Moving Workstation You never know what you might need.

1
An extraordinary Black 1972 Corvette.
Used by Cercyon Vulcanus, Created by Glitchy.

The car appears as a 1972 Black Corvette, and functions as such but with the following additions.

(LIST)
First Aid kit x5
100ft rope
Rations for a month
Canteen of water x10
Military grade hook with 11,500 Lbs weight limit x3
Replacement tires x4
Floor Jack x2
Assorted Tools ( Hammers of all types and sizes, Power Drill with drill bits of all sizes, screwdrivers of all sizes and types, etc.)
Assorted Parts ( Pistons, Hinges, disassembled carburetors, etc.)
Sheets of metal 1' by 1' by 1' x5
1' by 1' by 1' Wood block x5
Jumper cables
Replacement battery x3
Assorted Hardware ( Screws, Nuts, Bolts, etc)
Flashlight x5
Walkie-talkie x5
Assorted Board games (scrabble, chess, talisman, risk)
Lighters of assorted colors x5
Deodorant x3
Assorted clothes (Priest robes, casual wear, suit, etc.)
Toiletries
Assorted writing utensils (Pens, Pencils, Markers, etc.)
TV Remote x2
Charging cords for devices x5
Drone with Controller
Empty Purple Jansport backpack x5
Telescopic fishing pole x3
Tackle box with assorted tackles
Leash x2
Solar charger
50-pack of rechargeable batteries
Jack stand x4
Tow chain
Tie-down x16
Fix-a-flat x2
Tire chains
Fire extinguisher

(LIST2)
Handgun x2
Rifle x2
Shotgun x2
Sniper x1
Kevlar body armor (+1 armor) x3

(LIST3)
Foldable worktable in the front seat, oxygen masks that drop from the ceiling, AI assistant named Buddy (It's Alive! drawback), Self-Adjusting suspension system, deployable flares and smoke bombs, concealable harpoons from the back of the car, heated steering wheel and chairs, massage chairs as well as fully functioning A/C, A hybrid engine that relies on an alternator system to drive for extremely long periods of time without needing to stop. Built-in bathroom and bed function, Built-in GPS. There are TVs attached to the ceiling that can lower to be used as such, and can be directed by a remote. Built-in gas-powered generator. Built-in refrigerator and freezer system, with a microwave too. Radio system with built-in police scanner. Built-in clock with digital alarm. Tires are solid rubber and cannot be punctured. The car can clean itself, both interior and exterior.


This Artifact can be used as a Black 1972 Corvette. It is roughly the same size as a Black 1972 Corvette but can be collapsed into a plastic toy car and concealed. Collapsing or expanding it costs a Quick Action.

This Black 1972 Corvette has Storage compartments that contain (LIST) of items, as well as 1000 lumen lights. The sideview mirrors can be pulled up to reveal a miniature armory on the side of the car, with (LIST2) items. Is also fitted with 2 rifles behind the grill that can fire somewhat accurately. Internet, as well as charging ports across the interior. Top speed of 120 mph, and an acceleration of 0-60 in 4.0 seconds. All of this is covered in Kevlar and Titanium to protect against bullets. Further features in (LIST3). Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Steady As She Goes: The motion of your vehicle never causes your passengers dice penalties, and you do not suffer dice penalties from the unsteadiness of any vehicle you are riding in.
  • Flying Solo: Your vehicle cannot have any passengers.
  • No Muffler: Any stealth rolls made to hide your vehicle automatically fail, and any rolls made to notice your vehicle automatically succeed.

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.

  • If there is not enough free space to expand the object, it cannot be expanded.

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Revision purchased with:
Improvement from writing up The Forlorn King spent on improving power: Moving Workstation

Community Artifact Crafting Gifts

This artifact gives the wearer knowledge of medicine, and supernatural guidance on what is needed to do to maximize the chance of a good outcome.

This artifact must have a caduceus symbol. It is made by using an intensive ritual involving:
- an EMT field manual
- first aid kit
- a variety of medical symbols
- some famous icons and symbols
And imprinting from the shared meaning of these things a single effect.

This works particularly well on those with the murder or atrocities limit - definition of Innocents

You gain the following benefits as long as you are wearing this Artifact.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to Those who value human life (Have murder limit), including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

The systems powering and controlling the arm are an intricate mix of various power sources all synchronizing together. Specifically, they are the culmination of its creator taking influence from his peers, a spatial mage and technomancer, to achieve the final result of a fully functional additional limb.
These include arm's handcrafted, moving folds (of which three are responsible for the core joint movement of a shoulder/elbow/wrist), the golden circuits that connect to the user's mind (branching into a sprawling, fractal pattern across the arm and acting as a signal booster/receiver for all the energy), and the internal technological programming (which are carefully integrated to run with the rest of the arm's systems).
The use of a pangram enables the internal systems to more easily find specific parts of the brain to connect to and the movement of the joints calibrate the arm's motions as well.
The arm's three primary folds, alongside the three sources of power (magic, technology, and clockwork-level crafting), serve as a double entendre inspiring the gift's final name.

Expend a point of Battery and spend two Actions performing the following ritual: activating and calibrating the arms with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.

  • You may stretch, retract, or move your limbs 30 feet once per Round.

Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.

You learn the following information about the area:

  • You can locate the source of any Alien energy or the presence of any Alien effects on the area. Specific information about the function of these effects beyond their general type is not forthcoming.
  • You learn how heavily trafficked the area is, what sorts of Animate beings have moved through the area and when.
The quality and specificity of information gained depends on your Outcome.

Possession of this Artifact causes the following Trauma to manifest over the course of a day: compulsion to never leave a teammate behind or harm a teammate. If you lose possession of this Artifact, the Trauma heals over the course of the next month.

You may only use this Effect once per day.

  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Melee at Difficulty 6. Targets remaining inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).

If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4. Armor is fully effective against this Damage.

Any object destroyed or individual killed in your blast turns to dust. Any parts of structures within your blast radius are destroyed and cannot bear a load or block movement. Your blast leaves a 15 foot deep crater in the ground and deals +1 Damage.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • If this Effect fails due to the Unreliable check, you must still pay any associated activation costs.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Vel made this artifact with a ritual pulling on the long history of legends of artifacts of invisibility.

The ring of Gyges is the first, and the one Vel picked the name for
The second is the helm of hades, the source of the mist that powers the effect.
The last, and the most well known, the one ring, and tempered by the other two stories

Vel starts by casting the metal for the base of the artifact, typically a ring. As Vel does so they tell extracts of the story of the ring of Gyges

Vel then lets the ring cool, surrounding it in steam as they talk about the stories of the helm of hades.

Vel finally carves in elvish the words into the ring. The patterns are common enough that the ring looks recognizable as something akin to the one ring, drawing power from people's conception of that. The specifics of the wording serve as another specific bit of meaning, anchoring the power of the ring in the point of time when the ring was harmless, and connecting it to the other 2 stories of less malevolent effects.

Notes:

[So my thought process for this is that the most well known ring of invisibility and symbol of invisibility is the ring from Lord of the Rings.

When trying to impart an effect, Vel doesn’t want to make a ring that destroys lives and minds. So, the other stories, and the words in elvish are a way of anchoring the power Vel gets from the big story, pulling the other stories of similar tools, and using them to divert the effects the one ring is supposed to have.

I could probably switch to just the Greek stories to make it a little cleaner, but I think if you are making a ring of invisibility using the cultural understanding of rings of invisibility, you need to address the one ring, or it will slip in.]

You gain the following benefits as long as 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.

  • Sight:You are completely obscured from sight. All attempts to detect you via sight fail. Attempts via other senses where sight would assist are rolled at -2 dice.

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. Activating a targeted or obvious Effect, attacking, or being Injured ends the Effect. When the Effect ends, it is disabled for one minute.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

Stock Artifact Crafting Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits as long as you are wearing this Artifact.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.