A metal whale pendant the size of a lighter on the surfer necklace. When flying around, the necklace glows and several tiny remora pendants appear on it.
Joe effortlessly detaches the whale pendant and chucks is up into the air. Somehow it continues soaring upwards at an increasing speed, easily out of view. A minute or two later, a massive semi-ridged airship appears above--a living humpback whale with metallic skin that floats as easily in the sky as the ocean.
Up to 14 adult passengers (or the equivalent in weight) can safely ride within Koholā's mouth and peer out through a semi-transparent baleen. Despite the exterior, the interior is an odd-shaped spacious room complete with seating that can be converted into small beds, a kitchenette, a storage room, and a restroom.
This Artifact can be used as a Zeppelin NT blimp. It is roughly the same size as a Zeppelin NT blimp but can be collapsed into metal whale pendant and concealed. Collapsing or expanding it costs a Quick Action.
This Zeppelin NT blimp has echolocation, is unusually heavy with thick bubbery walls (3 Armor), and is internally warm/insulated. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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.
Ains slices through the air with his blade hand, creating a similar wound on the target based on the motion.
Spend an Action. Select a Living or Animate target within 45 feet. Roll Charisma + Melee at Difficulty 6. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your alteration "heals" over the course of the next month, after which it is fully cured.
Joe Goldberg Grab's His Target and makes a simile, the target was never seen again
Expend a point of Battery and spend an Action. Select a Living target within arm's reach. Roll Charisma + Influence at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction can be diagnosed with a Medicine roll, and may be cured by modern medicine through treatment at a fully equipped facility. Treatment outside of a facility may stop the affliction from worsening for a day, but will not cure the underlying Condition.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Your suit sucks to you body, hiding it’s shape or complementing your features, and showing off extra amounts of supernatural flair to make the suit pop.
Expend a point of Battery and spend an Action.
You transform into a super hero for 30 minutes. You have access to all of your Powers while you are a super hero, 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 Dexterity is increased by 1. Your Stress is reduced by 2.
ancient aztec spear brandished with all sorts of valuable materials and an obsidian head.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword and just as difficult to conceal.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Mixcoatl`s Markings You are covered in full-body indigenous Azteca tattoos. (You are remarkable & incredibly recognizable, and your appearance may cause social complications). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You also gain the following effects:
When this power is used, they stab the enemy right through the skin and almost through the body if it wasn't for the hilt it would be straight through the body.
This Artifact can be used as a knife. It is roughly the same size as a knife but can be collapsed into Lighter and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
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:
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 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 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:
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects: