A ball of light, blue and white in color, that when activated, will take ink from a bottle, and uses the ink as a conduit to draw and transform the terrain. The ink solidifies into either darkness or light, allowing a higher level of construct to be made. Yet this ball, is connected to one's soul, the darkness gives one nightmares, while the light disorient one body and makes it easily nauseous. Faintly, you can hear eldritch whispering as well, that makes you paranoid from within.
Exert your Mind and spend an Action. Select a Location within arm's reach. You may choose not to pay this Effect’s activation cost. When you activate this Effect, if it is active from a previous activation where you didn’t pay, that Effect ends. You must use up 1 bottle of Ink in order to activate this Effect.
Select one of the following alterations to create out of Light and Darkness Energy Construction Materials originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
You may opt to have your alteration form immediately. If you do, it falls apart in exactly one Round.
You may end this Effect prematurely as a Free Action.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak Stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Paranoia and Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
While Aginos possess the user's body, he has the potential to do great damage with his club like hands, and gnarled teeth. He fights with no regard for those around him.
Legends say that Aginos' rage in battle could crumble mountains and boil oceans.
You gain the following benefits as long as Warp Spasm is Active, you are wearing this Artifact, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1). The target's Armor is fully effective against this damage.
You also gain the following effects:
After using his cleaver to end many different supernatural entities, doing this has caused it to develop occult runes along the length of the blade and handle, This enables the blade to do increased damage to beast, when the blade deals damage to a beast it seems to have been dealt by a far larger blade.
This Artifact can be used as a knife. It is roughly the same size as a knife and just as difficult to conceal.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Allister has retrofitted an old Forge apron hes found into an ultimate assistant for his creative endeavors. while wearing this apron and preforming a task that requires speed, the apron will sprout an innumerous amount thin metal spider like limbs to assist with the task at hand speeding up the task. these limbs also assist in thrusting Allister forward when hes attempting to maneuver.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
The goggles are filled with a dull light as they begin to scan the targets body as Kanni does a few test punches, guided by its system. The internal AI then begins pulling up information about the subject and informing those around with a speaker.
Spend an Action. Select a Sapient target or a Creature within arm's reach. At the end of your investigation, roll Brawn + Melee at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is audible through a speaker and made publicly available.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same target more than once per day.
Colvin takes off his necklace, and its chains seem to melt around his hand, the metal reforming and expanding into a spear. Engraved along the spear’s length are figures of legend (Siegfried, Odin, even King Arthur) hunting things down across a black expanse of sky. As he thrusts with the spear, the obsidian tip of the spear pierces through the shaft of his opponent’s weapon, breaking it into pieces that are strangely sucked, like the light around it, into the inky darkness of the spearhead.
This, spear, engraved with scenes of the Wild Hunt, was initially the channel for the powers of a former damned spirit of the hunt, captured and enchained. That being had seen many leaders of the hunt come and go through its “lifetime”. With its taking from that being’s prison, the Spear lost most of its power. It seems to be reclaiming some of its history, however, in consuming the remains of Fae beings (the Fae are intimately intertwined with the history of the hunt, after all.).
One last note: This gift used a trophy from a Contract as the object for the artifact, and that spear trophy had the quirk of being unbreakable. It is completely up to individual GM’s whether they choose to uphold this quirk or ignore it.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into An iron thin chain necklace which has an engraved steel pendant of a hunting hound, wreathed in flames, on the end of it. 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.
You also gain the following effects:
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 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.
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 Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon 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.