The bag is a writhing swelling creature of dark obsidian flesh. It is about the size of a 60 liter camping bag and it clings to it's owners back, but can be covered with a large tarp.
The bag has can hold a number of items against itself with grubby little tendrils that protrude from the bag.
Items within the creature can be accessed only by the owner who then lifts the flesh flap at the top of the bag and digs around for the item of their choice.
The creature will not eat items without its owners permission, but it will request food.
The bag must be fed one large meal (~1000kcals) daily or it becomes sullen and inaccessible. When it is in a bad mood it needs either an item of monetary value of at least $100 or an item of reasonable personal value to someone (GM discretion). If the bag is not fed after three days of being in a bad mood it will begin to eat the items inside.
This Artifact can be used as a container. It is roughly the same size as a A "back pack" and just as difficult to conceal.
Your A "back pack" holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your A "back pack". They will have access to anything else inside but cannot break free.
If your A "back pack" is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
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.
Poke has headed the call of the traveler and taken on a more active role.
As long as Reuben has the bag, Poke will extend an appendage down to grant Reuben the ability to walk "normally" once more. The appendage only operates if poke is nearby.
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 appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
When the traveler loses an eye the companion provides another. The sight provided far surpasses that which the traveler first had.
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.
When deployed, the artifact unfolds and begins to spin and levitate in place, animated by the spark of creation imbued in its design. Commanded via verbal, somatic, and physical signals attuned by the user, the artifact follows where they designate and automatically returns into their possession upon completion. The impossible layering of folds creates points concentrated enough to act as an armor shredding edges, leaving jagged, geometric wounds wherever they attack.
Brought to life by the care, creativity, and labor poured into each fold by its creator, this artifact requires a similar degree of attention as maintenance for its spark to remain-- similar to a fire receiving kindling for its flame. This typically means unfolding and refolding its patterns and shape, either manually or through command.
This Artifact can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 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:
A raggedy old camo poncho; when the hood is pulled over the wearer, they are obscured by the magical and near divine properties of CAMOUFLAGE.
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you or your equipment specifically 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.
Amarjeet's broken leg has been replaced by a sleek, cybernetic model. Largely composed of State of the Art ceramics & polymers, it is still clearly artificial.
Onboard weapon systems include a 12 gauge "shotgun" port built into the knee. The leg is quite strong, & can deliver devastating kicks as a club. Blood Turbines & capacitors can provide current equal to a small generator through a adaptive plug.
Knee Gun: This weapon can only be fired with accuracy in Melee range, can hold 8 rounds, & is typically fired with a "Knee Strike" motion.
Striking: Kicks delivered by the leg count as strikes from a Baton/Club
The leg can be detached with some effort, & must be repaired or replaced if damaged.
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. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
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 Baton/Club and Shotgun.
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.
Your body provides you with the functionality of Electrical Generator. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
Your Extra Appendage is incapable of fine object manipulation.
The Four-Dimensional Scanner is able to reveal information not visible to the naked eye. You load a film roll into the bottom of the wand, stand in the center of the area you want to scan, then hold up the wand and release it. As the device is activated, the four arms open and begin to spin, and the scanner begins to float into the air. Holographic beams shoot out of the end of each arm and scan the entire area, piercing through structure and creature alike. Once the information has been gathered, the gyration will slowly cease as the wand floats back into the hand of the user. Upon contact, all of the revealed information is instantly downloaded directly to the user's brain. The spent roll of film will now show a large, inhuman eye that takes up the entire space open and then close.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet You must use up Film Roll in order to activate this Effect. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Crossbow vermelho e compacto, com aspecto de magico
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
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.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
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 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”).
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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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: