Summoned by the call of their master from the depths of hell, these demons are covered head to toe in red skin. They feature black horns and fire in place of hair. They're always eager to play back up to their master.
Their sharp claws are always ready to draw blood, and if a target is out of reach, they can summon fireballs to throw at their enemies, or take to the sky and pull down their for.
This Effect activates whenever The wielder takes a severity 1 injury or higher from an attack. or Someone Answers in the affirmative to the question, "Are you ready to rock?". It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
Summon up to 3 Sapient Rock-'n'-roll Succubus at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
Normal, black glasses that when activated shows the wearer a green radar of a 50ft area around them. If any beings are detected then it outlines them on that radar
Exert your Mind and spend an Action.
You automatically detect all Evil Entities and Living Beings within 50 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.
Even while this Effect is not active, if any Evil Entities or Living Beings come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
The Zweihander is a dull and grey weapon made of Knihburg steel, it features not livery nor adornments, simply dull steel.
It's much larger and heavier than typical, custom made for a large Knight of considerable strength and an average person would not be able to use the weapon effectively.
It's exceptionally well made, forged specifically for Waldemar to the point wielding it feels more natural than his own arms do, this compatibility allows him to use the blade to almost supernatural degrees in combat.
This Artifact can be used as a Great Sword/Giant Axe. It is roughly at least twice as large as a Great Sword/Giant Axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's fully effective
You also gain the following effects:
The Gunslinger wounds seem to heal at an abnormal pace, still present when observed, but vanishing when not, almost as if healing between scene changes. A bullet wound scars over, becoming a small crater in the skin, a knife wound stops bleeding and vanishes.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level each hour. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
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 Demonologist performs an Arcane Ritual to summon an Imp and bind it to the mortal plane. It takes the form of a small, red-skinned humanoid creature with wings and short, stubby horns, and possesses the ability to hurl bolts of fire short distances.
Uses Demonology
Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
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:
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.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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.