The charm when held in hand becomes what resembles a bow. Only barely resembling the shape, when pulled where the strong would be. A air like compression is felt before it shoots out an arrow made of energy.
This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Bracelet Charm and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Outcome + 2 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
Pulling a small drone out of the pickaxe and wrestling it into submission, you send it out to scout the surrounding area, allowing it to scan the area and observe into localized points in the past before it returns and relays its information to you.
Spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Brawn + Technology at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same area more than once per day.
Gereg crawls out from Lau's mouth, delivering a swift, envenomed bite.
Spend an Action. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the snake bites you, paralysing you for one minute, during which time you lose one random sense (1 - sight, 2 - hearing, 3 - touch, 4 - taste. Roll Intellect + Occult at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Contested Outcome x 3 hours. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
As long as one holds the Space Saber: they may exert their force of will apon the very gravity that governs the world.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 6 in place of your Brawn rating, a Mental Agility of 6 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Michio's signature car, this Nissan Silvia is a well maintained vehicle with custom designs that Michio has seen to himself. Having recently crashed it to the point of near destruction Michio thought his dear was all but gone, only to find out that it was extracted repaired and even... enhanced by a certain individual. Now the two's connection is even stronger than before, wherever the car is left, given time it will eventually drive itself back to Michio.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
The coat has the shape of a leather duster and the fur of a black bear (or so you think... who cares... it's your GF's coat). The coat covers one body hiding most vulnerable spots making it difficult for enemies and allies to gauge whether your injured or not.
Exert your Mind (unless you win a coin flip) and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
"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 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 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.
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: