Changsai sits in a train car next to a young Japanese man. The city of Tokyo streaming past in a blur. The man next to Chang looks into the reflection of the window and starts to fix his hair somewhat frantically as he pack up his stuff and Changsai smiles ,"You look like you could use a mirror sir. I have one if you would like." as he pulls out a small silver hand mirror from his bag. The man takes it thankfully and pulls the mirror to his face but what stares back at him is not his face. A blubbering creature resembling faintly his face stares back and the man screams and starts panting wildly as he quickly becomes a blithering fool as every time he looks back into this mirror he retains this monstrous appearance as Chang whispers and coaxes the mirror to keep going. Once the man has become unresponsive to the world around him grasping for his face and crying Chang takes the valuables off the man quickly and quietly and leaves the train compartment quickly.
Exert your Mind and spend an Action to activate. Select a Sapient target within 20 feet. Roll Charisma + influnce at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by the GM. This trauma may be removed by Effects or mundane therapy as per normal rules. Affected targets are aware that they are being attacked and can generally tell who did it.
A regular scythe that is bounded to Mikha'el Corrà. When used on an object or entity, whatever it has struck is transported to an unknown pocket dimension.
This Artifact can be used as a sword / axe. It is roughly at least twice as large as a sword / axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +11 Weapon Damage. The target's fully effective
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:
After slicing their hand open and smearing the scythe handle with their blood, once the target has been hit by the scythe they are transported to SCP - 10241's pocket dimension and held in stasis till removed by Mikha'el Corrà.
Take a Severity-1 Injury and spend an Action to activate. This Effect cannot be used unless blood is smeared on the scythe handle.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store any targets in your stash, each no larger than something which could fit inside a cargo container (10,000 liters), and you may store up to 3 things at a time.
Time is effectively frozen inside your stash. Anything Sapient inside can still move and may still experience their own localized, subjective passage of time.
Animate targets may Resist being stashed.
a ball appears out of thin air and i kick it into the enemies and they explode
Exert your Mind and spend an Action to activate. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Athletics at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. fully effective
If you successfully hit a target with this Effect, the value of any Armor they are wearing is reduced by 2. This penalty lasts until the armor is repaired.
Brie shapes a meatball digs eyes and a smile into the ball then throws it. The meat starts shifting and pulsing expanding itself into a humanoid shape
Expend a point of Battery and spend an Action. You must use up 3 meats in order to activate this Effect.
Summon a single abomination 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 2 minions active at a time.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see meat shifting and pulsing to create a humanoid form.
A sleek, futuristic motorcycle drives in from nowhere as the driver takes grasp of the key.
This Artifact can be used as a X12-22 SHION Motorcycle. It is roughly the same size as a X12-22 SHION Motorcycle but can be collapsed into The keys for an X12 and concealed. Collapsing or expanding it costs a Quick Action.
This X12-22 SHION Motorcycle has an aftermarket steering system and all-terrain tires. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Opening the adventuring bag reveals a cavern of interior pockets, nets, and subsections.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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 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 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.
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 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”).