The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Taking it and wrapping it around the wound, the injury and scar starts to feel ticklish, then it starts to visibly heal and restore itself to its original state, though there is a rather intense itch for that moment.
Exert your Mind and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
It's just a big sword innit
This Artifact can be used as a sword / axe. It is roughly at least twice as large as a sword / axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 5 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
An exosuit designed by James Sutton, a prototype for his future plans in mecha development
This Artifact can be used as a Exosuit. It is roughly the same size as a Exosuit but can be collapsed into Call-in grenade and concealed. Collapsing or expanding it costs a Quick Action.
This Exosuit has ________. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
A ritual that involves transposing a part of the owner's soul into the item, such that it always finds its way back to them.
The ritual is done by using the owner's blood to write sigils on and around the item, while chanting a phrase in Latin. Upon completion of the ritual, the owner feels more tired than normal, and wants to sleep with the artifact nearby. If the owner doesn't, they don't feel as if they've truly rested.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
An item enchanted with this effect will have an ethereal green glow, though not enough for any significant sort of light. Touching the object is energizing, and supplies the wearer with unending function.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or sleep in order to survive.
The artifact can't be broken. There is a stylized "Heal the world for me- Vel" Inscribed on it.
The true owner can summon the artifact back to them as they need it, and it appears. No flash of light or noise, it is reached for, and it is where the owner wants.
The object wants to be used. But more than that, it wants healing magic to be used for the world. It will burn anyone who holds it who intends only to keep healing magic and effects to themselves without sharing (using any healing on this artifact at least once a week).
The true owner can tell when someone else is using it, and is aware of the user's appearance, direction, and distance.
This is an enhancement built on top of other artifacts to enhance how strong they are.
The true owner can change the identity of the person who is the true owner by wiping away their signature, and writing the name of the new owner.
The ritual for making it involves using
- a variety of hard materials (iron, titanium, etc)
- a history book
- a family tree diagram
- a bit of Vel, captured in a photo, then burned away, infusing the artifact with a bit of Vel
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
A being without Lifesaver cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to A potential hero. Someone willing to live a hard life to make the life of other's safer and easier and reveal its power to them. They become its new true owner.
If this Artifact is used by someone other than its true owner, its true owner is alerted and learns the user's appearance, direction, and distance at that moment. The true owner may use a single investigation Effect on them once at any range.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: