Despite its bulky shape, it’s actually light and comfortable to hold. When functional, a slight light and buzzing emits from its core, energy dances between the three prongs at the end of the weapon. When fired, it shoots bursts of blue energy, those killed by it are disintegrated, with only their clothing and a blue skeleton remaining.
The Electron Mauler saw a lot of action upon its conception during the Mercuiod war. A war that marked the Zetotho as an empire that is not to trifled with.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a white L shaped block 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:
An indestructible blade.
With a point and edge as sharp as a razor this weapon will make sure your enemies are full of holes, or a lethal slash with deadly speed and precision.
The blade has a large, curled cross-guard, and an elaborate tentacle pattern on each side.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Demonologist draws from the power contained in their Dark Grimoire to hurl a bolt of deep crimson Hellfire at their foes, effortlessly burning through armour, flesh and bone.
Uses Demonology
Spend an Action to activate. Select a target within 300 feet. Roll Intellect + Occult 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 3. Armor is reduced to 1/2, rounded down against this damage.
This Gift's level is capped at 2 Gifts and cannot be increased further.
Expend a point of Battery and spend an Action. Select a target Location within 75 feet.
You may perceive things through sight as if you were standing at that Location. The effect lasts indefinitely but you must maintain Concentration to keep it up. You cannot perceive anything at your physical location while the effect is active.
Others near you may choose to observe what you are perceiving by phone screen.
The armor that Percival wears has taken on the life of his building legend, gaining the same imbuement his sword bears. The mail flows over his form naturally, seeming to be tailored specifically for his form.
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor protects you against Injury from non-physical sources as well.
When the lid is unscrewed, the inside of this jar seems to reflect the light and make it seem bigger than it its already considerable size. Anyone inside the jar only sees the label on the front through the opaque jar, and only smells a resilient whiff of brine.
This Artifact can be used as a container. It is roughly the same size as a Rather Large Pickle Jar (75 Litres) but can be collapsed into A Small Preserves Jar (5 Litres) and concealed. Collapsing or expanding it costs a Quick Action.
Your Rather Large Pickle Jar (75 Litres) has a normal storage capacity, but can be collapsed down to a pocket-sized version without losing any internal storage. You cannot access the contents while it is collapsed. Objects stored inside are weightless.
Living things can be stored in your Rather Large Pickle Jar (75 Litres). They will have access to anything else inside and may attempt to break free, damaging or destroying the Rather Large Pickle Jar (75 Litres) in the process.
If your Rather Large Pickle Jar (75 Litres) is destroyed, things inside may get out, and it will cease to function until it is repaired.
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.
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 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 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”).
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects: