A piece of your essence pours into the artefact, the energy exuding and releasing energy as it forms up to 3 blood red knights made of the user's blood.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Non-Sapient, Animate Blood Knights at your location. They last until they move more than 150 feet from you or 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.
This enormous bullet spewing nightmare is akin to the gun used at the Cyberdyne standoff in Terminator 2. That any human being can carry and fire it defies all logic and reason.
Firing Sascha is less "Aiming" and more "Wrestling the bear for control". This weapon should be mounted on a vehicle somewhere, and is instead being wielded by a madman. Pray it is not pointed in your direction
Spend an Action. Select a target within 300 feet. You must use up $100,000 in order to activate this Effect. Roll Brawn + Athletics 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 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the wielder cackling with unhinged glee, their face bearing a grin that borders on rictus at the sheer carnage issued from the barrel [roll atrocities].
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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: I have yet to meet one who can outsmart bullet. - roll self control to avoid responding to any disparaging remark about your intelligence with violence. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Raising the slice of pizza to his face in both hands in a particularly murine fashion, Luci gnaws his way through the strange edible necklace that he typically only nibbles at in order to survive.
Eventually finishing the slice after a minute, tentacles at once begin to sprout their way from under his shoulder-blades and coil around him in a fashion that has grown comforting as of late, growing in number until enwreathing him fully in an almost swaddling fashion — leaving only his serene and dozing expression visible.
When after quite some time he finally decides to leave his warm and familiar embrace, a half dozen cherubim swarm around the empty necklace, standing only 4 inches tall and adorned in old Roman garb as Lares reattach tiny globules of dough and sauce to the thread: one piece at a time by hand.
I left the face open on the cocoon since from a visual standpoint I pictured it as looking better and it also better explains being able to perceive his environment. Please do not blast him in the face with a flamethrower
(Cocoon stuff is probably normally done with transparent forcefield energy stuff, so just explain the face part as that if needed)
Original thought was for fairies to be rebuilding the pizza, but Contract fey would sooner kill and eat an unattended child than help him in any way, so based it on old Roman house spirits since he has Italian heritage and those are probably less evil
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds "waking up" to end it. While cocooned you can take a maximum of 1 Damage from any attack, and are impervious to environmental conditions.
The blade of the scalpel gains an ethereal shimmer as it is activated: the nano-machines composing its tip surge into the subject and begin to painlessly (but violently) tear apart and viscerally replace the targeted system and area. It is gruesome and horrific to watch the drawn out thirty-minute transformation of sinew, flesh and bone be made into synthetic counterparts by way of microscopic factories made of biological matter.
…The aftermath is initially disorienting and nauseating - the unnatural feelings of synthetic augmentation can potentially traumatize those afflicted. It may take time and therapeutic assistance in order to overcome these issues.
The nano-machines within are given a command alongside the patient - if the patient breaks protocol, the machines revert the augmentation.
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Excess flesh (or material) is rapidly excised and cannibalized for mechanical alteratives. Waste not, want not..
The nanites along the Star-Lifted Scalpel's edge take effect. They adhere and dig into the scalpel's exerted cut, diagnosing the Battle Scar before beginning to resolve it. They dig through the patient's body, clearing out waste and damaged tissues before utilizing them to multiply and grow. Over the course of a minute, the Battle Scar is removed.
The Three R's: Reduce, Reuse, and Recycle. The body is filled with waste and inefficiencies: they can be better repurposed to resolve what is broken beyond conventional repair.
Exert your Mind and spend a minute. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Channeling the power of the worn mask, the skin and clothing of the target ripples, slowly molding into the desired shape.
Spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
While disguised, you cannot use any Activated or Targeted Powers.
A ball of living clay, moving about and responding to basic stimuli. If the user holds onto this ball and prays to those beyond for aid, their wish very well may be granted. From the clay emerges three steeds, clad with wings and patchwork flesh. They are bound to their creator, determined to keep them safe from any oncoming harm.
Expend a point of Battery and spend an Action.
Summon up to 3 Sapient Clay Pegasi at your location. They last for two hours or until they move more than 150 feet from you or 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.
You may only use this Effect once per day.
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: