An anklet that digs into paulette's skin
This Artifact produces ephemeral projectiles that can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
Expend a point of Battery and spend an Action. This Effect cannot be used unless can only be performed in the dark..
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world but may take mental and self-targeting 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.
The "coin" is held up to the users' mouth, who sings to the Ircanrraats in Athabaskan. A little person with strange powers will step from its realm, just as if it was opening the curtain-entrance of a tent, or as if it had been waiting behind the air this whole time.
Exert your Mind and spend an Action.
Summon a single Ircenrraat 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 1 minion active at a time.
If opened while on LSD, the cosmos swirls & unravels beyond the contents of the bag. To anyone else, it looks relatively normal.
Murdock loses things fairly often: tools, guns, drugs, you name it - if you ask him, he'll tell you these things fall into the Spirit World. Sometimes, if he has access to his old army duffel, he can find them again too. When he's riding high with Lucy in the Sky, that is.
Anyone else opening the duffel finds the usual contents.
This Artifact can be used as a container. It is roughly the same size as a Duffel Bag and just as difficult to conceal. Unless High on LSD, this Artifact behaves as its mundane counterpart.
Your Duffel Bag holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your Duffel Bag. They will have access to anything else inside but cannot break free.
If your Duffel Bag 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 your 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 source of Jackson's voice is now virtually indestructible thanks to tampering with it and researching the company from where it came from. it also seems to hum a bit when Jackson uses it to speak.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
Each time noda swings his blade he whispers a small prayer to the Seven Lucky Gods, it sounds like hes holding a one sided conversation with a gambling buddy. as he slashes and twists aiming for extremely risky decisive blows, a dumb smile is plastered on the mans face. as he gambles with the most important thing he owns, his life.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Japanese manufactured Swords.
+2 dice to all rolls with Japanese manufactured Swords. You may Defend against firearm attacks from any range using Japanese manufactured Swords.
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: Gamblers drive: Roll self control to not accept a wager, bet, or risky proposition's placed in front of you.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
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 penetration. It cannot be circumvented with Called Shots.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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 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, locks, or locked targets 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.
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”).