The bandages on the user's body slither and stretch to cover an injury-- even slipping through any orifices (typically the opening of the wound) to treat internal damage. Once covered, the wound regenerates underneath the bandages until eventually, they retract to their original worn positions.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than acid heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 1. Does not affect Injuries suffered as an activation cost for Effects.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Putrescine: You constantly reek of dried blood, sweat, and dirt. Social rolls where your smell would hinder you are rolled at +1 to +2 Difficulty. Perception rolls to find you based on scent are rolled at -2 Difficulty. The Asset Beautiful is suppressed as long as you have this Battle Scar. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: BATHE IN THEIR BLOOD: It's not just your own blood that stains these bandages. Whenever you have the opportunity to brutalize the body of an enemy, you must roll Self-Control to resist the urge. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Injuries you receive from acid are increased in Severity by 1.
A small drone with one blinking red eye and a hexagonal/constantly changing geometric shape, summoned out of the suit when needed.
A new technology not often risked as it may expose the user to horrors not suited for human eyes.
Expend a point of Battery and spend 2 Actions. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Staying in the webway too long leads to 5 lost mind.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.
dark whispers echo in the minds of everyone close and hands reach up from the ground or air tearing at the target and ripping flesh from their body
Spend an Action. Select a target within 300 feet. Roll Intellect + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see dark whispers echo in the minds of everyone close and hands reach up from the ground or air tearing at the target and ripping flesh from their body.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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: Delusion that dead are sacred. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A gift from Ares. A modified firearm yet to be seen by this age. It's stealthy, concealable, and never runs out of ammo and packs a powerful punch. Perfect for bringing down any size game encountered.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a matchbox and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +10 Weapon Damage.
You also gain the following effects:
A series of neon-green numbers and letters flood rapidly down the lenses of the sunglasses. This jumbled macro-condensed code is then simplified and ‘gameified’ for the user’s ease of access. Upon completion, the Elite Eyewear’s then provides a digital display and interface — allowing for access and manipulation of the hacked device.
Hacking is freaking hard… So why not make it easier? At the end of the day, I’m a gamer — and with this power, even the most complicated system is like putty in my hands… as long as it’s within range, anyways. Sure, it might take a minute but hacking is freaking hard, OK?? Give me a break…
Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
An ancient Aztec style gold coin, one side showing a skull and crossbones, the other inscribed with the words: "Cast into the sea"
A frigate style ship, fitted for war. The hull is painted black and seemingly scorched by eternal flames, it has 2 masts, and three flaming sails, painted with a red dragon. It is fitted out with 4 cannons and enough supplies for battle. The wheel and capstan are scorched black with a brand of flame on them. To finish off the looks it is adorned by a golden skeleton figurehead, with eyes of flame and holding a spear.
When you cast the coin into the sea it will sink, but soon from the depths will rise the ship in all its glory. When it rises it is fitted with a crew of skeletons to help him sail it. (Crew of One flavoring, no actual benefits from this)
What's in my pocket? Arthur found himself asking this question when he woke up one day. Upon reaching into his pocket he found a gold coin, one side showing a skull and crossbones, the other inscribed with the words: "Cast into the sea." Hesitantly he followed the instructions. When he cast it into the sea nothing happened at first. Disappointed he was about to head back when he heard a sound echo from the sea. From the sound arose a might ship, in all its glory the Blackwyche lunged out of the sea, fitted with canons and a crew of skeletons ready to sail.
This Artifact can be used as a Frigate. It is roughly the same size as a Frigate but can be collapsed into Gold Coin and concealed. Collapsing or expanding it costs a Quick Action.
This Frigate has 28 cannons, 350 cannonballs, 50 chain shot, 50 grapeshot, 10 kegs of grog, 5 gunpowder kegs, 50ft of rope, and standard living accommodations as well as barrels for storage. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
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 Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
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.
You also gain the following effects: