A baseball bat with the Master-Bat signature. It carries the essence of a Master-Batter Ghost in it's wood- transferring it's energy into it's projectile.
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
A Neckerchief is a core part of a chef's kit. Allowing them to cool down from the sweat, providing a way to wipe away sweat, also being able to be used to wrap around wounds and injury, with it, though, one will also find there's another core component to it. Allowing one to wipe their mouths without staining their outfits! This neckerchief, specially designed, can do so much more though, increasing one natural health over time and allowing one to withstand many illnesses and foodborne disease!
You gain the following benefits as long as you are wearing this Artifact.
You get +4 dice to any Body resistance rolls you make. You also gain the following effects:
Anyone wearing an artifact with this Tengri shaman enchantment will have the ability to sprout an additional arm from their back, as long as the arm is able to immediately get a hold of a melee weapon. In the blink of an eye the item will send out veins and skin, made from the same material as the weapon it will grab, to the location on the body where a new arm will bulge out.
This complex set of anorganic and organic parts works like an archaic magical computer and destroying the limb will result in it needing to be fixed by a shaman with the help of divine powers.
It is said that great warriors in past times wore many of these enchantments at the same time, a sword in each additional arm, appearing as if they grew wings made from wood and steel, which led to the spell receiving its name: The Iron Wings.
You gain the following benefits as long as the limb only operates a melee weapon and you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
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.
You may turn this Effect on and off at will during its duration.
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.
Amos can imbue the power of enhanced vision into amulets in the shape of eyes. When worn, these amulers made the sclera blacken, and users find their lust for all sight comes at the expense of other senses.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Sense Exchange: Roll a d4 each day (1 - Hearing, 2 - Taste, 3 - Touch, 4 - Smell). Dependant on the result, you have a +1 Difficulty to rolls relating to that sense for the next day, and any Failures count as Botches instead.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
It appears as a clockwork version of the desired weapon. The projectiles are self-produced caseless rounds made of brass. The Words “Mortui salutem” Are etched into each round. Gears churn silently throughout its immaculate brass casing. Shots are left to a whispered hiss of steam. When changing forms tentacles reach out from within the casing and rearrange the barrel and shape in a moment. It can turn into a seemingly mundane lighter with clockwork inspirations that still functions as normally. Diva is a god of violence and craves the thrill of the hunt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a unique clockwork lighter and concealed. Collapsing or expanding it costs a Quick Action.Unless You have another living Artifact, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
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: you believe that the gun is alive at all times, is named Diva, and is a close friend you’ve known for years. during moments or rest or extreme stress make a self control roll not to talk to the gun. If any Diva is destroyed make a trauma roll.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
Spend an Action. Select a Animate target within arm's reach. This Effect cannot be used unless must have a magnetic surface to attach it to.
Your target is marked with small magnetic disk. The mark can be easily removed if it is discovered.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
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:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
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: