The deep red gem at the centre of the necklace releases a cloud of black miasma, which coalesces into the form of a horse, capable of running long distances without tiring, or needing food or water. It can be recalled into the necklace at will.
This Artifact can be used as a Shadow Horse. It is roughly the same size as a Shadow Horse but can be collapsed into a necklace with a deep red gem in the centre and concealed. Collapsing or expanding it costs a Quick Action.
This Shadow Horse has Plate Armour, Saddle, Reins. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
A basic Winchester 1873 repeater that can change into a Winchester Model 1887 (Leather-Action shotgun) with a simple rack of the leaver or a Custom Heavy Sniper Rifle
This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
When these are used and she is about to go into battle, she can pop them out and they show little spikes
This Artifact produces ephemeral projectiles that can be used as a shuriken.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
With miscroscopic vision or successful examination with science or occult, it becomes obvious that this is
not a naturally occurring stone but some kind of petrified resin unlike anything currently in use. You notice that the surface of the face is lined with minute geometric patterns (similar to modern computer circuit boards) With at least 4 successes on Occult, they recognize this as alien technology, perhaps carved after creation by someone else.
Upon touching any sapient entity's exposed flesh, it triggers a mind roll at 8. Failure or Botch means you are possessed by the artifact, and immediately are inflicted with a absolute hatred of humans, and overwhelming desire to flee to the nearest wilderness area and defend it from human incursion by force. On a failure, they may reroll to break free in 2 hours, on Botch it is 24 hours. Two botches in the same lunar cycle possesses them until the new moon. A possessed target will relentlessly hunt down the artifact if it is taken, though if it is not in their possession on the new moon they begin to recover over the next week or so. The artifact can possess multiple people, though only the person in posession of the artifact can use its powers. In the case of multiple possessed targets, they will work together to drive off the humans, before likely fighting over the artifact.
A single success will prevent this possession, as long as they maintain the artifact in their possession.
While asleep, you may tap into the creatures under your command and receive visions of sights and sounds the commanded creatures experience. You may also communicate with the commanded creature.
If the commanded creatures travel over 5 miles from the artifact, the effect ends for those individuals.
Commands are limited to
Sit (go to a described area the creature is familiar with and remain. If you set a specific condition that the creature is capable of noticing, you will be notified when it occurs. A single creature isn't particularly perceptive, though a horde certainly is)
Pester (They will follow a target they can see, and hop, jump, or fly as close to it as possible without touching it.)
Attack (Small numbers of the creature will attempt to attack the target(s) identified. Due to size, the damage is capped at 2, this is dodgable, and a small number might not be able to efficiently do damage at all.
Swarm (There must be a large number of individuals, such as 60+crows or thousands of bugs- and they will all attack at once, moving at the creatures normal speed. These masses are usually fairly large (20+ ft wide for the minimum size), and anyone caught in the swarm will take damage, capped at 4. larger numbers simply make the horde larger, and harder to get out of. Vision and sound is obscured when inside a swarm and disorientation is likely. You must be able to move entirely out of the swarm with a free action to be able to effectively dodge, but the most effective approach is shelter or fleeing.)
Exert your Mind and spend an Action to activate. Select a Creature within 300 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within 300 feet when the command is given.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Territorial: If humans infringe on what you consider a private space, you must make a self control roll to not drive them out by force.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
A gutted deep sea diving suit, mossy and greened metal repaired and repainted, fitted with breathing apparatus, a backup oxygen tank, atmospheric filters and hydraulics for reliable movement. High tech, but 'retro' in its use of old aesthetics.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
You may activate or deactivate your armor as a Free Action on your Initiative. As long as your armor is active, your movement speed is halved and you suffer -2 dice to all Dexterity and Perception rolls. While deactivated, it offers no Armor.
Maru puts a gauntlet to their helmet, clicking a button. A few whirrs can be heard, before their helmet displays the information on the area around them. Mostly geographical, but new Web technologies allow them to detect some anomalous energies.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Culture at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
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: