Wounds caused by this blade exude a black mist, just like the sword.
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
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
Gulliver, taking pieces of his chaotic and greedy and screaming soul, putting it into the small woodland skull of a rat putting it on a chain. These Screams and greed shield the users mind if successful learning the type of effect and adapting to it to stop it from being successful for the next day
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
This Pistol is a Tangfoglio Witness chambered in 40. SW. 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 weapon has been modified with an Auto Switch, & is capable of burst fire.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a Steel Locket and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
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 eye of the locket shimmers as this effect is employed, & ghosts, either through whispers or fleeting glimpses, will direct the wielder to find those on the thresh hold of death or beyond it; just the same, the artifact alerts those detected that there is someone here who can help them...
Exert your Mind and spend an Action.
You automatically detect all ghosts and creatures with unstabilized wounds 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.
If no ghosts or creatures with unstabilized wounds targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
All ghosts and creatures with unstabilized wounds who you can sense are equally able to sense you.
The "Eye" of the Witness shimmers, & the temperature drops in the area - the voices of the dead Crescendo to whomever wields the Witness, becoming almost deafening - echoes will linger as long as they bear the cursed amulet. Those that raise the dead share in the agonies of death, the loss of life, & are occasionally scarred by what they see on the Other Side.
The Wanderer forged the Witness out of Halo steel & Hell's own jewels. It is a terrible burden to bear.
Exert your Mind, spend an Action, and select a specific place, person, or item within arm’s reach. Select a Dead target within arm's reach that has died within the last month. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being which is ghostlike and incorporeal, unable to physically interact with the real world, though they may pass through walls. They must Concentrate to be seen or heard. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until it strays at least 80 feet from the chosen place, person, or item 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 Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
Your risen ghost may "rest" inside the object, location, or person they are bound to and emerge whenever they wish. A maximum of one ghost may hide in a given shackle at a time.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Tinnitus (ghost voices). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Last Wish: If a ghost or dying person makes a request of you, you must roll Self-Control to not fulfill it. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The Witness has grown in power - it cannot be destroyed, & the ghostly shots are lethal to even the most unusual creatures.
This Artifact has been upgraded.
This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
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: Haunted. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Remembering his training, getting memories as to how they were taught to simply feel no emotion aside from hatred and anger towards the enemy, to have no feelings and see them as the shit stain of the earth it kicks in farther and further when he is picking up the artifact and remembering the monsters that were people that he killed during the war. Practicing the anger of yesteryears past he attains a new height of skill and is able to use it with weapons used by soldiers of both past, future, and present.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Military Melee Weapons.
Your attacks with Military Melee Weapons deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
While using this ability, Gottlieb gains black and purple fire around his wrists, and his eyes turn completely black.
He shoots off black and purple orbs of 'cursed fire' from his palms, which draw from the fire around his wrists. Due to his firearms training, he has pinpoint accuracy with them. Each shot causes knockback.
He is not actually the one powering this ability, it is actually the nekomata residing within the cursed pendant who channels the energy through his body. Over time, he may come to regret taking on this 'friend'...
Spend an Action. Select a target within 45 feet. Roll Dexterity + Firearms 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.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: burned fingertips. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
As soon as a bullet is discharged from the gun the cylinder rotates and a new bullet in in fades into existence from seemingly no where. This allows Damian to also choose what type of ammo is generated, ranging from normal ammo to rubber bullets.
A weapon that once belonged to Damian's father.
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. 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:
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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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.
Take a Severity-1 Injury 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.
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.
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. It is roughly the same size as a javelin but can be collapsed into a pair of bronze bracers and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks
You also gain the following effects: