As Bubba is playing his guitar, he his just the right notes to form a sound barrier around himself. This barrier of sound, when struck, causes a painfully loud gong sound, as if you're standing inside a large bell. It seems to last as long as Bubba is putting on a performance! It seems that the forces of hell wish to see this metal apocalypses to happen no matter what.
Expend a point of Battery and spend an Action or Reaction. Roll Charisma + Performance at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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.
Imagine a magical M17 Handgun, an otherworldly fusion of advanced technology and arcane power. The Handgun's sleek, matte-black exterior gleams faintly, etched with intricate runes that pulse with an ethereal glow, reflecting its enchanted nature. Its barrel is slightly Shorter than a standard M17 Handgun, with mysterious symbols carved along its length, shimmering as if alive.
The grip and stock are made from an otherworldly material—something lighter yet more durable than any metal, with faint golden veins running through it. The rifle’s magazine, while looking like a typical high-capacity model, is mysteriously empty but ever full. The moment a round is fired, it reappears instantaneously, as if time itself has looped and provided an endless supply of ammunition.
When you aim, the sights are enhanced by an ancient magic. Instead of simple iron sights, they shimmer with holographic glyphs, marking targets with precision before you even pull the trigger. Each shot fires with a whisper, leaving behind a faint trail of light that fades into the air, hinting at the magical force propelling the bullets. The rifle hums with an almost imperceptible vibration, as if it's aware of its near-infinite power.
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
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:
A shiny silver crystal necklace that glows with a light blue aura that enhances the wearer and strengthens them.
You gain the following benefits as long as you are wearing this Artifact.
Your Body and Mind Penalties are reduced to 0.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
The inside of the glove hides a more alien visual, tendrils wrap around the hand as it's inserted and hold it in place.
The glove uses the user as the user uses the glove in a relationship of perfect symbiosis.
When returning to the creator, it sprouts leg like tendrils and crawls, shimmies, and leaps it's way back to Valentine.
This gift has been Marked by Valentine, Functioning as Homing beacon.
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.
Held at gunpoint by Ozz.
TL;DR: Feed Elmo cigarettes, become big flamethrower
Exert your Mind and spend an Action. Select a target within 300 feet. You must use up an entire pack of cigarettes in order to activate this Effect. Roll Dexterity + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
You may only use this Effect once per day.
Bankston raises the ornate scales high, uttering a commanding language reminiscent of a judge laying out a judgment. With a deft motion, he positions nettle and Mugwort leaves on opposite sides of the scales, Flames igniting on there own. The flames dance with hues of dark red and bright purple, casting flickering shadows. As Bankston gazes into the flames, visions of past crimes materialize before him. the flames surge forth, Painfully searing into his eyes and imprinting an awareness of his prey and their victims.
By intentionally criminal beings i mean to target beings that have an activate understanding and engagement with society and laws, they just chose to break those laws anyways.
Victims of crimes i mean individuals who are actively having a crime committed against them. some one being attacked in the streets, or kidnapped, or just got robbed an hour ago. People are not Victims forever.
Exert your Mind and spend two Actions performing the following ritual: Balancing the scales, and lighting the plants on flame on either side.. You must use up nettle and Mugwort leaves in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all Victims of crimes and intentionally criminal beings within 10 miles of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
You learn basic information about why each detected being is being detected. For example, if you detect Criminals, you may learn how many crimes they have committed and what type.
You receive Their scent for each being you detect.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects: