The suit is functionally bulletproof. Repeated strikes do weaken the threads, but the fibres manage to reassemble themselves after a short period of rest.
You gain the following benefits as long as you are wearing this Artifact.
You have 9 Armor, which only reduces damage taken from bullets. Any armor piercing effects from bullets are ignored. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The Contractor would flip the back of the cellphone and pop the cover door open, revealing the slot for a good sized battery, that he just replaces with a new one. The door is closed as he would quickly boot it up and start to use it, the screen glowing yellow as it connects to the nearby device, the screen going dimmer and dimmer until finally the hack is complete.
Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. You must use up Batteries in order to activate this Effect. 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.
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.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind Glowing Yellow Screen in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Three winged creatures force their way out of Geneva and will attempt to kill whatever caused their summoning unless directed otherwise. These creatures are only capable of speaking in Latin and are otherwise quite intelligent. These can be willfully dispelled by Geneva's wielder by simply slamming the book shut.
This Effect activates whenever a being attempts to commit a grave sin in Geneva's presence. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
Summon up to 3 Sapient small winged humanoid creatures adorned in armor at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. They will attack any Nonliving targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
More a large spike with a rounded handguard and a comfortable handle than a knife. 10 inches long in total with 6 inches of a glistening blue steel ready to ruin your day. When it extends, looks more like a lance than anything else... What is this thing?
The world's most annoying knife.
This Artifact can be used as a knife. It is roughly at least twice as large as a knife and cannot be concealed on your person or disassembled for storage.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Trussardi must be wearing the necklace plainly on him. While trying to listen, people will see the ear of trussardi twitching.
Listening has been all your life. You almost feel as if you can listen the soul of the musician when you listen the music.
You feel as if you could hear the song of life playing at each beautiful sunrise, each person weeping for a lost loved one, coming from each person finding or falling out of love. If it were a wave in the ocean, it would be the one to safely return you to the shore.
The earth is the orchestra and the musicians are in full harmony.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
TORI is a rebuilt, mint, 1982 black Pontiac Firebird Trans Am. She looks identical to any other '82 Trans Am from the outside, except for a purple light bar in the front grill. The CPU is a fully interactive computer Artificial Intelligence. She has access to any knowledge you could find on the internet, unless specifically programmed. She has the ability to problem solve by compiling data like any other super-computer. TORI's CPU has the voice of a young British woman.
TORI stands for Tactical Off-Road Interceptor
This Artifact can be used as a 1982 Pontiac Firebird Trans Am. It is roughly the same size as a 1982 Pontiac Firebird Trans Am but can be collapsed into Matchbox car and concealed. Collapsing or expanding it costs a Quick Action.
This 1982 Pontiac Firebird Trans Am has Bulletproof Windows, Kevlar re-enforced body, run flat off-road tires, biometric security, ramming bar on grill. Any roll to pilot this vehicle receives +2 dice.
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 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.
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.
Increase your sacrificial Injury's Severity by 1 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. If you fail or Botch, you receive one Mind Damage and a new Trauma.
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.