A coat of platinum liquid flows idly, circling the arm. When in use, the liquid travels to form an enormous wing, flowing out from the shoulder blade. Metallic feathers constantly melt away and reform along the larger structure. While airborne, the wing propels the bearer through the air without any regard for the laws of gravity or aviation.
You gain the following benefits as long as you are wearing this Artifact.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your platinum wing. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
Oct. 7, 2024, 6:46 p.m. - Revision Cost: 4. Removed Enhancement: Switch, Removed Drawback: Long Cast
When she is with the Mists, Elizabeth can feel them. Not just the mists around her - all mists are *the* mists. And feeling around, she can find what she needs, and bring it to her. You never know what's right ahead of you in them.
Expend a point of Battery and spend 1 minute. This Effect cannot be used unless you are enveloped in the mists.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Thievery to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You may produce water with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
The cornerstone incantation of the Blackstar Sisterhood and the reason they are feared as powerful heralds of curses: a warlock adds her own mixture of incense powder to the Light of The Abyss, making it briefly emmit a sickly green light and an acrid odor, akin to rotting grass, upon which the curse takes effect.
Spend an Action. Select a Living target within 45 feet. You must use up incense powder in order to activate this Effect. Roll Perception + Occult at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, either modify an existing Battle Scar on the target or inflict a new one. You determine the new Battle Scar, limited by the contested Outcome:
You may affect up to 3 targets within range.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Grace brings Sally out from her designated satchel and sets her in front of the dead body (or token for it). Grace’s eyes flashing red, then Sally’s, then the targets- like a chain- means the connection is successful.
Expend a point of Battery and spend an Action to activate. Select a Dead target of which you have a Fetter that was important to them.
The target can communicate in your language for the next hour.
The oracle dons the Witherheart Mask, which glows with a strange green mist when this power is used. This mask is clearly magical, though seemingly only to predict the future as the oracle begins to speak their prophecy.
On mythology:
Cassiopeia has always been interested in the occult, to the point where she's done a double major involving Psychology and Classical Mythology. She's also incredibly curious about conspiracy theories, often going down lengthy rabbitholes, though part of her keeps a distance from it in that she's only reading a fictional story. With this gift she could very well bring them to life, and she's doing it all for the funsies.
On prophecies:
One has seen enough self-fulfilling prophecies in everyday life to know that people are very easily influenced by their own wills to stick to a path or stray from one completely. Though, it inevitably ends up the way it was predicted. If you were driving a car and trying not to hit a tree on the road, your focus is so solely on the tree that you veer towards it anyway. Cassiopeia is making use of this age-old hubris, this fallacy that "I'm not like them, I won't end up like this". She's not any better than this, of course she falls into this cycle too, but at least she's aware that it does happen.
On wordplay:
If she's going to use her arsenal of words learned from 4 years of being an Arts student, it's only fair to allow the listener some level of free will. Let them play their cards against what they perceive to be Apollo's blessing, when in reality it all relies on Cassiopeia's competence.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
When fighting enemies, Éva will transform her necklace into a beautiful green sword.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into a necklace and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 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: must pet any cat sized animal. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
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 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 "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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
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.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects: