Darkness and souls solidified and made into extra limbs for the user exist as a result of this Veil's need for enhanced combat
You gain the following benefits as long as you are wearing this Artifact.
You gain 4 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Greatsword.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Your Extra Appendage is incapable of fine object manipulation.
Emily's conjugality with the Grail has both hardened her against more mundane trials and demonstrated to her several ways of returning a sensation upon one who offers it.
You gain the following benefits as long as you are wearing this Artifact.
You get +4 dice to any Mind resistance rolls you make. You also gain the following effects:
A pulse of mist emerges from the amulet, washing over her friends... and pushing her enemies back.
The mists whisper to the bearer constantly, inspiring some degree of paranoia. The humidity doesn't help scents, either.
Spend an Action. Select a Object or Animate target up to 100 feet away.
Targets are pushed back until they are 100 feet away or pulled towards you until they are right next to you.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may select up to 3 targets each time you activate this Effect.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A newfound combination of magic and technology that combines into a suit of armour that can turn into a weapon, a vehicle as well,
Body 7, mind 2, 10 armour Armoured Vehicle
7 replaceable breathing apparatuses,
Air-tight window view,
Modular armpieces to attach weapons and extra artillery,
armoured plates around its surface,
Ballistic Polycarbonate glass,
7 jet-propelled turbines,
CO2 to O2 conversion bay,
Augmented Gyroscopic Stabilisers,
Tank treads,
Foglights,
Blacklight, Infrared and Ultraviolet vision seeking modules,
Cockpit Module – Located in chest or head, includes HUD, pilot seat, and manual/AI-assisted controls.
Mobile Suit Frame – Reinforced skeletal frame allowing humanoid movement and flexibility.
Armour Plating – Durable outer shell; Gold Titanium Alloy
Power Source-
Bipedal Legs with Actuators – For running, jumping, kneeling.
Vernier Thrusters – For manoeuvring in space or atmospheric flight.
Jump Jets / Boosters – Short bursts of flight or elevation.
Weapon Hardpoints – Modular mountings for various equipment.
Multi-Spectrum Sensors – Infrared, radar, night vision, etc.
Head Cameras / Optical Units – For vision, zoom, and targeting.
AI Targeting Assistance – Enhances pilot accuracy and reaction time.
Radar & ECM – For detection and jamming enemy signals.
Life Support – Oxygen supply, pressure regulation, and cooling.
Escape Pod / Core Block System – Emergency ejection of the pilot.
Combat AI / Co-Pilot AI – Assists or can take partial control.
Maintenance Ports & Data Interfaces – For repairs and diagnostics.
This Artifact can be used as a A small scale mech. It is roughly the same size as a A small scale mech but can be collapsed into Mobile Armour and concealed. Collapsing or expanding it costs a Quick Action.
This A small scale mech has see extended system. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
A black flowing cloak with white-thread stitch marks, an item repaired by the union of two of its ruined kind. Though it once seemed like no light could pass through it, it now obscures its wearer from sight.
Made from Trophy Item - Reaper's Cloak and Trophy Item - Reaper's Cloak(Bullet Holes)
"A black flowing cloak, the blackest of black adorns it, as if no light can pass through it."
You gain the following benefits as long as 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.
Plunging the blade into her chest, Kurumi is enveloped with a dark red aura and is transformed into Dark Kurumi. In this state, her eyes glow red, her hair gains red highlights, and black vein-like markings appear on her skin.
Despite stabbing herself in the heart during her transformation, in the end, Kurumi somehow suffers nothing more than a surface wound. This doesn't stop her from feeling really cool when she does it.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
You transform into Dark Kurumi for 30 minutes. You have access to all of your Powers while you are Dark Kurumi, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2, your Dexterity is increased by 2, and your Perception is increased by 2. You do not suffer any Stress while transformed.
You may only use this Effect once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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 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:
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.