The runes glow a deep orange as they seem to force the user to live, to continue to fight with gritted teeth. Pain is a drag, after all, you don't need it.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
When fired the weapon makes no noise, and it seems to have a much greater kick than normal shots from such a rifle should have
This Artifact can be used as a heavy sniper rifle. It is roughly the same size as a heavy sniper rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
Boets rubs his bracelet and speaks to the objects
Spend an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters).
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You activate the talisman be pressing your open palm with fingers spread apart and silencing chaotic thoughts, often 'the original' (owner) would use righteous fury to summon the power of the token.
once you press down the talisman against your chest in this way the two layers of symbols align and slot together to form a single symbol and the center briefly glows the yellow of the sun on the inner sides and a burst of practically physical air descends from just above the Contractor like a whirlwind and instantly gusts out in all directions. the wind barrier 'scoops' up and pushes away all those the wearer deems to be agents of chaos.
as the wind hurls its foes away the wearers eyes also turn a solid yellow and its like looking into twin suns. As their eyes glow, drawn from their lips at any volume or language "begone chaos" is said and all those affected by it hear the words as if said next to their ear.
All those affected are then roughly 'plopped' at the edge of the talismans area of influence. Ejected from Harmony
While the wearer concentrates they stand in place and with eyes of the sun active. Air whirlwinding around them and bursting out to maintain the dome of harmony.
Everything and everyone inside the dome of harmony while it is active and during activation are completely unruffled by the physical air barrier.
In fact everything inside the dome feels like its being cradled. To all animate beings it imparts a sense of comfort in who and where they are.
Spend an Action or Reaction.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
One of the symbols fills with a faint werelight and a spectral image of it washes over the mouth of a living target as the hourglass etching within the crystal seems to animate, counting down an hour.
When used on a person, they find their memory has filled with strange recollections of learning a language they didn't previously know, in a place they have never been. No details of this other life are gleaned, and when the hour is over, the magic fades and the memories and language are lost.
When used on an animal, they are able to speak as a human would, with a young woman's voice(regardless of the animal's age or gender)
Finally, when used on a memento possessed by a dead creature at the moment of it's death, a spectral form of the creature is called forth from the object, and is able to speak with the bearer while the magic holds, before dissipating
After the death of River Lodestar, Alan has used his study of timelines to link back to hers through one of her crystals, and in so doing has infused it with the power to recall those once lost from the instant before their death to commune with the living world.
River, conversely, had used these crystals to enter the minds of creatures, and "borrow" their forms for a time.
While Alan's magic is distinct from River's, he was able to borrow a bit of her ability to connect with other minds. Using this crystal, one can reach back into their past and gather the memories of a language the bearer knows, how they learned it and have spoken it for years, and can place just that part of themselves temporarily into the mind of another. they become able to understand and even speak in this tongue until the magic fades.
Exert your Mind and spend an Action. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their an object the target physically posessed at the time of their death. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you are struck mute.
The target can communicate in your language for the next hour.
You may only use this Effect once per target per day.
By pulling up his bright blue glowing touchscreen menu, Allen can return his class icon to him if it is lost.
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.
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 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 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.
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:
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.