The ethereal glow of the Captain's Toothpick brightens as spirits of those lost to sea guide it to do the near impossible
This Artifact can be used as a javelin. It is roughly at least twice as large as a javelin and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Compulsion to hunt behemoths. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
If a target is unlucky enough to be shot by Enmity and live to suffer through it (and no other mark is active), the targets bullet-wound will intensely bruise immediately, turning the surrounding flesh a dull magenta. Nearby assorted carrion animals will be attracted to the promise of Enmity's stain.
This Effect activates whenever the target is shot via "Aspect of Enmity". It does not require an Action or Exertion. Select a target within 300 feet. “Your target should be intuitively based on the triggering event.
Your target is marked with the Stain of Enmity. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for an hour, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 1 mark active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
You receive +2 dice to any rolls made against a marked target.
When activated, your boots release a black deathly energy and a gray (soul-like) energy envelops your boots and move up till the top of the boot. Then the energy takes shape into that of wings on both sides of the both boots. You are propelled towards your destination by your boots, however, you are propelled so fast that for 3 seconds you break through the realm of the living into the realm of the dead. While there you are unwillingly protected by the souls of those you have killed, and then once you have reached the target location in Underworld you break through the barrier again with your last acceleration back into the realm of the living.
Spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. This Effect cannot be used unless This Effect cannot be used unless the user has killed a Sentient being in the past 24 hours.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. You may hop to the other side of walls or escape grapples but can travel no farther than 3 feet when doing so.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see deathly black and gray energy pulse from your boots up your leg to your calfs..
A bag of breath mints.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
When it is activated the hand starts to leak a shadowy mist consuming the users body unit it is fully engulfed. people may feel surprised or scared when the transformation is taking place. The user takes the form of a shadow figure.
The Blackest Night falls from the skies, The darkness grows as all light dies, We always been by your side, By my black hand, the shadows shall rise!
Exert your Mind and spend an Action.
You transform into shadows for the next hour. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that is not water-tight.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
While transformed, you can make an unarmed attack using Body as your attack roll. The target may contest by dodging or Defending. This attack deals +2 damage.
While Jules bears the Seal of Nephthys, the Goddess herself protects him, until such a time as he has avenged his family & returned the stolen artifacts of the Goddess. When Jules would be harmed one can see slender arms composed of shadows that ward off the attack. Even ethereal attacks can be thwarted by the Embrace of Darkness. When employing his Defensive Curl this effect is even more pronounced, with the wings of the Goddess enfolding him completely in a display of otherworldly power.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
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.
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). 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 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 Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.
Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.
If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.
You may change the type of your container between Contracts.
Only you may open and close the container. Others can still destroy it to get at the contents
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. It is roughly the same size as a javelin but can be collapsed into a pair of bronze bracers and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks
You also gain the following effects:
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk 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. The target's Armor is fully effective against this Damage.
You also gain the following effects: