Nikki's crowbar has been used and abused and fixed to the point it acts as an extension of her body, dealing more damage than normal.
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.
When pressed against themselves, the wielder feels a wave of despair and loss overtake them rather than actually piercing their flesh. Dragging the blade across their body fully invokes the transformation, twisting and changing their body into an agent of their own suffering.
The Arch-Vampire has an innate feeling of 'wrongness' to look at. Porcelain skin with veins of blackened blood, and an ambient aura of black-fire malice.
Broken Thorn is a manifestation of the one who brought it into being, the vampire Lorelei. The blade was formed after Lorelei was forced to experience warmth and acceptance again and again, even as her monstrous self. A home-cooked meal mixed with human blood without judgement, a vision of Melody's old friends around her on the hospital bed after having saved her, the loyal attentions of a feline servant, and seeing the carefree joy of a little girl so much like her.
The vampire tore the dreams she had in life from her heart, corrupted as they were from loneliness and suffering, and fused them with the power she received from the Contract.
No one would hurt her again. Never again.
Exert your Mind and spend an Action. This Effect cannot be used unless you have drunk at least a pint of blood from a sapient being in the last hour.
You transform into an Arch-Vampire for 30 minutes. You have access to all of your Powers while you are an Arch-Vampire, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2 and your Dexterity is increased by 2. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: A red cloak, red gloves, dark metal armor plates (3 armor obvious), heeled black boots, the Broken Thorn, and, if held when activating this effect, the Tenebrae Magnus Gladius. The inner cloak is filled with knives in sheathes numbering 30 in total. (+2 armor for sheer volume of metal)
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you draw your blade across your neck, splattering blackened blood across the floor, and transform with a swirl of black malice and a horrible noise into an even more monstrous form.
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: Broken Dreams - (Nightmares). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Osmand reaches for his neck and holds his necklace as a momento for those lost in the mines. His rage builds up and releases a white hot pickaxe from his grip in a burst of dust and grime.
Osmand swings the pickaxe with such might that the white hot metal returns to solidity on every swing, reverting back and forth and Osmand mines through walls and creatures.
This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon but can be collapsed into A chain necklace with a flat lump of metal with crude letters written on and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. The target's fully effective
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: Long pause: Roll Self Control when seeing a stone or large rock, if failed you MUST BREAK IT INTO LITTLE PIECES!. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
center of glove glows when preparing to use
Expend a point of Battery and spend 1 minute.
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 Intellect + Crafts to fabricate 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.
a large katana, it's sheath having blue and yellow accents. the blade is made of a shinning turquoise metal
This Artifact can be used as a sword / axe. It is roughly at least twice as large as a sword / axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
Flying in the air is the best way she can get comfort being in a little jet makes her feel at home
This Artifact can be used as a jet. It is roughly the same size as a jet but can be collapsed into A little helmet that she made and concealed. Collapsing or expanding it costs a Quick Action.
This jet has flying. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
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”).
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.