Instead of the normal squeaking noise, the hammer becomes as solid as steel at the last second. Additionally, it can extend up to 45 feet to hit it's target, uncoiling like a spring.
Spend an Action. Select a target within 45 feet. Roll Charisma + Performance 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.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
Ophelia’s throwing knife is a slender, blackened blade etched with faint runes that shimmer crimson when thrown. Though old and worn, it hums faintly with arcane energy, an extension of her will, silent and precise.
This Artifact produces ephemeral projectiles that can be used as a throwing knife.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak Knees. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You also gain the following effects:
The user's will helps guide the kunai towards its target and returns it to its owner. By shifting their focus the user can also send their will and spirit with the knife to its destination.
This Artifact can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
When a Quantum Battery is attached, the Mechanical Forks pressed into the wearers skin synchronies vibrations on an atomic level, allowing their body and worn items to phase through anything that tries to bisect them.
Well this happens light seems to react strangely, making the wearer semi transparent, and making visible sporadic imagery of each layer of the users organs, moving from: skeleton with organs, cross sections of bones, muscles, fats, organs, brain, eyes, blood vessels and all the like.
The whole time clearly displaying the location the user is and will be 'returning' to.
Well in this state the users worn items are vibrated in sync with the user allowing use of self sufficient activities.
Removal of the Battery ends the Phasing.
Expend a point of Battery and spend an Action. You must use up Quantum Cell in order to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world but may take mental and self-targeting 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see sporadic imagery of each layer of the users organs.
You leave Vision of user at your location.
Cham holds up the sword on thanks, saying a prayer. All the potential targets need to do, is publically claim Chamael as the one true savior...
Exert your Mind to activate. Select a Living 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 + Influence 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 perform a old-testament accurate burnt offering (goat sized or larger, something "worthy" or "special")and publically praise and thank chamael's name and grace once a week. for the next month. If they violate this rule, your treatment is immediately reversed.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
Derek blows a kiss... and it glows like... uh... blue... Magic... BOOM!!! SPARKLES!!! And Healed!
Exert your Mind and spend 15 minutes. Select a Living or Dead target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence 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.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
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 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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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:
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: