When calling upon the flames of the hearth from the bracers, the markings embroidered upon them glow fiery oranges and yellows, pulsing with life as spears of flame appear in the hand(s) of the wearer to use.
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:
Exert your Mind and spend an Action.
You transform into the last Creature you touched until you transform into something else or choose to return to your original form. See the Extended System text for stats.
While transformed, you cannot use any equipment (excluding Artifacts and Consumables, which you can use), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you may speak and use any Influence or Communication Powers you posses.
The user may commune with a single Abnormality, and force it to do the user's bidding after 3 rounds or 15 minutes at the expense of severe continuous mind damage (3 severity per round) the longer you exert your influence.
User must be uninterrupted while communicating, if interrupted restart the entire process; This effect can be resisted by intelligent & ALEPH Abnormalities.
"Throw it away until I remember it, when it crosses my mind, kick it again! Toss it, adore it, then burn it with fire! That's how you love... a lifeless thing!"
Exert your Mind and spend a Free Action. Select a Creature within arm's reach. This Effect cannot be used unless WHITE LIES EGO IS FULLY EQUIPPED.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands must be relatively simple and within the target’s intellectual grasp. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed. You must maintain Concentration while your commands are being carried out, or the effect will end prematurely.
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: Abnormality Whispers. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Spinning the dial and selecting a flavor allows you to choose someone to speak too. Alive or dead, the call allows you to speak to beings as if they were still alive. Showing their figure and likeness on the clocks face.
When in car, you can access the console inside to speak to them, like taking a phone call.
Any beings that have kissed the watch, bled on the watch, or have been inside the car are able to be contacted from the dead.
Anything granted speech by the watch has their eyes change to purple dragon like eyes. for the duration
Exert your Mind and spend one minute. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their Blood.
The target can communicate in your language for the next hour.
The user can understand and be understood by any being thanks to the suit's ability to translate. As they speak, their message is transcribed through a speech bubble that appears next to them in an inky, comic book style, where their words are also dubbed over in the event they cannot be read. On their end, any messages they receive can be understood through a series of text bubbles that they can only see.
Exert your Mind (unless you win a coin flip) and spend an Action. You must use up a cartridge of ink in order to activate this Effect.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
The scythe constantly exudes an invisible, yet ominous presence from it’s edge, and wounds it leaves become accursed with a black mist-like energy that destabilizes the wound.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
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”).
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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 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: