A small sphere resembling the full moon. The artifact emits a faint light and is cold to the touch. It feels like a bumpy stone with a few craters here and there.
When activated, the Portable Moon will grow brighter, bathing the targeted device in ghostly moonlight. The object will start to grow fur and claws, slightly increasing in size and displaying symptoms of lycanthropy. Upon being fully transformed, the object will snarl, growl, or howl whenever being used for its intended purpose.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. 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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the object gain the attributes of a werewolf (Monsters).
"Please think carefully before you use this."
The Portable Sun appears to be a small sphere (slightly larger than a tennis ball) that resembles a miniature sun. The artifact emits a faint light and is warm to the touch. The Portable Sun's texture is weirdly fuzzy and glass-like, feeling similar to how one would expect television static to feel.
When activated, the artifact will glow brighter for a moment, before quickly launching a fiery solar flare at the target. The flames dance through the open air, fizzling out into nothing if they fail to find a suitable target. Upon colliding with a target, the solar flare sets it ablaze.
Having learned about the possibility of crafting magical items during the events of Don't Look Up, Andromeda sought to craft something of her own. By channelling her mind, magic, and passion, she was able to create the first Portable Sun.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The guiding hand that knows all things from the Umbral Plane assists Luci, mostly in regards to her aim while altering the actual trajectory of her bullets with what is essentially an aimbot.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with firearms.
+2 dice to all firearms rolls.
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: The user hallucinates the shadows of their regret, shame, and disappointment related to her own actions and those she has killed. They will need to roll self control to not wash that that from their own hands whenever the opportunity presents itself. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
The process takes quite a bit of time, as Luci must properly bind this object to its ideal image by bathing it in The Well. A process that, if witnessed by a normal person, would likely result in some minor traumatic occurrences. Luci watches over the item the entire time to make sure it is not swallowed up into the inky mess. A lengthy sweat-inducing endeavor, but by its end, when Luci pulls the item from the reservoir, it is all worth it.
The items in question will sport a dark tint on the paint job and if Luci desires it, she can make its primary or secondary colors as dark as she wants. The symbol of The Well, a front facing Kraken with its tentacles curled out symmetrically, will appear somewhere visibly on the item, marking it as improved.
Idealism was always thought to exist solely in concept, to associate reality with mental ideals as opposed to material objects. That somewhere in the cosmic lands above, a perfect image of this "thing" exists, and only its material imitations are founded in "reality". But what if a material object could be elevated closer to the status of its ideal perfect image? A question Luci had asked herself for a period, and while it took some time, she managed to find a way.
This Artifact has been upgraded.
This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Luci's firearms are typically very overturned and overdesigned. She's secretly a huge comic book fan and her new revelations in regards to her ability to create items using the energies of The Well have opened up the ability for her slightly childish imagination to go wild with possibilities.
When the weapon changes forms, it momentarily becomes a formless amalgamation of thick ink that would sink between the user's fingers if the process of reforming didn't take quicker than a second to complete.
Luci takes an exceptional amount of time sketching out a full blueprint for the weapon of her desire- typically inspired designs from comics or movies that she personally finds cool. She spends time manifesting the item through the use of her own shadows, however she takes extra time to refine the details and give the firearm its own personality. Each and every single one of these has a little bit of Luci and her creative intent inside of them.
Her initials as the creator are imprinted on the side of the firearm.
This Artifact can be used as a heavy sniper rifle. It is roughly the same size as a heavy sniper rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this Damage.
You also gain the following effects:
The initial design was the most complicated part, really. Once an object has been embedded with the complex fractal knot pattern, made of otherwise ordinary electrum wire, Guy suffuses the wire with extra-dimensional energies. Getting the right energies, and getting them to stick, can take some doing. The wire then guides the magic, which responds readily to a simple flex of intent.
When called upon, space twists into a fractal knot that expands from the wire, distorting perceptions of the object and surrounding space. As if it had always been there, one object is replaced by another, and space returns to its natural state.
No complicated on-the-fly calculations necessary.
With help from a 5-hour Energy value pack, a crash course in CAD software, and a local CNC machine, Guy was able to design the first functioning prototype, a proof of concept for one of his more outlandish ideas.
Space is locally expanded in an additional dimension, an otherwise unnoticeable effect that creates a kind of pocket space, perfect for storing items. The magic is limited in its functionality, and the spatial membrane is somewhat stubborn, so withdrawing an item requires an anchor. By pulling on the desired item and anchor at the same time, the magic can cause them to switch places with minimal strain.
Spend a Quick Action.
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 Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
The Cleric of Mothman shakes the child-sized lantern at their target, tiny multi-colored wisps of light gently floating towards their target.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 300 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: The Hunger - Cloth (You eat shit that moths would usually eat like clothes, cotton, etc. and can only regain Mind once per day through eating that). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Like A Moth - You have an inexplicable attraction to light and fire. (Whenever you would come across a standalone light at least the size of a torch, roll Self-Control in order to resist following it, entranced by the pretty light. Fire/light created by this Gift do not trigger this maddening). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Henri lifts his eyepatch to show his new eye! This eye is very hypnotic and therapeutic. This eye gives off beautiful colors that will bend you and your mind to be very sleepy. Next thing you know, you're on dream street!
Spend an Action. Select a Living or Animate target within 30 feet. This Effect cannot be used unless there is an enemy present. Roll Dexterity + Performance at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 30 seconds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 minutes. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
This Gift's Cost is capped at 2 and cannot be increased further.
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 +0 dice to any Mind resistance rolls you make. You also gain the following effects: