This jewel is embedded in the flesh of the user's throat, taking the form of a large suprasternal notch piercing. It will not work without being located there. Should it be removed, the user will have a wound where the jewel used to rest, as it is torn from the flesh.
Should anyone other than the true owner attempt to use the jewel, they will take injuries as their body slowly turns to gemstone matching the hue of the Obsidian Amethyst, but containing none of its power. If this causes death, then all that remains is a statue of the victim, brittle as only gemstones can be.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
Anyone who is not the artefact's true owner cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
The C.R.O.S.S. optic projects a laser holograph over the selected firearm, then upgrades the desired functionality through a HUD display menu.
The advanced technology in the C.R.O.S.S, optic can enhance the ballistic quality of firearms for a limited time.
Expend a point of Battery and spend a minute to activate. Select a non-Alien Firearm within arm's reach. Cannot be used to improve Armor.
For the next day, your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Holding your arm out as if holding a bird and calling the eagle’s name, Aurelia, will cause the bird to appear in a puff of smoke about 5 feet from you, landing on the raised arm.
Her talons might hurt if she lands too hard, but she means well.
Exert your Mind and spend an Action.
Summon a single Eagle at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
You may only use this Effect once per day.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
The Passenger rips forward out of the host's flesh, spraying the ground and anyone near with warm blood. It surges forward, carrying all of its malice and anger to pierce straight through any who stand before it. Though The Passenger itself is about a liter of crimson, the activation of this ability releases a torrent of blood that can be easily controlled and manipulated by its host. The dark red stays close to the host, not usually moving beyond five feet from the host, but the extra manifested blood can be controlled up to 30 feet away.
While the host remains competent and capable, The Passenger will behave, being as vicious or soft as its controller requires. It does not, however, tolerate failures, and when its host cannot meet its demands, it attempt to find another, more suitable host to augment.
The Passenger can be destroyed or stolen in a number of ways:
* Injecting the host with anticoagulants.
* Sucking it out of the part of the body that it inhabits.
* Severing the limb that it inhabits.
* Something able to grapple incorporeal creatures should be able to pull The Passenger out of its host.
* Once dead, The Passenger will burst out of the host's body to find a new host.
Exert your Mind and spend an Action. You must use up 1 Liter of Blood in order to activate this Effect.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Thrusting Sword.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your appendage has its own agenda (to Find a Better Host), which it will attempt to follow. You must roll Self-Control to reassert control when this occurs. If this occurs during Combat, it gets its own dice pool, and stopping it costs your entire Action.
It starts with a hum in the bones—low, steady, like a neon sign buzzing in a rain-soaked alley.
Myles doesn’t see faces. He doesn’t need to. The moment his fingers curl around the grip of The Last Word, the world tips, just a little. The guilty light up like cigarette embers in the dark—hot, red, undeniable. Victims? They’re colder. Like ash after the burn.
He feels it in his chest: how many souls are nearby. The liars. The killers. The ones who took something they had no right to take. And the ones still bleeding, even if the wound ain’t visible.
They don’t know he’s coming. Not yet.
But he can feel them.
And the gun? It’s already judging.
Exert your Mind and spend an Action.
You automatically detect all Victims and Murderers and Criminals 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.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Murder Limit-. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
As Jonathan strikes the target, The targets feet become plungers and are stuck to the ground, rendering the target unable to move
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Roll Dexterity + Drive at Difficulty 6. may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the contested Outcome on the Effect activation.
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 Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon 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 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. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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.