Ahriman's Chain It Remains Umbroken

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This Artifact grants you.
Used by Kade Crowsephus, Created by SanguineSerpent.
On Legendary Artifact Cloak of The Crow's Call.
( You must wear or wield this Artifact plainly to receive these benefits.)

As you fall, the bones of birds past rattle and shake, temporarily granting the wearer tattered bird's wings, good for no more than gliding.


You gain the following benefits as long as you are wearing this Artifact.

As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.

You are subject to the following effects while gliding:

  • Evasive Maneuvers: During your turn, if you moved mostly through the air but traveled less than your Free Movement, all attacks against you are at a -2 dice penalty until your next turn.
  • Earthbound: You cannot fly or glide in an atmosphere thin enough to be unbreathable.
  • Weight-Limited: This Effect is suppressed any time you are over-encumbered.

  • Any penalties to dice or movement, including from Encumbrance, are applied as normal. If your movement is reduced to 0 due to encumbrance, you will begin to sink down to the ground.
  • You may activate this Effect while in midair, allowing you to slow and survive any free fall.

Community Legendary Artifact Gifts

You gain the following benefits as long as you are wearing this Artifact.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • Bedside Manner: Whenever you successfully provide major medical treatment to a patient, they recover 1 Mind. A patient cannot recover more than one Mind per day in this way.
  • Surgeon Extraordinaire: You may perform any mundane surgery in at most 5 minutes without inflicting or worsening an Injury, and recovery time is reduced to an hour.
  • Unconventional Methods: When Stabilizing an Injury, you may opt to attempt a Makeshift Stabilization instead at Severity +2 Difficulty. If your Outcome is 4 or higher, the Injury is reduced by 2 Severity levels and its Battle Scar is set on the road to recovery. Outcomes less than 4 have the normal effect for Makeshift Stabilizations.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

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.

  • If you use this Effect as a Reaction to dodge, you still need to make a roll to dodge. The Effect will occur regardless of the Outcome of this roll, but if you fail you will be hit by the relevant attack prior to the Effect occurring.

This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • Bane: Injuries dealt to Demon are increased by 2 Severity levels.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

Project Report: The framework for the VIPER protype is complete. Blood Turbines will power the Tillinghast Resonater, which will further power the arms through controlled emissions of Tillinghast radiation! We have just anesthetized Sara, telling her she is going to get braces...my hands tremble on the scalpel. Where my daughter had but weak, fragile flesh she will soon hold the legacy of our work!

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. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Taser and Dart Gun.

Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

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.

  • Your limb's incorporeal-ness doesn't enhance your attacks in any way.
  • You may stretch or retract your limbs once per Round on your Initiative.

This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into The Ring of Tessivar and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.

You also gain the following effects:

  • Blade Breaker: If you successfully Defend against a melee attack or if an opponent is unsuccessful at Defending against your melee attack, you may break your opponent's weapon.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Stock Legendary Artifact Gifts

Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.

The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time per day.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.

Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.

If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.

When scanned or investigated without opening, the contents of this container appear normal and unremarkable.

If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.

  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

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:

  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

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.

  • Hearing: You are completely obscured from hearing. You produce no sounds while this Effect is active. All attempts to detect you via hearing fail. Attempts via other senses where hearing would assist are rolled at -2 dice.
  • Sight:You are partially obscured from being noticed by sight. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty. Anyone who detects you cannot determine any visual details about you beyond your general shape.

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.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

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.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.