A small cowrie shell pendant appears on the bracelet, which glows while the barrier is up.
Joe takes a meditative pose and takes a deep breath, during which he establishes his inner peace and then wills it to supernaturally manifest. A nearly invisible spherical barrier appears around him and his friends. The barrier ripples with soft light (like under sunshine through water) when touched by anything, and it splashes and cracks when damaged.
While dangers, chaos, and bad weather are all a part of life, Joe's inner peace is available to all who are (literally) within his inner circle.
Exert your Mind and spend an Action or Reaction. This Effect cannot be used unless you take no Quick Actions, Free Actions, nor speak while the barrier is up. Roll Intellect + Influence at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact 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.
While the AI resides within the A-Rax suit, the spinal column containment servers glow blue with excess energy that the AI sheds when it is not overclocking.
You gain the following benefits as long as you are wearing this Artifact.
You are permanently transformed into this Artifact.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
If you are broken, you cannot take any Actions until you are repaired.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
Your passive Powers affect anyone who wields you.
The A-Rax Sheath's blue spinal column dims significantly and sparks start to arc and travel down to the leg's servo's. They jitter and rattle, before humming with power and the familiar blue lights light up like veins down the legs. Before suddenly the entire Sheath becomes a blur
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is quadrupled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 100 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Unusual Appearance: Literal Possessed armored and filler. 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: nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
"Please think carefully before you use this."
The Portable Sun appears to be a small sphere (slightly larger than a tennis ball) that resembles a miniature sun. The artifact emits a faint light and is warm to the touch. The Portable Sun's texture is weirdly fuzzy and glass-like, feeling similar to how one would expect television static to feel.
When activated, the artifact will glow brighter for a moment, before quickly launching a fiery solar flare at the target. The flames dance through the open air, fizzling out into nothing if they fail to find a suitable target. Upon colliding with a target, the solar flare sets it ablaze.
Having learned about the possibility of crafting magical items during the events of Don't Look Up, Andromeda sought to craft something of her own. By channelling her mind, magic, and passion, she was able to create the first Portable Sun.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The artifact contains an ethereal flame, which lies dormant until activated. Once activated the user can see their surroundings illuminated by a faith ethereal light that pierces obstacles. Others see the dormant gray flame awaken and flicker in its housing.
Exert your Mind and spend one minute.
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.
A brass lighter with the Napoli sign flicks open, flame sparking, then snaps shut with a sharp click.
The sound echoes. A garbage truck roars to a halt nearby. Its doors swing open. Out steps Roccos crew in sharp suits, cold eyes, each wearing a crafted token of loyalty.
The signal was lit.
It’s cleanup time.
Those entrusted with the sign of the Napoli family swear more than loyalty they bind themselves to the foundation that holds the family strong. Before the lighter is passed on, the oath is spoken:
"I stand with the Family, in shadow and in fire. I raise no hand, voice, or will against the heart that keeps us whole. I keep what must be kept, cleanse what must be cleansed, and serve what endures.
What is given to me, I hold for us; where I walk, I walk for us; what I claim, I claim in our name.
In doubt, I turn first to kin; in danger, I stand where we stand; and in all things, my steps remain known to the Family, as my hands remain open to them."
Only those who speak these words truly earn the right to carry the lighter. When sparked and sealed, it calls the crew. The truck arrives. Equipped with the finnest weapons (Automatic) .mess is handled. No hesitation.
Exert your Mind and spend two Actions performing the following ritual: Lighting the lighter and calling the crew. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon up to 5 Sapient Mafioso at your location. They last for two hours or until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 5 minions active at a time.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
Each Persona is crafted carefully to match the individual’s true self.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
You plant your feet — low, predatory — and your knees bend like you’re ready to lunge.
Your hands curl slightly, claws flexing out from the fursuit’s gauntlets, and the fur along your shoulders and arms rises sharply, standing on end like a living animal ready to strike.
As you draw in a deep, almost silent breath, the seams of the fursuit stretch over tightened muscle —
you seem to bulk up slightly, not supernatural growth, but like your entire body tenses in perfect readiness.
Then it happens:
You throw your head slightly forward, shoulders rolling, and you roar —
a brutal, guttural blast of sound that isn’t just heard — it hits.
The air distorts in a visible shockwave around your chest and mouth, like a concussive burst.
Spend an Action. Select a target within arm's reach. Roll Charisma + Influence 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 cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
Your fursuit isn’t clothing.
It isn’t armor.
It’s a living body — a second skin of synthetic fur, reinforced hide, and hidden machinery —
grown around you like a biological exoskeleton.
The bulk of it — the Gio frame — forms a core spine inside the fursuit, housing motors, servos, compressed air bladders, and liquid muscle that flexes with your movements.
It wraps around your arms, legs, chest, and back — internal, not external — powering every lunge, every sprint, every leap.
You don’t sit on the machine.
You don’t ride it.
You and it are the same creature.
The fursuit’s paws hide motorized wheels and amphibious drive systems beneath their pads —
letting you run across the land faster than any natural beast,
or dive into water and slice through it like an apex predator,
all while still moving on your own legs.
When you act,
the machine doesn’t respond to commands.
It responds to instincts.
You feel the buzz of artificial muscles tightening under the fake fur, the flex of reinforced ankles pushing you faster, the brief pressure release as internal air systems adjust to keep you balanced at any speed.
When you Roar, when you Track, when you Hunt —
it’s not a fursuit and a machine and a human.
It’s one body, one will, one wolf.
If you abandon it, it doesn’t just shut down —
it withers like a starved beast, curling into itself and dying, because without your soul driving it, it cannot survive.
This Artifact can be used as a Gio All-Season Enclosed Mobility Scooter. It is roughly the same size as a Gio All-Season Enclosed Mobility Scooter and just as difficult to conceal.
This Gio All-Season Enclosed Mobility Scooter has Key Features: • Hidden spring wheels in the thick soles of the feet. • Manual movement still possible (walking, jumping, crouching). • Optional glide mode triggered by a shift in weight or internal button. • Zero visible mechanical parts unless you’re upside down. • Slightly heavier foot padding to hide the hardware.. 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.
When you act,
the fursuit moves with you — seamless, alive —
and your presence rips the center of gravity out of the world.
It isn’t rage.
It isn’t fear.
It’s gravity.
Every motion — the flex of your paws, the slight ripple of your fur, the glint of your gaze —
pulls the senses inward.
To predators, you are a rival too strong to ignore.
To prey, you are the storm on the horizon.
To the lost, you are the guide through the dark.
To the angry, you are the challenge that cannot be resisted.
It doesn’t matter why they fixate — only that they do.
Their eyes lock.
Their minds narrow.
The world collapses into you —
and for a few heartbeats,
you are everything.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Influence at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
Looks like a metal arm with black and some gold accents.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Wrist Blaster (Pistol).
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
You raise your fist up in the air and you close your eyes to picture a location and once that's done, the gem will glow and you will be teleported.
Spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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 "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 spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
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). Your target should be intuitively based on the triggering event. 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.