The sound of pistons being turned on. The faint smell of something burning. And then the gauntlet is in your face.
You gain the following benefits as long as 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).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
Day draws (with her finger, or her mage hand) a series of runes over where the injury is, days finger leaves behind faintly glowing lines as she works, the runes describe health, a lack of infection, healing etc. Once day has finished drawing the runes, they stop glowing, but form a series of tattoos over where the injury was, and the injury flows back together. Day must reference her grimoire while drawing, the runes she is drawing will show in her grimoire, and will glow faintly while she is drawing them.
The runes must remain uncovered, this includes cloth, makeup, paint and armor. Hiding the runes is allowed (Holding a briefcase by your leg so that the runes cant be seen is allowed). Generally, if the person who is marked could be considered to be "wearing" the covering, it is not allowed.
Day has some control over where the runes end up, if she is healing a lot of minor injuries, she can concentrate the runes somewhat, and she can move the runes slightly from the original position (to avoid situations that would be...pornographic).
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Crafts at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to The healing leaves runes that appear to be tattoos where the injury was. These markings con not be covered for the next month. If they violate this rule, your treatment is immediately reversed.
When Aria takes out the silver mirror, she has to extend and touch the sapphire gem to the surface of a mirror she wishes to use for scrying purposes.
Spend an Action. Select a target within 10 feet. This Effect cannot be used unless you have touched the mirror with your magic mirror and Used on an actual mirror.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may communicate through your ward, though doing so will reveal its presence.
This Gift's Cost is capped at 2 and cannot be increased further.
These are the battle versions, they do not possess medical abilities. They are only supposed to kill any threat in the area to allow civilians to be healed by the heal troopers. Of course, I have no need for heal troopers in the field with me, though battle troopers will be extremely helpful. Their cold nature is due to the fact they only talk to their superiors, patients, and heal troopers and the creation of these soldiers. The origin of these troopers goes as follows. These fine specimen are clones, genetic clones of a former American Marine. This Marine was killed so a new donor is being located at the moment, the technology to make these troopers was a combined effort, with the genetic work being done by yours truly.
"Organizations like 'Doctors without borders' are honorable, they treat those without proper medical systems. But what about active battlefields? What doctor, can run out and fix up and save a civilian? These are not battle medics, they will not heal any soldiers without orders, they have one job. To fix any civilian casualty, and to neutralize any threat."
They uniform:
https://imgur.com/a/P6PHyFK
Exert your Mind and spend one minute to activate.
Summon a single S.I.M.P.S B.A.T (Battle Agent Trooper) 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 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 8 dice.
You may only use this Effect once per day.
Your bloodflow increase, and your blood vessels harden as you feel a surge of energy filling you.
You finally learned how to bend your vitality and make it yours.
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 doubled.
If you perform an all-out Sprint while this Effect is active, all Attacks targeting you suffer -3 dice for the next Round.
When being called to my hand, the blade glows a soft golden color before instantly being teleported to my hand. If struck, the foe is covered in an ethereal flame, not hot to the touch nor otherwise painful, though their armor is sundered.
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 "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 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 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 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 +5 Weapon Damage.
You also gain the following effects:
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.