Vein's fibres flow idly through the wielder's cardiovascular system. This metal stitches together any wounds the wielder suffers instantaneously, and acts as a kind of re-bar for healing lingering injuries.
Due to an innate self-defence mechanism, Vein's fibres have an opposite effect on damage from pure, unalloyed metal. As Vein's main weapon is capped entirely with elemental tungsten, this ensures they hold a distinct physical advantage should cooperation cease between the symbiote and their host.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than unalloyed metal heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
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 a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from unalloyed metal are increased in Severity by 1.
An evolution born from necessity and hard-won wisdom, the Explorer Extraordinaire Exodus suit (or EEE, for short) is a fully integrated isolation suit ingeniously hidden within the architecture of the Chromatic Nexus. Seamlessly deployed from subdermal matrices, the suit envelops Jessica in a smooth, ergonomic shell resembling a spacefaring explorer’s uniform—sleek and form-fitting.
Flash-gold visor down, magnetic boots locked, and every joint encased in endoskeletal comfort, the Exodus is pure mastery in synth and style. Reactive fingertips shift to any control scheme; tool holsters, toggled spotlights, and crystalline-filament accents make every utility a flourish. Sensors and internal HUDs maintain constant readouts on both the outside world and Jessica’s own biosigns, all without breaking her stride.
It offers protection against exposure as a fully self-contained suit e.g ''astronaut suit''. Due to it's specialized design and bulk, it has the statistics of a suit of full plate: an Armor rating of 4, a mobility penalty of 2 and contributes 45 pounds to encumberance.
Exert your Mind and spend an Action.
You transform into EEE Mk I for 3 hours. You have access to all of your Powers while you are EEE Mk I, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
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: Self-contained environment suit; helmet mounted flashlights, gold-coated eye visor
You sit down and begin to play a short game of blackjack with your target. You play as the dealer, and each time you deal, your target wins. For each win they get, their wound heals a little more. The cards themselves glow a bright, radiant gold during the game. The glow intensifies with each win in a row they achieve.
Expend a point of Battery and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Dexterity + 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.
The rosary cross is engulfed in holy light for a split second before it reappears as an intricately engraved silver sword with a cross shaped handguard
When this ability refers to a major sin according to a catholic interpretation of the bible it includes but is not limited to:
Murder of an innocent
Assault of an innocent
Cannibalism
Theft for personal gain
Incest
Adultery
Atone refers to true and Deep regret and willingness to change
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into Rosary cross and concealed. Collapsing or expanding it costs a Quick Action. Unless The sword is not used to harm those who have committed a major sin according to a catholic interpretation of the bible and have not atoned for it, this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 5 Weapon Damage. The target's fully effective
You also gain the following effects:
Big B takes a Benjamin from his money clip and offers it to his target with a simple nod, intent being imparted with the nod the bill disintegrating in the process.
Exert your Mind and spend at least one Action. Select a Human target within 100 feet. You must use up a Benjamin in order to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
Jules has taken a Sacred Oath to the Goddess of mourning,darkness, the dead, protection, magic, health, embalming, & beer. Until the day he can return all her stolen artifacts, she sustains his life - causing even the most grievous wounds to heal in days.
Jules must be wearing her sacred ring, the Seal of Nephthys, for her healing power to flow, & then only when fully obscured by shadow.
You gain the following benefits as long as you are completely in shadow and you are wearing this Artifact.
Any Injury you receive 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.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for 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 +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
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 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.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.