On this artifact, there is a sizable aperture that leads inexplicably to a mass of hot metal fibres.
To activate this effect, the user reaches in and tears off chunks of fibre, which writhe and wrap painfully around the user's outstretched limb. They briefly cool and solidify, taking on the limb's appearance, before dislodging and becoming independently animate.
After three minions have been summoned, the aperture will close and remain closed until any minion is destroyed or the effect ends.
Thin metal membranes stretch outward from the centre, allowing for flight, and a frayed mouth opens across the front, mimicking the aperture on the artifact.
The minions can perceive and communicate using their antenna-like fibres and mouth respectively. They can rest in an amorphous state on your person, but take on the form of whatever appendage they first came into contact with otherwise. Their foremost edges can sharpen at will, and can deliver hot, piercing strikes as needed.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Sapient amorphous limbs at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Fae energy coalesce around Sebastian, trying to protect the future Court Ruler.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 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 penetration. It cannot be circumvented with Called Shots.
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 user will tip the fedora and flap the flaps of the trench coat dramatically and strange runes will begin to glow on the trimming of both articles of clothing.
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
A whole set of Poker Cards. The are coverd in 24k Gold. If the ability is used, the cards help the user to develope a telekinesis power which the character uses in Card Games of other Gambling activities to his advantage. He changes cards or changes the chamber of a gun in russian roulet.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
These organs are about the size of a fist when created, growing like fleshy tumors inside Edgar Stokes mutated body - when inserted into a Pouch Augment in a living creature, the organ takes root, transforming that Pouch into a liminal space of sorts. The Organ feeds off the nutrients of the host body, & cannot be removed without removing the original Augmentation altogether.
This Artifact can be used as a container. It is roughly the same size as a small, pulsating organ and just as difficult to conceal. Unless it is implanted in a living creature that has the Pouch Augment, this Artifact behaves as its mundane counterpart.
Your small, pulsating organ holds 12 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your small, pulsating organ. They will have access to anything else inside and may attempt to break free, damaging or destroying the small, pulsating organ in the process.
If your small, pulsating organ is destroyed, things inside may get out, and it will cease to function until it is repaired.
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.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects: