Waterproof, bulletproof, and as fireproof as anything in it's category can be the hardened reinforced steel laptop weighs in at a hefty 10 lbs, but it delivers performance beyond anything else in it's category. With hardware that makes a supercomputer blush, and a petabyte of ram any system you set this bad boy to cracking will be crying for it's mother by the end of a minute. Combine that with it's built in destroyer protocol and you'll find that the devices it targets are rendered completely unusable!
Exert your Mind and spend 1 minute to activate. Select a Device within 300 feet. 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 The device locks itself as it crashes into unusability for the next downtime. Roll Intellect + 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 laughing skull face wagging a skeletal finger at you in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The blood soaked inside the bandages extend, animate, and twist like a set of tendril-like appendages, slamming into the ground and propelling the user forward. When activated mid-air, the bandages instead extend to latch onto whatever surface the user targets and pulls them forward.
Spend an Action or Reaction. Select a Location which is at most 375 feet away horizontally or 75 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet. You must use up a pint of blood in order to activate this Effect.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see blood-soaked bandages twisting and slithering like monstrous tendrils around the user or their target.
Your amulet glows and you begin coughing violently and puke up a small squid covered in black mucus.
The squid can hover and also possesses a powerful and highly acidic ink spit attack.
The powers that where absorbed by the amulet are growing the more it is near supernatural entities, Jack was lucky that the first time jack used this power he was in his own home or else he would of had a lot of issues acting socially after that point.
Exert your Mind and spend at least two Actions performing the following ritual: Puking up black mucus to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Eldritch Squid at your location. They will last 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 ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 45 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.
Your minions can fly at their normal movement speed.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you coughing violently as you puke up a small squid like creature covered in black mucus.
When this power is used, they stab the enemy right through the skin and almost through the body if it wasn't for the hilt it would be straight through the body.
This Artifact can be used as a knife. It is roughly the same size as a knife but can be collapsed into Lighter and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
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This Artifact can be used as a Silver Bullet. It is roughly the same size as a Silver Bullet but can be collapsed into matchbox car. and concealed. Collapsing or expanding it costs a Quick Action.
This Silver Bullet has Steel coating. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The user is so proficient with a football that they are able to use it as a projectile.
This Artifact 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 Brawn + Athletics, Difficulty 6. Successful attacks deal Outcome + 3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
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 and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.
The way the Artifact is seen 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.
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 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 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.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.