The cap of the syrette is popped of, exposing a needle which is stuck into the area of the injury being treated. The tube of the syrette gets pressed, injecting its contents into the body. Immediately after emptying the tube, the syrette is removed and the cap put back on as the injury begins to heal.
Expend a point of Battery and spend 1 minute to activate. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
What initially seems like a regular bedside trunk can at the snap of the fingers turn into a plastic lunchbox, seemingly empty when opened.
This Artifact can be used as a container. It is roughly the same size as a Storage Trunk but can be collapsed into a lunchbox and concealed. Collapsing or expanding it costs a Quick Action.
Your Storage Trunk has a normal storage capacity, but can be collapsed down to a pocket-sized version without losing any internal storage. You cannot access the contents while it is collapsed. Objects stored inside are weightless.
Living things can be stored in your Storage Trunk. They will have access to anything else inside and may attempt to break free, damaging or destroying the Storage Trunk in the process.
If your Storage Trunk 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 your container appear normal and unremarkable.
You must actively and obviously be using up A katashiro. You must use this Artifact obviously when activating this Effect.
Leon lays down flat and begins to close his eyes. His mind drifted into the embrace of yet another spirit brought into his service through the Inari charm. The Takarabune. A spirit much like the Inari that was originally connected with Woe, and the portent of a negative future and is now associated with the seven lucky gods, and in emulating the ritual many commit to on New Years, Leon can be granted a vision by the spirit as he passes through. Though in doing so he must enter a partially lucid dreaming state, and his eyes become cloudy and distorted even as the yokai guides him towards the items of value that are typically portrayed within the boat, as well as to the rifts to the spirit realm that call it home to dock once it is loaded. In doing so, however, he is not able to stop the Inari Charm itself from draining him heavily, and sometimes the spirit drinks too greedily leaving Leon more wounded than helped.
Exert your Mind and spend two Actions performing the following ritual: Leon must lay down fully and place the artifact under his head as he clasps the artifact between his hands and attempts to enter a lucid dreaming state for even just a moment.. You must use up A katashiro in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You automatically detect all Mystical Objects and Spatial Disturbances (Portals, people's effect on the world when they teleport, spirit realm rifts, etc) within 1 mile of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The means by which any Mystical Objects and Spatial Disturbances (Portals, people's effect on the world when they teleport, spirit realm rifts, etc) are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
Aria takes a handful of ashes out of her Bag of Ashes and closes it around the curved tail of her dragon knife. It will send the power towards her target, causing the target to erupt into flames. This remains until put out by the target or by her own ability.
Spend an Action. Select a target within 300 feet which has both fuel and oxygen available (if you are starting a new fire). You must use up hand full of ashes in order to activate this Effect.
You may start a new fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift's Cost is capped at 2 and cannot be increased further.
The user presses a button on his glasses and petrifies anyone around the person he is looking at. (reduces dice pools to zero)
Spend an Action. Select a Location within 300 feet. Roll Perception + Alertness at Difficulty 6. All targets within 20 feet of the chosen Location may contest by Defending or Dodging.
If you succeed, all affected targets will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the Contested Outcome (except attempts to escape or break the binding, which only suffer half this penalty).
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Turns the person who he is looking at to stone.
This Gift's Cost is capped at 2 and cannot be increased further.
The Lord has granted Ellis peace of mind, warding off attacks against his mental fortitude, and warning him of those who would tempt him down an evil path.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
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 and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.
The way the Artifact is seen 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.
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 are 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 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 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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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.