A raggedy old camo poncho; when the hood is pulled over the wearer, they are obscured by the magical and near divine properties of CAMOUFLAGE.
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
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.
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.
Crew lays his gloved hand on the object that he is investigating and consults with the sprits of the past ana combines their hints with his own knowledge about historical items, in order to create a complete picture in his mid about the object that he is investigating
Exert your Mind and spend 2 Actions. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The Demonologist performs an elaborate ritual to summon and bind a winged lesser demon. during the ritual, the summoning circle glows a deep crimson, until a winged demon is dragged up through the circle, bound in glowing red chains, and forced into the Demonologists service, only to be released when it is slain and returned to Hell.
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 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 6 Body and can make melee range attacks 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, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minion is able to Manual Labour with a 4-dice pool.
Cthulhu-like tentacles come out of the lens and touch the object all over and makes sure they know where this came from.
Spend 2 Actions to activate. Select a target Object within arm's reach. At the end of your investigation, roll Perception + Alertness at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Cthulhu-like tentacles come out of the lens.
This Gift's Cost is capped at 2 and cannot be increased further.
You're tough as nails- literally. Once you get going, even rifles don't keep you down. Blows seem to slide off your confident aura, missing or simply crumpling against your skin. Only one catch- you've gotta be in the ring first. Bloody nose, bruised ribs, and a right hook aimed at the bastard's head- you're unstoppable once you get going.
You gain the following benefits as long as you have 3 or more total body damage/injuries and 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.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
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.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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.
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 De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).