when powers are activated the artifact glows matching the items main color.
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.
The presence of those around you pressures you to keep on going. Regardless of what may happen next.
You gain the following benefits as long as they aren’t incapacitated or dead, at least 1 ally is present nearby, and the ally is 30 feet near.
Your Stress from Injuries and Mind Damage is reduced to 0.
Stress from Injuries acts as a dice bonus instead of penalty.
If you die, you may continue to act as though you were not dead for 3 Rounds.
A standard Spas-12 shotgun, extending to about where the middle of the forearm ends. As an underbarrel attachment it has the rest of the workings of a standard arm.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Shotgun.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
When Harry died, his body became the site of a grotesque alchemical transformation. The foreign rituals performed on him activated the Philosopher’s Stone embedded within his chest, altering it in ways no one could predict. The red, waxy substance of the Stone, seemingly alive, reacts violently to Harry’s death, weaving itself through his body like threads of molten steel.
An hour after his death, the Stone begins to reconstruct his shattered form. Muscles knit themselves together, bones snap back into place, and veins reconnect with a sickening precision as the waxy material courses through his system. Slowly, his heart begins to pump once more, its rhythmic beat reigniting his body with unnatural vitality.
While Harry is incapacitated, his body lies in a fragile limbo, resisting further decay or failure. Yet, the Philosopher’s Stone anchors him to life with a single fatal flaw—his heart remains his sole vulnerability. If crushed or damaged during this liminal state, the alchemical magic will fail, leaving him beyond salvation.
When Harry rises, the injuries that killed him are gone, replaced by scars that bear the marks of his unnatural revival. The Philosopher’s Stone continues its silent work within him, a constant reminder that his survival is as much a curse as it is a miracle. Harry is no longer simply alive—he is alchemy incarnate, defying death itself, but tethered to a fragile and dangerous balance.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life. Unstabilized Injuries do not degrade while you are Incapacitated
While Incapacitated, your only weakness is Crushing my heart, and if you take Damage from it, you will die. Damage from other sources will still be dealt and can cause Battle Scars, but will only kill you if your body is destroyed completely. If your weakness is not immediately obvious, attackers may roll to discover it. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
The wheels cling to any surface with magnetic force . Regardless of the conductivity of the surface.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
What not normal can’t be seen or heard by normal Senses
She enchant her senses to unnatural level of human
You gain the following benefits at all times. You must actively and obviously be using Hat to gain the benefits of this Effect.
Your senses are enhanced in the following way.
The werewolf's gnashing teeth sheer through steel and bone alike. Those caught in their maw rarely make it out alive.
You gain the following benefits as long as you are in werewolf form, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
As long as the Ninja is dressed in an appropriate uniform, their movement is almost silent.
You gain the following benefits as long as as long as you are visibly dressed head to toe in black with hardly any skin showing.
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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
Possession of this Power grants the following Trauma at all times: compulsion to test the awareness of allies by sneaking up on them with a weapon.
The Psychic can, with great focus and mental strain, channel their will to move objects with their mind.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
This is a doctor who exists on the front lines. They're most at home working under stressful conditions when the stakes couldn't be higher.
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The Vampire was cursed to forever be a vile creature of the night! Their skin has faded to a deathly pale, only regaining something close to human complexion in the immediate aftermath of feeding on human blood. They are weakened when exposed to direct sunlight or when they have been unable to feed in the past day, but otherwise has gained inhuman strength, speed, and irresistibility from their devil's bargain.
You gain the following benefits as long as you have fed on fresh human blood in the past 24 hours and you are not in direct sunlight.
You are permanently and visibly transformed: a seductive and powerful humanoid, with pale skin and wicked fangs. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1, your Dexterity is increased by 1, and your Charisma is increased by 1.
Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.
The Severity of any Injury caused by fire and heat is increased by 2.