"Wevill takes a pendant off his chest and trows it.
The item quickly morphs itself into a wide boat,he hops in and speeds away from the pavement to sea as quickly as he arrived.
This Artifact can be used as a amphibian boat. It is roughly the same size as a amphibian boat but can be collapsed into an fish pendant and concealed. Collapsing or expanding it costs a Quick Action.
This amphibian boat has wide sized ,with track's on its sides along with a potent turbine on its back. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Emily lets out a breath, and with her claws, slices the insides of her arm, allowing the blood (for power) to spill to the ground. She then mixes a vial of virgin's blood (for tempting), and mixes it with the dirt (for binding). In a pinch, she can smear it on the floor, but the creatures that speak though the blood to her do not appreciate this as much.
They whisper to her the desires of the land and those in it. Those who desire to hurt, those who desire to change, those who desire to move.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn the following information about the area:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood tendrils lift out of the ground, wrapping around her hand, caressing her. You can hear all of the sounds of things that died while having strong emotions in it.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same area more than once per day.
When removed, no one can hear it but Emily. But she can. That keening cry, of a babe separated from its mother. It's grating, but she could follow it anywhere.
She can also cry out, and unless held, it will collapse into blood and reform in her paw.
Part of her is in there.
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.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
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.
Emily lets out a snarl from deep within the folds of her fabric. She draws her paw back, and then strikes the ground. A spike of blood shoots out of her paw, tunneling though the ground before emerging in a location with sudden and remarkable violence. It heads up about five feet before exploding outwards into tendrils of blood, punching though flesh, bone, and steel without care.
Exert your Mind and spend an Action. Select a Location within 40 feet. This Effect cannot be used unless you are in alternate form. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Melee at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits all targets (besides a single chosen species or type of Animate being) within 25 feet of the chosen Location with Damage equal to your Outcome + 8.
The vial is poured from the shadows, forming a ring around the object. Next, blood is poured from her own wrist, and mixed.
The whispers tell her secrets.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Tendrils of blood caraessing the object, whispering secrets. You can hear all of the sins committed by those who held the object.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
Emily collapses to her knees for a moment, and she locks her paws together. Her claws piece her own flesh, and she remembers, just for a short time, the night that she drank from the Red Grail.
The transformation starts from the blood that stains her claws, the fluid roiling for just a moment before it begins to run up her claws, paws, and her arms. The blood turns into thin, fluttering fabric that moves softly almost by itself. It covers her, wrapping her in many layers, obscuring her form. Her arms and legs and tail are lost in the fabric, her face shrouded in shadow. Digging though the fabric might not even find her at all... although the fabric caresses those who do.
And yet...
Everyone who looks at The Priestess knows she has an ever-present smile.
It is said that those who die at the hands (or paws) of one of the Hedonistic Priestesses always die with a smile on their face.
Increase your sacrificial Injury's Severity by 1 and spend two Actions performing the following ritual: kneeling, and digging your claws into your own flesh.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into a Red Grail Priestess for 3 hours. You have access to all of your Powers while you are a Red Grail Priestess, 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.
While transformed, instead of your normal clothes and equipment, you are equipped with: Long, red flowing robes that are constantly in a sensuous motion. One of her hands, wrapped in cloth more blood-red than blood, holds a shield made of thin crystal. It sings a wonderful, keening sound when struck. She wears the Reaper's Skull over her muzzle. On a belt, hidden within the robes, are various injectors of recreational drugs.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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:
Emily makes an offering of her own blood (for power) and a virgin's blood (for tempting) to the Grail... and it consumes her. For a moment, the blood leaks from her amulet before spreading over her, turning to red silk as it does, wrapping around her.. and then collapsing in on itself. She emerges in her new desired location as a chrysalis.
She may also make a prayer to the Grail at one of their temples - drinking freely and consuming all pleasures, and travel to another.
Exert your Mind and spend 1 minute. Select a Location which you can perceive and pinpoint in some way - through sight, GPS coordinates, etc.
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.
Emily crushes the vial in her paw and her pendant glows, and for a moment, she makes a sacrifice, attracting the attention of entities great and powerful to deepen her connection with all beings.
Exert your Mind and spend one minute.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
Emily takes a deep breath of the target - or something with its scent - and her amulet flares for a second. And her blood stirs.
In the target, blood stirs in harmony. Some of it brightens, manifesting if it wasn't already there. Removing it all requires removing a good amount of insides as well.
Exert your Mind and spend an Action. Select a target within arm's reach. You may select a target at any range if you use up something with the scent of the target.
Your target is marked with bright blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
You may use any Awareness Powers on a marked target at any range.
The Vermillion Chef Robe is able to strengthen the energy transfer between the user and the ingredients. It can also strengthen the user's reaction speed, increase the user's mental force, in exchange taking some vitality from the user as payment. With the pride of the vermillion bird, this robe refuses to only accept half-wins. There's no half assing here. It's either it devours the effect, or it would die than kneel.
You gain the following benefits as long as you are wearing this Artifact.
You get +8 dice to any Mind resistance rolls you make. You also gain the following effects:
A bag of breath mints.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.
Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.
The Cross-Eye has further advanced, allowing the user to use it's latent nanotechnology to cloak the user in a special suit. This suit reflects light around the target, and softens all noise made by it. With this, a sniper could be right next to it's target or miles away, and they would never know
Exert your Mind (unless you win a coin flip) and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
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.
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 "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.
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.