This Pistol is a Tangfoglio Witness chambered in 45. ACP. The weapon is Chrome with a custom red grip, which has been embossed with an Eye. Bullets fired from this gun are "ghost bullets" that cease to exist after impact. These shots can be as silent as the grave, or they howl like banshees depending on the mood of the wielder.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a Silver Locket and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's
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: Medic! You must roll Self-Control to not immediately attempt to Stabilize any wounded person.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
The user goes into a kit that has many cybernetic tools and parts to be used and installed onto a user.
Expend a point of Battery and spend 30 minutes. Select a Living target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
Calling on the Black Stone's connection to the deeps, the wielder may create tunnels in Earth or Stone - the depths of the Stone pulse & vibrate in an unnerving fashion before releasing a throbbing darkness that sinks into the ground, creating the tunnel.
Exert your Mind and spend an Action. Select a Location within arm's reach. You must be in an area abundant with natural earth and/or raw minerals.
Select one of the following alterations to create out of Earth/Stone originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts indefinitely but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may end this Effect prematurely as a Free Action.
Charcoal gray scales grow from all over her body, she grows in size and two wings grow from behind her back. a horn grows from his forehead, his hands and feet now have long claws.
Exert your Mind and spend an Action.
You transform into Dragon for 30 minutes. You have access to all of your Powers while you are Dragon, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1, your Dexterity is increased by 1, and your Perception is increased by 1. Your Stress is reduced by 2.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
The ECLIPSE 1 breaks apart into dizzying 4th dimensional prismatic fractals that grow and spread across the users body in a dull multi-coloured glow. Upon gaining enough mass the fractals subside into a more organic form... the ECLIPSE 1 (Combat form); a 7ft tall digitigrade mech suit equipped with limb mounted thruster's and a intimidating belt fed LMG attached to the left shoulder.
Exert your Mind and spend an Action.
You transform into the ECLIPSE 1 (Combat form) for 3 hours. You have access to all of your Powers while you are the ECLIPSE 1 (Combat form), and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: ECLIPSE 1 Combat form ( FPV 5 armour) (Shoulder mounted LMG, Red-dot) (Infra-red sensors), F90 Assault Rife (Red-dot, 3 Mags), Glock-19 (Red-dot, 2 mags).
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: Dreams of the Eclipse home: When you sleep you dream of a pitch black maze full of violent creatures. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind Damage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
WEAK TO WHITE, RESISTANT TO EVERYTHING ELSE.
Ah… Holding back the pain of this thirst is not exactly a pleasing sight to behold.
It’s too early for a nap… Won’t you join me and share the pleasure?
You gain the following benefits as long as you are wearing this Artifact.
You have 6, which reduces incoming damage from all sources of physical attack except WHITE DAMAGE. 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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:
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
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: