacial magic that shredded a car door in half.
Now, Zephyros is more than a trinket. He’s a partner. A temperamental frost wyrmling, loyal only to Vita, and deeply offended when ignored for too long. He doesn’t talk—yet—but his body language screams sass.
In its dormant state, Zephyros appears as a delicate silver earring shaped like a coiled baby dragon, its tail looping around the lobe and its head perched just above the helix. When activated, he unwinds and expands, wrapping around Vita’s forearm like a living bracer. His scales glint faintly with blue runes, and his tiny wings stretch as he charges a shot. When he fires, the air flashes white-blue, and a burst of frozen breath erupts in a shape of Vita’s choosing—spikes, beams, or swirling frost.
Every shot leaves a whisper of winter in the air.
Zephyros wasn’t made—he was gifted. Or maybe born from something ancient Vita brushed up against one Contract too many. She doesn’t remember when he first appeared, only that she woke up with him snug against her ear and a note in her pocket that said, “He likes you. Feed him starlight.”
Despite his size, Zephyros is imbued with the breath of some long-forgotten storm dragon. His blasts don’t burn—they freeze, crack, and peel armor like dead bark. His form adapts on the fly, shifting his attack shape with a flick of Vita’s wrist. A cannon one second, a railgun the next.
He hates being left alone. If he’s unused for more than a day or two, he sulks—and starts to fade. Vita talks to him like a pet, even when he’s dormant. And when things get serious? He roars, not with fire, but with the howling bite of wind made flesh
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a dragon earring piercing 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.
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:
The data manipulator is touched to the object, and the tip glows as the user searches a database for the object in question.
Find the right row in reality's database, and all of its knowledge can be yours.
Spend a minute. Select a target Object within arm's reach. You must use up rechargeable lithium battery in order to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same target more than once per day.
As fast as light is, the darkness soon follows behind it, as such, the Dark Veil allows you, the user, to move faster than you ever could before.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
The user taps their bell then raises their hands up in the causing a star to float up and onto the target or user which will then empower them causing their battle scars to be healed.
Exert your Mind and spend an hour to activate. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
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 Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects: