Caduceus Share the love

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This Artifact grants you grants you superhuman medical skills.
Used by Vel, Created by RNGrant.

This artifact is a Caduceus fashioned into a small necklace, or bracer. The person wearing it moves confidently and automatically when performing medical operations.

This artifact gives the wearer knowledge of medicine.


You gain the following benefits as long as you are wearing this Artifact.

All Stabilizations you attempt are considered Proper Stabilizations.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

Community Artifact Crafting Gifts

Exert your Mind and spend an Action to activate.

You transform into A Horse for one hour or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.

While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform 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.

While transformed, you may speak and use any Influence or Communication Powers you posses.

While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.

  • Creature Stats
    • Large (larger than human, smaller than elephant) Body: 8. Brawn 6. Dexterity 2. Fall damage increased by 2. Armor: 1
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.

A crystal popped from an old trinket for a game said to be real thing actually happened to be not that far from false advertisement. Unique way of artificially coating dumortierite quartz with gold gave the crystal potential to become functional.

You gain the following benefits as long as you are wearing this Artifact.

As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.
  • Lifting and hauling: you may lift 180 pounds.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

Expend a point of Battery and spend an Action.

Summon up to 3 Sapient Clay Pegasi at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.

  • Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
  • Combat: Minions roll 3 dice to dodge, Grapple, or make unarmed Attacks. Their unarmed Attacks are melee range and deal +0 Damage.
  • Body/Mind: Minions have 7 Body. They are roughly the size of a horse. Your minions roll 3 Mind resistance dice.
  • Armor: Minions have 1 Armor.
  • Movement: Minions can move 30 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
  • Intelligence: Minions have human-level intelligence and can speak your language. They lack manual dexterity and cannot use equipment, Artifacts, or Consumables designed for humans.
  • Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 7 Brawn. Riders' weight counts half for encumbrance.
  • Unusual: Minions are obviously Alien to any observer.

You may only use this Effect once per day.

  • Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
  • Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.

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. Called Shots may circumvent your Armor, depending on its coverage.

  • This Effect’s Armor rating cannot be increased by any other Effects.

On shooting:
Shooting a gun is very much like deductive reasoning. At least, that's how Koriol imagines it'd be - he's barely held a gun his entire life, and suddenly he finds that he needs it more than ever. Ready, aim, shoot - you'd have to be pretty accurate in both cases.

On schematics:
As the 4th Knobbler, Koriol has gained access to schematics that allow him to forge certain weapons. While the Knoblobber is far from a normal gun, all he really needs to do is change up the size and shape of the barrel and cylinder. The mechanics can't be that different. Now, you have a revolver... hey, who else used revolvers, again? No, not that guy, the other one...

This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.

Attack by rolling Ninja + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.

You also gain the following effects:

  • Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

Stock Artifact Crafting Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.