Using one's soul... the soul orb pulls and yanks ones soul from the depths of hell itself. Though the soul is tortured and obviously in pain... For one that is evil, this is a fitting punishment.
Exert your Mind, spend one minute, and select a specific place, person, or item within arm’s reach. 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.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until it strays at least 80 feet from the chosen place, person, or item 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 Attributes are all the same as they were in life, except Dexterity, which is fixed at 1. Raised creatures have access to any Effects they had in life.
You may end this Effect prematurely as a Free Action.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
The locket is plain and simple. It does not catch the eye, nor does it exude power on its own. When worn, however, it grants the first step towards eternity. As it sits around one's neck, and only their neck, opening it will reveal what the wearer loves most. Life and love fits in the palm of your hand.
Tapping into one's psyche is something that requires a lifetime of self-care and intrinsic reflection. When you look deep within yourself - at what drives you to strive for your goals - you can push aside pain, and fear, and the weight of the world. Suddenly, your goals become clearer. Your mind no longer needs to stop. Your lungs no longer need to contract, and your stomach never needs to consume. You are more than just your physical body. You are a bundle of nerves and dreams and nightmares that drive a fleshy suit. Life's Locket only asks that you let it handle the burdens of the body, so you can focus on what matters most.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, sleep, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
Elvis starts singing and folks swoon and loose attention.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Alertness at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next minute, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
Emily collapses to her knees for a moment, and she locks her paws together. Her claws piece her own flesh, and she remembers, just for a short time, the night that she drank from the Red Grail.
The transformation starts from the blood that stains her claws, the fluid roiling for just a moment before it begins to run up her claws, paws, and her arms. The blood turns into thin, fluttering fabric that moves softly almost by itself. It covers her, wrapping her in many layers, obscuring her form. Her arms and legs and tail are lost in the fabric, her face shrouded in shadow. Digging though the fabric might not even find her at all... although the fabric caresses those who do.
And yet...
Everyone who looks at The Priestess knows she has an ever-present smile.
It is said that those who die at the hands (or paws) of one of the Hedonistic Priestesses always die with a smile on their face.
Increase your sacrificial Injury's Severity by 1 and spend two Actions performing the following ritual: kneeling, and digging your claws into your own flesh.. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You transform into a Red Grail Priestess for 3 hours. You have access to all of your Powers while you are a Red Grail Priestess, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Long, red flowing robes that are constantly in a sensuous motion. One of her hands, wrapped in cloth more blood-red than blood, holds a shield made of thin crystal. It sings a wonderful, keening sound when struck. She wears the Reaper's Skull over her muzzle. On a belt, hidden within the robes, are various injectors of recreational drugs.
You may end this Effect prematurely as a Free Action.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The submarine's interior is designed for exploration more than combat, but it is still meant to be able to take a beating, even if its best not to let it.
armor 3 and body 6 on the Submarine itself, with those inside not available for targeting (they're inside a metal tube, what do you expect lol?)
This Artifact can be used as a Small submarine. It is roughly the same size as a Small submarine but can be collapsed into submarine press lighter and concealed. Collapsing or expanding it costs a Quick Action.
This Small submarine has Active and passive sonar, Advanced automatic medical systems, and plenty of redundant systems. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The Gunslinger becomes very hard to recognise when they don't wish to be. Events line up just so that any attempts to find them become more difficult, sudden dust storms or similar blocking them from view. Even when seen head-on, it is hard to really recognise their face, the eye slipping off, focusing instead on the jaw or below
You gain the following benefits as long as 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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.
You may turn this Effect on and off at will during its duration.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
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:
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 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 "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.