Gloria’s goggles have been augmented to be able to both magnify vision and show heat signatures.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
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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 Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The cloak turns incoming attacks to ethereal fog, dampening the impact.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
While not being actively observed, the wearer appears indistinct and translucent, often being dismissed as a trick of the light or an odd patch of shadow.
You gain the following benefits as long as you are wearing this Artifact.
You are 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 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.
If Kevin finds someone who he beleives is a true friend he will share with them a homemade bracelet with them telling them as long as they have this he will be beside them. When they grip the bracelet and call out for Kevins help his original character will appear from a rift in space which through for a moment you can see Ponyland.
Exert your Mind and spend at least two Actions performing the following ritual: Grip the bracelet and say "Kevin I need your help." to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Kevin at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make melee range attacks 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.
Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: They grip the braclet and shout "Kevin Help me." to activate. This Effect cannot be used unless This power can only to flee from danger. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You can run at four times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Inability to harm someone wearing one of Kevins Friendship Bracelets. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Kevins freinds now have the ability to reveal their inner Pony OC. He hopes this allows his freinds to delve deeper into themselves and find their own inner pony.
Exert your Mind and spend an Action to activate.
You transform into A Horse for one hour or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your Powers. The equipment you are wearing does not transform 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.
While transformed, you may speak and use any Commune or Send Message Powers you posses.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Kevin has begun crafting protection into his friends bracelets. The weilder of these bracelets now carry their own sword of equestria allowing them to slay evil and protect friendship wherever they are.
This Artifact can be used as a Sword/Axe. It is roughly the same size as a Sword/Axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Free Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 1 Weapon Damage +3 Bonus Damage. The target's fully effective
You also gain the following effects:
When Aria takes out the silver mirror, she has to extend and touch the sapphire gem to the surface of a mirror she wishes to use for scrying purposes.
Spend an Action. Select a target within 10 feet. This Effect cannot be used unless you have touched the mirror with your magic mirror and Used on an actual mirror.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can hear and see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
You may communicate through your ward, though doing so will reveal its presence.
This Gift's Cost is capped at 2 and cannot be increased further.
When Aria has the silver mirror out, she has to look at and then say the words: "Mirror mirror oh so tiny, please show me something shiny." Every artifact then within 300ft of her will be revealed as to the ways all of her senses would perceive it.
Exert your Mind and spend two Actions performing the following ritual: Stroking the mirror along it's entire sides, while repeating "Mirror mirror oh so tiny, Please show me something shiny". You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Artifacts within 300 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The means by which any Artifacts are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
The Pamala uses the chain to quickly scratch off a small layer of dead skin which is turned into a small hard ball on the inside of the mouth.
She investigates the target off the attack and manages to conclude what a weak spot to attack would be in the current situation.
The skull chain acts as a catalyst to send the ball to the perceived location while its being thrown there.
Pamala found this while breaking into the apartment of one of her targets. The man was suspected in doing ritualistic killings for a while now.
She couldn’t find a single trace of that man but the chain seemed as if it called to her. As if it always had belonged in Pamalas possession.
She knew that this kind of power would be helpful in achieving her goals and following her dream.
Finding this chain was the thing which birthed her wish to be a necromancer.
Spend an Action. Select a target within 45 feet. Roll Intellect + Investigation 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 2.
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 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.
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 Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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:
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
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 survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.