I am the type of guy that likes to well get hit. I got some armor and a shiny new suit. It aint half bad you know?
You gain the following benefits as long as you are wearing this Artifact.
You have 3 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.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Donning the Stethoscope a soft light emanates around it. Placing the bell against the patient emits a transfer of light and knowledge that streams into patient and quickly attempts to remedy any issues that affect the body.
When channeled through a life saving artifact such as "The Bedside Manner", "Wisdom's Embrace" can make quick work of even the most grievous injuries and other maladies. Utilizing the knowledge to undertake treatment and surgery as pure energy, the wearer can convert this knowledge directly into result at a rapid pace by applying it on a sub-atomic level to either revert form or to mend anew. "I Can Save Them allows the user to draw any and all medical knowledge they have have witnessed, even at a cursory glace from the recesses of their memory. Causing that knowledge to be available for use by "Wisdom's Embrace" rather than the user having to recall such details manually. In the right hands, such a potent combination can mean the difference between life and death many times over.
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:
Slowly sweep Nanite distribution tubes (on face of Tool) over effected area well programming nanites for appropriate biological area. Used nanites are re-energized inside tool, to be reused again.
There is a glow and swarming black dots from one barrel of the gun to the injured area and shooting back into the other barrel.
The nanites remove dead tissue. once the dead tissue is removed, the fresh bleeding tissue then has the blood restructured into the appropriate biological material to fill the wound.
Patient #1: "Numb, a little blurry" "Like a weird tingle, but also it was super cold"
{NOTE}: Patient is a dog. Within 10 seconds of completion, Sample #42A started leaking from the reconstructed area.
Patient #1, Session 2: "Still a little cold, but not as bad." "Tingles, but I expect that's all the bitty robots and stuff."
{NOTE}: Patient is a dog, Same eye reconstructed as last time. Within 10 seconds of completion, Sample #42A started leaking from the reconstructed area.
Patient #2:"A lot of burning"
{NOTE}: No Sample #42A.
Patient #3: "Tingling under the skins" "Intense tickling" "bugs under the skin"
{NOTE}: No Sample #42A. lead poisoning, removed through sliced finger incision.
Patient #4: "Weird, like bugs crawling through my skin"
{NOTE}: No Sample #42A. Stomach problem.
Patient #5: "Like a warm feeling inside my chest"
{NOTE}: No Sample #42A. Chronic pain.
Patient #6: "Like stepping in a big old ant hill and getting swarmed"
{NOTE}: No Sample #42A. Leg Re-attached
Patient #7: "it felt like little bugs zipping through my body and mending me"
{NOTE}: 3 scars healed, No Sample #42A. brain injury, missing fingers, and disfiguring.
Patient #8: "I mean I already got plastic in there, what's a few more bugs"
{NOTE}: No Sample #42A. Chronic pain, lots of chronic pain
Patient #9: "It felt numb-" "Numb, a little bitter, Pain at the back of the head, and then tongue started tasting 'Nothing' But felt like it was tasting everything and nothing, Phantom tastes."
{NOTE}: No Sample #42A. cut out Tongue.
Patient #10: "I feel good... it feels like nothing."
{NOTE}: No Sample #42A. Missing foot.
Expend a point of Battery and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
Isaac tosses a baseball up into the air before smacking it with with his bat, sending it flying towards his target, with the damage delt popping up before vanishing. If the attack does no damage or the roll is botched, the attack still hits visually but instead of damage, "missed" pops up.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 50 feet. Roll Brawn + Melee Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
If the target receives an Injury, they are knocked back 5 * Severity feet.
It lets him perform surgery swiftly and effectively.
Exert your Mind 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. 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.
Harnessing advanced neurochemical science, experimental drugs, and deep hypnotic suggestion, Oleg develops custom source mutagens and neurologic tonics designed to prime the brain for recovery. Once administered, these volatile agents rewire neural pathways, making the mind more receptive to therapy and gradual healing. The process unfolds over several carefully monitored cycles of chemical rebalancing and guided suggestion, progressively stabilizing brain function and emotional resilience.
Oleg’s method doesn’t offer instant results. Instead, it prepares patients for rehabilitation through therapy and lifestyle adjustments, allowing them to confront trauma without being overwhelmed. Memories and core personality remain intact; the treatment rebuilds mental defenses, helping individuals face their pain with growing clarity and strength.
Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one day, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
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). Your target should be intuitively based on the triggering event. 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 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 survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
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.
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 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.
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.
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: