Brot drops gold coins into Pot, which bubbles with a whiskey-gold glow. The coins dissolve, reshaping into the desired item as faint laughter and clinking glasses echo around him. The pot’s unnatural light makes it impossible to ignore.
Expend a point of Battery and spend 1 minute. You must use up Gold Coins in order to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Dexterity + Athletics to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
When he summons this creature, it is vicious, looking like a Giant plant monster and it has a giant monster made out of thorns and vines and not regular vines, thick vines it has a lotus flour that is upside down on its head covering its face
Exert your Mind and spend an Action.
Summon a single Non-Sapient, Animate Thorn guardian 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 one active at a time.
Spirits used to take over, but now it’s only life itself as plants roses producing toxic gas from vines, creeping up walls and taking over places Vines hanging from the ceiling thorns starting to grow on the ground and the gas is a thick red, which is hard to see through and it is poisonous
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within 60 feet of you.
You create a hemispherical dome of roses producing toxic, gas, and vines hanging low from the field originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Having this ability his body will slowly grow back like a plant
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 every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
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.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
At once, the tiny adornment to Remus's missing right hand stretched out to proportions far beyond the appendage that had once been there, extending the length of his wrist immensely with additional rubber.
Yanking back on his index, middle and ring fingers until his hand was pulled flat against his shoulder, the large rubber prosthesis was launched back at his mark with a startling amount of bludgeoning force!
Thought this could be fun to reference the Clown Makeup battle scar I got from the Thomas Clown Affair, similar to how comic powers are attached in other ways to clowny injuries that disrupt an otherwise themed toolkit.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
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 appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
After attaching the frame to their torso, the user must activate and sync the arm's internal operative systems with the neurological activity responsible for their own limbs-- requiring extensive input from the mind, voice, and body. The golden circuitry running across the chassis ripple with energy during this process. While in use, its origami folds are able to stretch, bend, and morph to fit the user's desired movements.
The calibration sequence to connect the arm requires the user to move around their joints (shoulders, elbows, and wrists) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").
The systems powering and controlling the arm are an intricate mix of various power sources all synchronizing together. Specifically, they are the culmination of its creator taking influence from his peers, a spatial mage and technomancer, to achieve the final result of a fully functional additional limb.
These include arm's handcrafted, moving folds (of which three are responsible for the core joint movement of a shoulder/elbow/wrist), the golden circuits that connect to the user's mind (branching into a sprawling, fractal pattern across the arm and acting as a signal booster/receiver for all the energy), and the internal technological programming (which are carefully integrated to run with the rest of the arm's systems).
The use of a pangram enables the internal systems to more easily find specific parts of the brain to connect to and the movement of the joints calibrate the arm's motions as well.
The arm's three primary folds, alongside the three sources of power (magic, technology, and clockwork-level crafting), serve as a double entendre inspiring the gift's final name.
Expend a point of Battery and spend two Actions performing the following ritual: activating and calibrating the arms with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
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 appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
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.
A manifestation of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette of its former self.
The bullet becomes so changed that it will no longer be capable of dealing damage, but instead becomes a compressed round of pure emotion. When it hits a target, that emotion suddenly rushes directly into the target's mind, projecting one or more of the user's regrets, shames, and most disappointing moments. The sheer quantity of information overloads the brain or processing center and forces it to essentially reboot, temporarily forcing a few moments of paralysis in which the target is unable to move or resist.
Regrets Include: the creation of Umbra, the multiple times she's been kidnapped, etc.
Shames Include: having to cover herself in shit to shield her scent from hunting dogs, being kidnapped by Paula and stuffed in her trunk, etc
Exert your Mind and spend an Action. Select a Living or Animate target within 300 feet. Roll Perception + Firearms at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an unfavorably presented echo of the user's past. The user may be able to control how this power interacts with their target, but the runoff that results from firing this weapon always has a random negative effect on those unseasoned in the supernatural world. Anyone that witnesses this power activation will very briefly gain a context-less supposition of the user forcefully downloaded into their head based on the user's regrets and shames. For example, if the user once had to kill a child for whatever reason (even if it was completely justified), normal passersby will gain an impression of that knowledge (typically a biased one against the user) and will tend to react negatively toward them; usually with fear, outrage, or disappointment. This impression can take the form of memory flashes or may simply manifest as inexplicable emotional sensation.
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 shadow of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette.
The bullet becomes so changed that it will no longer be capable of dealing considerable damage, but instead had become a darkbang. It shares the traits of a flashbang- discombobulating and stunning adversaries.
It blinds them with darkness instead of light and smoky black tendrils will manifest and effectively act as a spider web, making any actions more difficult for the target. Inhaling it produces a similar effect mentally- fogging up the target's mind.
Exert your Mind and spend an Action to activate. Select a Animate target within 300 feet. Make a Trauma roll when you activate this Effect. Roll Perception + Firearms at Difficulty 7.
If you succeed, the target will suffer a dice penalty equal to the Outcome for the next 1 Round. Dice pools may be reduced all the way down to 0 by this penalty. This breaks Concentration.
After the Effect ends, the target will be at -1 dice to all actions and cannot move faster than a walk or Concentrate for the next minute.
You may only use this Effect once per day.
The guiding hand that knows all things from the Umbral Plane assists Luci, mostly in regards to her aim while altering the actual trajectory of her bullets with what is essentially an aimbot.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with firearms.
+2 dice to all firearms rolls.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: The user hallucinates the shadows of their regret, shame, and disappointment related to her own actions and those she has killed. She will need to roll self control to not wash that that from the user's hands whenever the opportunity presents itself. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
Luci's firearms are typically very overturned and overdesigned. She's secretly a huge comic book fan and her new revelations in regards to her ability to create items using the energies of the Umbral Plane have opened up the ability for her slightly childish imagination to go wild with possibilities.
Luci takes an exceptional amount of time sketching out a full blueprint for the weapon of her desire- typically inspired designs from comics or movies that she personally finds cool. And per her own Fabricate power, she spends time manifesting the item through the use of her own shadows, however she takes extra time to refine the details and give the firearm its own personality. Each and every single one of these has a little bit of Luci and her creative intent inside of them.
This Artifact can be used as a heavy sniper rifle. It is roughly at least twice as large as a heavy sniper rifle and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 3 Weapon Damage +0 Bonus Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
With a flash of this camera, a flash that slowly eats away at one's mind. The camera takes pieces and parts of your essence and tries to tear it away from you, tearing at your mind.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Intellect + Investigation Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a Trauma of the GM's choice.
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.
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 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 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 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.
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:
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.