This shotgun's wooden stock shows signs of wear underneath its immaculate varnish. It is of a peculiar construction, with a thick revolving cylinder which has 6 slots set up in paired groups, so that each position lines up neatly with the weapon's twin barrels. Ordinarily, it looks like a normal - if unique - weapon, but when firing against a target weak to a particular material or object, the cylinder exhumes a puff of needles and other forest refuse as the projectiles inside are transformed into the appropriate material for its destruction. Additionally, when used by an unsteady hand, the gun shivers and moves ahead of its wielder, guiding their aim to the proper position for them.
This Artifact has been upgraded.
This Artifact 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.
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.
Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.
The next in Louis's foray into computer science is a little cartridge for his SEAL units. Simply retrieve one from your pack, and slam it into the machine and it'll perform an automated hack of the targeted device! Though fingers that are too fast may find themselves encountering a slight bug, as mashing the input as you input the cartridge has been known to cause the device to encounter a null error and hack itself, but, we promise we're working on that!
Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you disable the artifact for a downtime as it hacks itself.. Roll Dexterity + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously.
Every hack you make leaves behind A gif of a seal clapping and arfing. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
With a little elbow grease and 21st century know how, this artifact can help you find all sorts of strange things while out on a journey. Through the science that founded radar combined with a little magic, this item can find all sorts of strange things hidden in the world around you and when you are out and about on the hunt you'll be glad you brought your SEAL.
Louis's introduction to the contracting world being so rife with artifacts has made him question what else may be out there, and curious to find more, he's begun digging into ways to do so. This gift is the harbinger's answer to his request for a way to sate that curiosity.
Exert your Mind and spend at least two Actions performing the following ritual: Transcribing details about the area into the scanner to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Artifacts and Cursed Objects within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.
Even while this Effect is not active, if any Artifacts or Cursed Objects come within 50 feet of you, you may roll Perception + Alertness, Difficulty 7 to detect them.
Even if there are no Artifacts or Cursed Objects within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
The nail glows, inserting itself into the lock, unlocking it.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
Anastasia slots an intricately engraved bullet into the chamber of the gun and spins it. In a quick motion she puts the gun to her temple and pulls the trigger. After the click she points the gun at the enemy and loses a shot.
Spend an Action. Select a target within 300 feet. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you gain battle scar: traumatic brain injurie. You must use up engraved bullet in order to activate this Effect. Roll Perception + Firearms 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.
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.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
This Gift's Cost is capped at 2 and cannot be increased further.
While wearing the bracelet one doesn't need to eat drink or breathe unless they want to. By stretching the bracelet around themselves they can surround themselves in a rubbery blue protective cocoon.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or air in order to survive.
You can suspend all requirements for life by entering an inanimate state. You can remain in this state for up to 2 months, and are effectively Incapacitated while Hibernating. Entering and Exiting takes one minute, during which you cannot act. While Hibernating, you are wrapped in a protective shell. You take a maximum of 1 damage from any attack and are impervious to environmental conditions.
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 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 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 spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.