1970s Split window Kenworth W9 with blue and white paint strips. Tri-axle with a steer axle in the front. With a storage rack behind the sleeper, 5th wheel and air lines. Dual stacks with the loud jake brakes. Dual 190 gallon tanks and drop down visor.
This Artifact can be used as a BigRig. It is roughly the same size as a BigRig but can be collapsed into Big Rig key chain and concealed. Collapsing or expanding it costs a Quick Action.
This BigRig has Headache Rack, Dual Tanks, 18 Speed Transmission, Condo Sleeper. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The Suit just holds itself together as the shot rings out, once the gun moves way, the smoke reveals the suit to be intact, unfazed by the gunshot, with Max just holding the area in pain still, it patched itself together by whatever dark magic it holds, the wearer unaware of the suit's true extent yet.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Holy. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
When he is making a deal This power Becomes a part of him and he also gives up a part of himself when he makes a deal that’s why the aura is so strong when he is using this ability and whoever is near him when this is happening, they feel their stomach curl if they look at him While he is doing this this is radiant energy and as soon as the deal is made and whenever he makes a deal, the person that is on the other side of the deal feels an energy of some sort like breaking the fragment of reality
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind (unless you win a coin flip) and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see when people are looking at him while he is using this ability, he looks like he is growing horns and becoming some sort of demonic creature and this aura of violence and death just starts radiating off of him, making everybody’s stomachs Twist fear.
I wrote out a 900 word story about how Salvator learnt to talk and then the gift didn't save (probably because I wrote so much) and I cant be arsed doing it again. Long story short, he believes he can do anything when he's wearing his cardigan.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
The vial is poured from the shadows, forming a ring around the object. Next, blood is poured from her own wrist, and mixed.
The whispers tell her secrets.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Select a target Object within arm's reach. You must use up a vial of virgin's blood in order to activate this Effect. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same target more than once per day.
using the fetter of a dead MMA fighter, these wraps excrete ectoplasm, allowing you to interact with the spirits. It's also slimy, so don't shake hands with people until you take them off.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Grappling and choking.
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
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 Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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 but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
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.