These umbrellas are produced by “The Armory” and created to withstand any force, and can also work as a thrusting weapon.
This Artifact cannot be broken.
when the bracelet de collapses, it becomes a large glowing red blade with a handle with a wrap of gold and black thread.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into A bracelet and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
Elvis has learned how to fight like champ. Time to take those wanabees down!
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage. You may React to and Defend against firearms and other projectile attacks.
You also gain the following effects:
Elvis can jump to new heights.
Expend a point of Battery and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
The plunger’s head sticks to the control mechanism of the vehicle, such as handlebars or a gearstick.
You gain the following benefits as long as you are wearing this Artifact and you are piloting any vehicle.
You receive +2 dice to any rolls to pilot a vehicle.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Free Bird: You must roll Self-Control each time you could drive erratically and dangerously, and must do so on a failure.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
The plunger appears to blur as if it was spinning. When it unblurs, the plunger takes on the form of the chosen firearm.
This Artifact can be used as a Handgun. It is roughly the same size as a Handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 1 Weapon Damage +2 Bonus Damage. The target's Armor is fully effective against this damage.
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
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.
Jonathan is lifted off the ground, revealing more and more of a Louie C as he rises.
Exert your Mind and spend one minute to activate.
Summon a single Louie at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 3 minions active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
Your minion is able to drive with a 7-dice pool.
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.
You use this item by taking hits of a peaty, Islay Scotch - you'll flinch, but you'll feel better.
Expend a point of Battery 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 + Medicine 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.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
You may choose to use this Effect to temporarily relieve any number of the patient's Traumas (including mental Conditions). In this case, Treatment takes an Action and the effect lasts two hours. If the Patient is currently experiencing an episode, Difficulty is increased by 2.
Liam shares a bit of the fiery Islay scotch in his hip flask - it burns all the way down, & brings welcome relief to any poisoning or illness.
Expend a point of Battery and spend 1 Action. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
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: It's Five Somewhere: You must roll Self Control to not accept any drink offered, even if visibly poisoned.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Liam is a die-hard alcoholic, as many medics are. Even so, once he's had his Irish Coffee, he is ready for yet another double shift or whatever else comes his way.
Spend an Action. Select a target within arm's reach.
For the next 24 hours, your target does not require any food, water, sleep, or air.
Your target is adapted to their current environment for one hour. While adapted, they do not suffer harm from heat, cold, pressure, or lack of oxygen in that environment, provided that challenge normally exists in that environment.
This Gift's Cost is capped at 2 and cannot be increased further.
The fiery scotch in Liam's Hip Flask suffuses you with warmth, makes your head spin a little, & gives you the courage to run into battle unafraid!
Expend a point of Battery and spend an Action. Roll Charisma + Medicine at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.
Liam's dependence on Alcohol has reached a critical level. He knows when anyone else drinks from his flask, & will typically find it if it's lost - not soon enough, though - each day without it is torture, as tremors, sweats, & hallucinations wrack him while he is denied his best coping mechanism.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Distant cawing can be heard when this spelled blade is drawn. When a particular shiny suits it's fancy it can be heard whispering to it's wielder.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword and just as difficult to conceal.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's fully effective
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Magic Kleptomania - Must roll Self-Control to avoid actively trying to obtain artifacts you know the whereabouts of. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
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:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects: