Xu-Mei's katana has been handed down for generations. The spirits of his ancestors imbue its steel with fantastical properties.
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 +5 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
Pressing the red button on top of the pepper spray bottle.
Exert your Mind and spend an Action to activate. Select a Living target within 20 feet. Make a Trauma roll when you activate this Effect. Roll Dexterity + Firearms at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.
If you succeed, the target is afflicted with a Condition that causes one of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Intellect + Medicine at Difficulty 6, and can be cured by Intense Heat/Fire.
When activated, the badge will glow lightly and the shield will not appear unless attacked, which then the shield will appear as if the attack hit a glass window, and either bounce off or shatter the window.
Expend a point of Battery and spend an Action or Reaction to activate. This Effect cannot be used unless you are being attacked. Roll Dexterity + Firearms at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: roll self-control to give someone this item. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
The gloves grant a number of benefits, one of which being the ability to animate plants. Though none as successfully as Phil.
An Action. Select a plant within arm's reach which could fit inside a rolling luggage bag (50 liters). Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the plant grows rapidly, entangling you and becoming very tough. Also deals a Severity-1 Injury.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
This Gift's Cost is capped at 2 and cannot be increased further.
An entity that's covered in rock, the Geological Organism Load Extracting Machine, or G.O.L.E.M is a creation that's comprised of a core and nanites that hold the rocks together. Created from the Eternium Battery.
The G.O.L.E.M is made by releasing the energy into the ground or surface that the user is in, along with a stream of nanites, the same then being bound together and reshaped into the shape of the G.O.L.E.M, after which the nanites burrow deep inside of the entity to create the core, to regulate the energy levels of the being.
Expend a point of Battery and spend an Action to activate.
Summon a single G.O.L.E.M at your location. They will last for an hour, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, and cannot communicate back to you. Any Perception checks they make are rolled with 3 dice.
The strings moves on its own and scavenges around the place finding its history and more.
Spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Intellect + Occult at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
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, locks, or locked targets 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 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 +5 Weapon Damage. The target's fully effective
You also gain the following effects:
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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming 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 penetration. It cannot be circumvented with Called Shots.
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 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 are 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 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.