When in the form of Aginos, he now has more rough and spike covered skin, akin to a rhino. Damage has a hard time piercing the demon's hide, and those that do will face a wall of thorns.
After more time with the manacles, using Aginos' form, he grows stronger. Gaining more attributes of it's true self.
You gain the following benefits as long as Warp Spasm is Active and you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Having had time to attune to Yuria, Clementine's strap changes into a chain, signifying its bond with her. Should anyone else play or hold Clementine, the chain will sprout electrified thorns of steel that slowly start wrapping around the offender's body, constricting and causing damage until they relinquish the guitar.
Clementine and Yuria have truly become a pair at this point, and cannot bear to be seperated from each other. To this end, Clementine will ensure that anyone who steals it will very quickly regret doing so, and Yuria is able to magically retrieve Clementine no matter where it is taken.
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.
Anyone who is in a position of governmental authority cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
I can better describe it in its sheathe
The Prismfang’s Sheathe
The sheath is a seamless fusion of polished black alloy and crystalline inlays, mirroring the blade’s elegance. A single prismatic vein runs along its length, catching light and subtly shifting hues. Its ultra-thin profile hugs the blade perfectly, ensuring a silent, fluid draw.
A magnetized locking mechanism replaces a traditional strap, holding the sword effortlessly in place while allowing instant access. The sheath’s mounting brackets attach smoothly to the wielder’s hip, distributing weight for perfect balance.
When sheathed, the katana’s light-distorting properties extend to the sheath, creating a slight ripple effect around it—almost as if the sword itself resists being contained.
**The Prismfang Katana**
A weapon that **commands attention without excess**—every detail is engineered for **precision, beauty, and intimidation**.
**Blade**
The blade is made from an **unknown crystalline alloy**, looking **almost like polished glass**, but impossibly strong. Unlike traditional katanas, it has a **razor-straight spine with a subtle inward curve**, blending ancient craftsmanship with a futuristic edge. The surface shifts between **mirror-like reflection and prismatic shimmer**, scattering light in mesmerizing, controlled patterns rather than chaotic bursts.
When moved, the blade refracts light **just enough to distort its surroundings**, creating a subtle, almost **mirage-like effect**. The edge itself has a **faint, geometric engraving**, its patterns **changing subtly when viewed from different angles**—as if the sword is adjusting itself to its wielder's intent.
#### **Hilt & Guard**
The hilt is **wrapped in a seamless, synthetic weave**—cool to the touch and **adaptive to grip pressure**. Instead of a traditional tsuba (guard), the katana features a **sleek, angular frame** that extends slightly outward, glowing faintly with an **internal energy pulse** that reacts to motion. The glow isn't excessive—just enough to make it **noticeable in dim light**, a controlled beacon of deadly elegance.
At the pommel, there is a **small, embedded gemstone-like node** that serves as both an energy regulator and a counterweight, ensuring **perfect balance in any grip or stance**.
#### **Presence & Effect**
- **When drawn, it leaves a soft, fading trail of light,** as if the blade itself is slicing through existence with calculated intent.
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.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
Looks like a metal arm with black and some gold accents.
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 Wrist Blaster (Pistol).
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.
As he walks around in everyday life, he, despite being a fox, can communicate with other people and creatures at his leisure while in the suit. Without it, he can't quite find the words in order to say what he wants.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
Communicating with a being cannot directly damage your Mind or cause Injury. All rolls to resist Effects that rely on communicating with you are made at -1 Difficulty.
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: Animalistic Megalophobia (Fear of Larger Animals). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Write what you want to say in the book and present it to the viewer. The words written will automatically be translated into their language. Once it has been written, the words will slowly fade away, leaving the page blank again.
You gain the following benefits as long as you are wearing this Artifact.
You may communicate to humans and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
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 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
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.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.