While Jules bears the Seal of Nephthys, the Goddess herself protects him, until such a time as he has avenged his family & returned the stolen artifacts of the Goddess. When Jules would be harmed one can see slender arms composed of shadows that ward off the attack. Even ethereal attacks can be thwarted by the Embrace of Darkness. When employing his Defensive Curl this effect is even more pronounced, with the wings of the Goddess enfolding him completely in a display of otherworldly power.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
Those that bear the blessing of Nephthys, Goddess of Darkness, may defy the will of Geb, God of the Earth, running or walking up vertical surfaces or even sitting comfortably on the ceiling. This blessing remains in effect at all times, provided they bear the Seal of Nephthys as a conduit for the Goddess powers & remain in good standing with her; blasphemers may find this power fails them when they need it most...
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
The Gods of Ancient Egypt are renowned for their treasures. By holding or touching an item with one hand & making mystic passes with the hand bearing the Seal of Nephthys, Jules may invoke the Goddess to learn who values it, where it has recently been, & the presence of magical influence.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Dexterity + Thievery at Difficulty 6.
You learn all the following information about your target:
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.
The Black Opal on the ring bleeds darkness, engulfing items that then vanish, stored away safely in the Divine realm of the Goddess.
Spend a Quick Action. This Effect cannot be used unless both you & the target are completely within shadow.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store any targets in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Animate targets may Resist being stashed.
The ring visibly throbs with power in darkness, washing away pain & fatigue from the bearer.
You gain the following benefits as long as you are completely in shadow and 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.
Stress from Injuries acts as a dice bonus instead of penalty.
Any dice penalty from being stunned, diseased, cold, hot, dizzy, sick, distracted, or similar circumstances is reduced to zero. Does not affect penalties from Effects you activated.
From the ashes of despair a God appears before you. Anubis has returned to deal death and destruction in the name of the Goddess. The bearer of the ring transforms into a God like figure and is able to cause wanton destruction around him.
Expend a point of Battery and spend a Quick Action. This Effect cannot be used unless you are fully within shadow.
You transform into Jackal-Headed Monster for 30 minutes. You have access to all of your Powers while you are Jackal-Headed Monster, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -2).
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Jules has taken a Sacred Oath to the Goddess of mourning,darkness, the dead, protection, magic, health, embalming, & beer. Until the day he can return all her stolen artifacts, she sustains his life - causing even the most grievous wounds to heal in days.
Jules must be wearing her sacred ring, the Seal of Nephthys, for her healing power to flow, & then only when fully obscured by shadow.
You gain the following benefits as long as you are completely in shadow and you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
By invoking the Goddess of Darkness in a short ritual, Jules can draw the shadows to him, rendering him unseen & unheard. He must be wearing the Seal of Nephthys & must invoke her secret names, not known to any living mortal for this power to function. If he steps into the shadows he now can disapear much easier.
You gain the following benefits as long as you are completely within shadow and you are wearing this Artifact.
You are 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 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.
You may turn this Effect on and off at will during its duration.
The Divine voice of the Goddess may be channeled by the bearer of the seal, provided they stand within her house of shadows. The ring visibly throbs & pulsates with power as this occurs.
Expend a point of Battery and spend an Action. Select a Sapient being, human, or Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession. This Effect cannot be used unless both you & the target are completely in shadow.
The target can communicate in your language for the next hour.
These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Robot arms go to work suturing and staunching bleeding but will definitely leave a scar
“Yeowch that’s gotta hurt”4 mechanical arms appear from behind his lab coat an a sickening smile becomes strewn across his face. Hector sees no value in human life other than his very own Guinea pigs and lack of empathy makes his methods a little barbaric roll a trauma roll unless you are given pain killers.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
The inside of your pockets and storage appear to be somewhat deeper than they should be, allowing you to shove many more trinkets and baubles into your stash.
This Artifact holds 3 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.
You know the gist. Uses Dragon Breath ammunition, igniting flames upon anything it hits.
This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
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: Haunted by Crazy Alexi's spirit, When damaged severely, must roll a self control roll as not to "flip out". If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
It looks fairly normal, upclose and far away. But it’s easily collapsable, and has many more uses and powers then it’s normal counterpart.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into It folds over into a handheld metal square. and concealed. Collapsing or expanding it costs a Quick Action.
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.
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 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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), 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.