A weapon granted this power bursts into flame, though as does the wielder's eye.
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 5 Weapon Damage. The target's fully effective
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Lost Eye. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
The Dragon Slayer has carved a modified rune onto a stone and added it to their necklace, expanding its range from the detection of dragons and their kin to the detection of all monstrous creatures. The runestone lights up with a magical glow when it detects a monster nearby, and can have its accuracy improved by empowering it with additional mana.
Exert your Mind and spend an Action.
You automatically detect the closest of any Monsters within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction and distance.
The booster boots are able to create thrust for a limited amount of time. They are Rocket Boots, so generate exhaust & noise, though expert craftsmanship reduces the sound to manageable levels (about the same as a vacuum) - the nature of the exhaust will reflect the Source of the wielder.
Exert your Mind and spend an Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. 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 may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
When you shake this item it rolls and flows, as if battered by a temporary wind from nowhere. While active, the user flies on silent wings, sneaking around fast as you can run, and squeezing through vents like a proper thief, hands never bound by a claustrophobic space.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
This clockwork spider, when turned on, whirs to life and splits off into a collection of brood that begin creating an interconnected network of silk in accordance to the user's whims.
Exert your Mind and spend one minute. Select a Location within arm's reach.
Select one of the following alterations to create out of Silk originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
The secret technique... I must jump... while in THE AIR! The artifact pulses a brilliant red as the air condenses underneath you to allow you to jump again!
While on the ground, you can also propel yourself with the power of rewriting the acceleration and velocity vectors!
(Disclaimer: It still needs a bit of fine tuning and on rare occasions, you may find yourself propelling over a cliff, into a bunch of enemies, and the like. Rewriting the laws of physics is hard, guys!)
Exert your Mind and spend an Action. Select a Location which is at most 60 feet away horizontally or 15 feet away vertically. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you You end up jumping into a disadvantageous location (up to GM discretion).
You jump to the chosen location. If jumping blind or landing precariously, must roll Dexterity + Athletics to land safely. You will never take fall Damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
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:
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: