You use this item by taking hits of a peaty, Islay Scotch - you'll flinch, but you'll feel better.
Expend a point of Battery to activate. Select a Living 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.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
The holographic technology of the crystalline aliens has been incorporated into the Karra Bracelet. When under a Close Protection Contract, Amarjeet is capable of creating a prismatic field of shimmering light protecting her Client.
This technology is not without it's flaws, however - the target of the shield will suffer burns matching the prismatic lotus pattern created by the field. This damage pales to that suffered by would be attackers, however - a feedback mechanism causes a backlash of energies to strike down those who would attempt to pierce the field.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is under a Close Protection Contract. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Roll Perception + Technology at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Stand often takes the form of a muscular humanoid mass of clouds with a pair of eyes that have vertical stripes on them. It is always depicted as being surrounded by thick mist or miniature clouds. Its face possesses a mask-like structure with spikes topping its head. Though a majority of its body lacks identifiable armor or clothing, it has knuckle braces on its hands which is common with many other Close-Range Stands like it. Its feet have wing-like clouds resembling the shoes of Greek god Hermes.
Expend a point of Battery and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.
You create a zone of Natural Disasters in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in the following ways:
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see It summons a inhuman creature behind me.
The Demonologist has made a contract with the mysterious book known as the Dark Grimoire, and now they are bound together for the rest of their days. The Dark Grimoire is an ancient black book with a blank cover, with the inside written in what appears to be Latin, along with a series of complex ritual diagrams. Somehow, the book always seems to have room for additional information to be written.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Alister shakes his jacket lose, as he does so tiny ghostly clockwork mice tumble out. These ghostly rodents assist the target in crafting a pice of art. As they do so Alister softly critiques and corrects the work while holding a conversation about their mental state. Afterwards alister hands the craft to the target and makes it clear they must show your heart to the world.
When its just him and the rats, he speaks to them as if his long dead friends can still hear him.
"Frikkie, amber... you there buddies."
Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one minute, 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 + Crafts 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.
Your patient is required to must keep the crafted object on their person and clearly displayed. for the next month. If they violate this rule, your treatment is immediately reversed.
When drawing the bow, it will split open to form an X shape and start to absorbs energy from its surroundings and condenses it into a ball of pure energy before expelling it in a beam with the shape of an arrow when you release the shot. Those nearby will feel the air start to move in the direction of the energy ball.
Xaczans crash landed on earth in a small meteorite and will seek out the nearest intelligent being to bond with. Other pieces of it were scattered throughout the earth due to the meteor breaking into pieces when entering the atmosphere. The bow absorbs energy from its surroundings and condenses it into a ball of pure energy before expelling it in a beam with the shape of an arrow when you release the shot.
When wielded you will feel a light pulsating effect, almost like a heartbeat. A weird voice will begin speaking to you in an unknown language you can't comprehend.
This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Pen and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Outcome + 4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: You must make a Self Control roll to willingly part with or otherwise be without the item.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
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 +5 Weapon Damage. The target's fully effective
You also gain the following effects:
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
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 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.
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.