A concealable set of tools is hidden within, operated by a series of finger-esque appendages. The barrel of a shotgun sits on the sole of the foot, providing the same support as a shoe.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. 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 Shotgun.
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 body provides you with the functionality of Lockpicking Set. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
The tip of the rope dart is covered in raised glyphs, and the silken cable attaches to a ringed medallion etched with seals and sigils on its surface to great Pazuzu.
Spiraling out whip-fast, a razor-wire-like shredding wind of shadow substance lacerates the target, drawing copious amounts of blood from any living thing. The blood forms a mist of crimson that is absorbed before it can hit the ground.
"Pazuzu, Tongue plucked raw from gaping maw. Blood from vein let fall like rain. Behold these eyes, your bloody prize. And now the fall from vaulted hall. These bones! This flesh! Consume it all! Pazuzu! Pazuzu! Pazuzu!"
king of the south wind demons. Adherents believed Pazuzu helped humans ward off other demons, and, thus, representations of his face served as popular apotropaic amulets in the 1st millennium bce.
Expend a point of Battery and spend an Action. Select a target within 45 feet. Roll Charisma + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Blood and Shadow exsanguinating the victim..
A Plymouth Barracuda, with a glossy black sheen on the panels of the car, silver accents on the front and the tires, a raised up area for the engine, orange side lights: a true muscle car
This Artifact can be used as a 1970 Plymouth Barracuda. It is roughly the same size as a 1970 Plymouth Barracuda and just as difficult to conceal.
This 1970 Plymouth Barracuda has Racing Modifications and enhanced durability. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Tinnitus. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
A Solid Gold Coin with a Rook on one side and a Pot of gold on the Other. Patrick has studied the rooks skin piece for a while and has figured out how to combine it into his gold coins. Allowing its users with a little luck to soar like a rook even without wings.
Exert your Mind (unless you win a coin flip) and spend two Actions performing the following ritual: The User Flips the coin up Calling it as it comes down if correct the artifact activates. This Effect cannot be used unless They Guess The Coin Flip. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
a user, perhaps inspired by the lore of the leprechaun, holds a shillelagh, a traditional Irish wooden walking stick. With a sense of wonder and anticipation, they mimic the actions of the mythical leprechaun and tap the shillelagh on the ground. The moment the stick contacts the surface, something extraordinary happens.
The ground beneath their feet begins to shimmer and swirl, opening up to reveal a glowing portal. It’s as if the tap of the shillelagh has unlocked a hidden, mystical doorway. The user, filled with a mix of excitement and a hint of apprehension, finds themselves suddenly dropping through this portal.
As they fall, the world around them transforms. Colors and lights blend in a kaleidoscope of hues, creating an ethereal tunnel around them. The sensation is otherworldly, as if they’re traveling through a conduit of magic and ancient energy.
Suddenly, the journey comes to an end as they emerge from a hole in the ground in a completely different environment.
Exert your Mind and spend 15 minutes. Select a Location within your line of sight.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Hills and Mounds for one minute, you may activate this Effect and travel to the edge of any other Hills and Mounds that you’re aware of, regardless of range.
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This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The operator slots the FRM chip into the universal constructor, selects this program, accepts the end-user license agreement, and then waits as it goes into overdrive.
Over the next few seconds, it renders via a sweeping laser 3d print a set of three Bishop combat walkers.
The Bishops are bipedal forms, with a shoulder-mounted metal storm cannon. They have a pair of arms that terminate in both flexible graspers that double as cutters.
Named after the Black Rabbit of Inlé.
The Fabricator is desperate for materials during the process, willing to take it from anything nearby... even the operator.
The license for this FRM unit states that it's not for strategic use, and thus there is an enforced restriction that units cannot move more than 150 feet from the operator or they deactivate.
This is an 'export' version of the FRM unit that includes reduced armor plating and the standard fire control system.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Non-Sapient, Animate Bishop-Class Inlay Combat Walker at your location. They last 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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. 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. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours 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 Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms 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.
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.
"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 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.