With Oz's vastly growing knowledge of advanced technology he was able to create a tool to repair most mundane items.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. More than half the target object must be present in order to begin repairs. Roll Intellect + Technology at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
Gun with an eyeball on the side
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
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.
You also gain the following effects:
The car McKenna purchased, repurposed, and legalized has begun to make noise, a whisper, a Susurration. One day, in their garage, The car had simply disappeared. In its wake was a pocket watch, unopenable, and slowly ticking.
The watch loses its red luster over time, it requires upkeep in a simple form, blood, any blood.
After several jobs, McKenna has decided to fix up the car to suit more dangerous needs.
Off-road tires, Bullet proof windows, Better window blades for her uses, and lifting the body for better maneuverability.
And a GPS.
Augments:
Blue Fungi Hood Ornament
High Powered Waterproof UV Car Headlight
The Hanged Man
-Simon Walker (Contractor)
Bobasaurus
-Hearne Morgan (Contractor)
-Jessica Black
-Rick Lawson
-Dylan Reed
-Ariel Dupont
Shisa nyama mfetu
-Zain Robinson (Contractor)
-Songoma (Witch Doctor)
-Ancient African Demon
Sleepover
-Anastasia "Luck" (Contractor)
-Anastasia Marigold (Contractor)
-Draven Darkwood (Contractor)
This Artifact can be used as a NASCAR. It is roughly the same size as a NASCAR but can be collapsed into Pocket watch and concealed. Collapsing or expanding it costs a Quick Action.
This NASCAR has a white body with red rims, a few stickers cover the small corners of the body. 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.
The user watches the pocket watch tick down in a irregular pattern, sharp purple eyes can be seen closing slowly as the dials spin. The user then clicks the winder once the eyes are closed and they burst open with a soft rumble, opening doors and safes with a mere gaze to feed the desires of the user.
In car form, the same is done via the headlights/taillights.
The pocket watch grows in power.
The user feels it watching them in the night, watching their movements, their desires, their pleasures. It studies them.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.
Spinning the dial and selecting a flavor allows you to choose someone to speak too. Alive or dead, the call allows you to speak to beings as if they were still alive. Showing their figure and likeness on the clocks face.
When in car, you can access the console inside to speak to them, like taking a phone call.
Any beings that have kissed the watch, bled on the watch, or have been inside the car are able to be contacted from the dead.
Anything granted speech by the watch has their eyes change to purple dragon like eyes. for the duration
Exert your Mind and spend one minute. Select a Sapient being, human, Creature, or Dead target within 50 feet. For dead targets, you must possess their Blood.
The target can communicate in your language for the next hour.
The watch's face starts to contort as one focuses their mind on the watch, pleading with it, asking it for more. The watch will concede its contents and provide you what you ask for, relief.
Blood will coagulate on the face, using surface tension to hold onto the face. All it takes is a lick to see your problems dissipate.
Exert your Mind and spend 1 Action.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
The user runs the watch over their tongue, allowing for the a link to be created between the user and the call. A spectral mouth appears where the user bites down in the shape of a creature hailing from the crocodylidae family.
In car form, The user can pop the hood for a moment to allow for a spectral bite to escape towards the target.
The call is blind, requiring guidance from an esteemed shepherd.
The call has allowed its shepherd to use its mouth after the trust it has built with its offerings.
Spend an Action. Select a target within 300 feet. Roll Dexterity + Drive Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
The user is blessed by The Calls energy. Their eyes shift to the ones its very being used to sense prey, Their ears upper helix has been covered in rough scales with purple/red coloring.
Given to feast, Find more.
I'll never miss that night again.
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.
The Red Watch holds an entity inside, one that craves more, the user however has chosen a different path. They use the entity for their own desires, for better or for worse.
Forced to accept the wishes of its user, it's given the user freedom from its call, allowing the user mental power against any attacks on their mental will.
A spectral crocodile snaps up any incoming mental attacks, and explains its cause into the users ear.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
The Call has grown forceful. although it cannot control the user mentally, it attempts to jostle and tug at the user to prevent their injury and increase their ability to acquire new flavors.
In car form, The call morphs and whips the vehicle to allow for increased mobility. Using blood and flesh from the card interior, melding itself and churning for optimal mobility.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
The user channels their will onto the watch, it clicks open and reveals a bloody mess inside. If the user sticks their eye or eyes inside, their sclera is coated in red.
Exert your Mind and spend an Action.
You may perceive things within 75 feet of you with perfect clarity as though there were no walls or obstacles blocking your view for the next 30 minutes.
You may perceive through up to 15 feet of material. The Difficulty of all Perception rolls made through a wall are increased by 1 per wall.
McKenna has been chosen, Her name is carved into the Watch.
I have chosen it's Zealot.
There will not be another.
Seek me in the skies.
Beyond the blurry lies.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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: Red Desire: If someone takes an injury, Roll self control, If failed you must check their injury and attempt or request any amount of their blood. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The Watch clicks open, revealing a small gem of crimson, glimmering with accents of void and cosmic energy.
When the user consumes the gem, their body pulses in the same glimmering energy from within as their body reacts to the rush of energy.
Their veins are accented by the energy in a short pulse after consumptions.
Spend an Action. Select a target within arm's reach.
For the next week, your target does not require any food, water, sleep, or air. Any attempts to age your target fail.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Swallowing copious amounts of blood.
This Gift's Cost is capped at 2 and cannot be increased further.
This kid's sci-fi toy blaster lights up and flashes and makes the same types of noises you'd expect from the original, but it also fires out a red energy beam at the target like from some cheesy sci-fi movie or TV show. Also noticeably the beam is very harmful to living beings.
Also, of note, being a toy, it seems more accurate the more dramatic you are rather than based on eye-hand coordination.
Exert your Mind and spend an Action. Select a Living target within 50 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
When in compact state, Filo appears as an antiquated fountain pen, having engraved "La Pluma" across its body. After performing three consecutive twirls, the pen bursts with ink into a bastard sword, with "La Espada" engraved on the body.
"Really, I don't want it. Only talks in Spanish about books, and will beg, BEG for you to give him a puff of your cigarette. Belonged to some writing nerd. But it's loyal, and will help you keep any foes where you want them to. Use it how you will, and there's no returns if you get tired of it!"
-The Talent, before giving The Rambling Blade to Julio.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into a pen and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
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.
You also gain the following effects:
when the bracelet de collapses, it becomes a large glowing red blade with a handle with a wrap of gold and black thread.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into A bracelet and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.
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.
You also gain the following effects:
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 Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
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.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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.
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.