A rosary made of olive wood and leather cord with a steel Crucifix.
Exert your Mind and spend an Action or Reaction. Roll Intellect + Occult at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
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. 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.
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.
a user, perhaps inspired by the lore of the leprechaun, holds a shillelagh, a traditional Irish wooden walking stick. With a sense of wonder and anticipation, they mimic the actions of the mythical leprechaun and tap the shillelagh on the ground. The moment the stick contacts the surface, something extraordinary happens.
The ground beneath their feet begins to shimmer and swirl, opening up to reveal a glowing portal. It’s as if the tap of the shillelagh has unlocked a hidden, mystical doorway. The user, filled with a mix of excitement and a hint of apprehension, finds themselves suddenly dropping through this portal.
As they fall, the world around them transforms. Colors and lights blend in a kaleidoscope of hues, creating an ethereal tunnel around them. The sensation is otherworldly, as if they’re traveling through a conduit of magic and ancient energy.
Suddenly, the journey comes to an end as they emerge from a hole in the ground in a completely different environment.
Exert your Mind and spend 15 minutes. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Hills and Mounds for one minute, you may activate this Effect and travel to the edge of any other Hills and Mounds that you’re aware of, regardless of range.
The Demonologist has made a contract with the mysterious book known as the Dark Grimoire, and now they are bound together for the rest of their days. The Dark Grimoire is an ancient black book with a blank cover, with the inside written in what appears to be Latin, along with a series of complex ritual diagrams. Somehow, the book always seems to have room for additional information to be written.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
The Demonologist draws from the power contained in their Dark Grimoire to hurl a bolt of deep crimson Hellfire at their foes, effortlessly burning through armour, flesh and bone.
Uses Demonology
Spend an Action to activate. Select a target within 300 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much damage plus 3. Armor is reduced to 1/2, rounded down against this damage.
This Gift's level is capped at 2 Gifts and cannot be increased further.
The Demonologist performs an elaborate ritual to summon and bind a winged lesser demon. during the ritual, the summoning circle glows a deep crimson, until a winged demon is dragged up through the circle, bound in glowing red chains, and forced into the Demonologists service, only to be released when it is slain and returned to Hell.
Uses Demonology
Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ________ at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 6 Body and can make melee range attacks with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minion is able to Manual Labour with a 4-dice pool.
The Demonologist performs an Arcane Ritual to summon an Imp and bind it to the mortal plane. It takes the form of a small, red-skinned humanoid creature with wings and short, stubby horns, and possesses the ability to hurl bolts of fire short distances.
Uses Demonology
Exert your Mind and spend at least two Actions performing the following ritual: A ritual Circle must be drawn and offered a drop of the casters blood while a chant is used to bind the summoned demon to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single ________ at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. They cannot move faster than a walk and cannot dodge incoming attacks. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
The Demonologist calls upon the power of their Dark Grimoire to heal their wounds, knitting them shut as Demonic Energy writhes around the injury
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.
Luci communicates her desire to augment an item through visual art, using the surrounding shadow and darkness to help form the swirls of pure energy that infuse themselves into the items she desires.
On firearms, her shadow will slink along the barrel and firing mechanism, making it far more efficient and adding its own kick to the fired bullet, making it deadlier while also assisting to manage recoil.
On melee weapons, the shadow slinks along the weapon with either barbs or thorns.
On other mundane items, their shadows become slightly more pronounced and may even shimmer if looked at closely enough. This improvement strengthens the bonds of the item with more supernatural or mundane energies, allowing it more freedom, efficiency, and durability.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
The plunger’s head sticks to the control mechanism of the vehicle, such as handlebars or a gearstick.
You gain the following benefits as long as you are wearing this Artifact and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Free Bird: You must roll Self-Control each time you could drive erratically and dangerously, and must do so on a failure.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
The plunger appears to blur as if it was spinning. When it unblurs, the plunger takes on the form of the chosen firearm.
This Artifact can be used as a Handgun. It is roughly the same size as a Handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 1 Weapon Damage +2 Bonus Damage. The target's Armor is fully effective against this damage.
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
As Jonathan strikes the target, The targets feet become plungers and are stuck to the ground, rendering the target unable to move
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Roll Dexterity + Drive at Difficulty 6. may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.
Jonathan is lifted off the ground, revealing more and more of a Louie C as he rises.
Exert your Mind and spend one minute to activate.
Summon a single Louie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minion is able to drive with a 7-dice pool.
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.
Azik, holding his book in his hand, flips open to the very first page. Inscribed on it, is a language no one, not even azik can understand, yet he managed to pull together one word. "Protect", with that, letters from the page comes flying out akin to magic, arranging themselves in the air before turning into a protection barrier on the person it is casted upon.
Attested in English since 1530, from Latin prōtēctus (“covered, protected”), past participle of prōtegere (“to cover the front, protect”) from prō, prō- (“before, in front of”) + tegere (“to cover”), see tegument. Displaced native Middle English shelden, from Old English sċildan (“to protect,” literally “to shield”).
A word of benevolence, love, and understanding.
באַשיצן : Ashiten
A - Shi - Te(a)n
Exert your Mind and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Culture at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Half any Damage absorbed by the barrier is reflected back to the attacker. They may attempt to Dodge or Defend using a Desperate Defense, and their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The akashic record is a book discovered by azik amongst a old ruin he was exploring. Coming from a place within egypt, the book binded to Azik as he slept on it one night trying to figure out it's origin.
In the religion of theosophy and the philosophical school called anthroposophy, the Akashic records are a compendium of all universal events, thoughts, words, emotions and intent ever to have occurred in the past, present, or future in terms of all entities and life forms, not just human. They are believed by theosophists to be encoded in a non-physical plane of existence known as the mental plane. There are anecdotal accounts but no scientific evidence for the existence of the Akashic records.
Yet, The akashic records exist, though in the form of a book. Detailing every single aspect, every single bit of knowledge from the start of the most infinitely miniscule energy, atom, life, every moment, every event, lays within the akashic record. Yet, no one can understand as it is in a language so old, older than time itself, that it is incomprehensible to people. Only those imbued, gifted by the powers that be, may even start understanding a single word from the book.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
A page flips open, muttered in a language those cannot understand beside the target. Secrets revealed, truth, reality, how false their life was. Causing madness, insanity, disbelief, perhaps even... unconscious chaos.
Exert your Mind and spend an Action. Select a Sapient target within 20 feet. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll int+occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
With the book open, a page is written that requires one to be able to decipher its wording. With each text writing itself, after a minute, one will be able to look into the page and see the information they seek.
Spend a minute. Investigate an area with a radius of up to 500 feet You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet 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.
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.
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, locks, or locked targets 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 Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.