Write what you want to say in the book and present it to the viewer. The words written will automatically be translated into their language. Once it has been written, the words will slowly fade away, leaving the page blank again.
You gain the following benefits as long as you are wearing this Artifact.
You may communicate to humans and Sapient beings as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
The barrel whirs to life as Jerm cackles maniacally, mowing down all in his path.
This Artifact can be used as a rifle. It is roughly at least twice as large as a rifle and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The 255TE "Lancer" Rife fires extremely deadly balls of lightening 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 silver dogtag that can fit into any utility belt and hangs in a place of honor on Kate's neck (making this weapon a part of her standard kit.)
This weapon came as payment for https://www.thecontractrpg.com/contract/4065/
No Spoilers here, but in journal.
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:
Every time The Maiden fires, the arrows it's decorated with flash a brilliant green along side the muzzle. The wounds left behind glow a verdant green and blood flees from the newly provided exit as if possessed.
A gift from the Goddess Artemis, the Agrotera. It's wielder pledges themselves to the Hunt, and must care for the gun as if it was a member of their family, or risk Artemis revoking the boon she so kindly gave.
This Artifact can be used as a shotgun. It is roughly the same size as a shotgun but can be collapsed into an icon of Artemis 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:
A carving of a sunrise that slowly, almost imperceptibly, shifts to follow the position of the sun.
When unattended, a pair of ghostly green hands hold the weapon. It appears to move of it's own violtion, though it serves Edith faithfully.
When recalled, The Maiden disintegrates into nothingness, then reconstitutes itself with arm's reach of Edith.
Artemis' brother, Apollo, has noticed her interest in this mortal. She appears to be preforming great feats and makes for an excellent ballad. The only issue is that Apollo hasn't gotten in on it yet, so he has granted The Maiden a Mark of the Dawn. Giving it his personal protection. In the event it gets lost, he'll even pick it up on his chariot and deliver it back to Edith. It wouldn't make for a very good story if it just got lost in the woods somewhere, now would it?
With the twin gods blessing's, The Maiden has awakened, gaining the ability to operate almost independant of Edith.
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.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
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.
The Original Bible
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.
Non-Believers cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
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.
Johan places one of his hands upon Geneva and uses it's power to contact and create a direct line of communication with the spirit of someone who was loved by someone in Johan's presence. The spirit cannot directly communicate except by writing words in Geneva or more commonly, through the use of an electronic device containing a speaker.
Exert your Mind and spend an Action. Select a human or Dead target within 50 feet. For dead targets, you must possess their presence of someone who loved or cared for them.
The target can communicate in your language for the next hour.
The User places their hand upon Geneva and recites the tome as the Archangel Gabriel descends to seal the oath. After swearing upon The Lord's Name, chains emerge from the archangel's wings sealing the oath.
You may make an oath with any number of Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind (unless you win a coin flip) and all participants must Swear upon The Lord's name to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
The targets may be at any range, but you must still be able to communicate the terms to them, and they must be able to Swear upon The Lord's name.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
The immense sadness in user's heart as they watch the death of a lamb inspires The Lord to raise them for one last prayer before it returns to The Lord's warm embrace.
This Effect activates whenever A being dies within eyesight of Johan. It does not require an Action or Exertion. Select a Dead target within arm's reach that has died within the last hour. Your target should be intuitively based on the triggering event. This Effect cannot be used unless Only works on targets that have died within 2 turns (Inside of combat) or 1 minute (Outside of combat).
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.
You may end this Effect prematurely as a Free Action.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
Johan lays his hand upon the tome as the passages climb up his arm, written in a black ink, he they lays his hand upon the damaged area as the words crawl off of his arm and cover the damaged area seemingly healing it.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Performance at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to strictly follow the teaching of the bible for the next month. If they violate this rule, your treatment is immediately reversed.
The passages of Geneva spill out and burst out of the ground to imprison the target. Each activation of this skill counts as punishment for the sin not matter if the effect actually works or not meaning Johan cannot activate this ability using the same sin unless it is committed before him again or is still actively being committed.
Spend an Action. Select a target within 45 feet. This Effect cannot be used unless the target has sinned before Johan. You must use up one memory of Johan's memories of the target sinning in order to activate this Effect. Roll Charisma + Occult at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.
If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.
You may end this Effect prematurely as a Free Action.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Geneva is a very conspicuous artifact and thus needs to be moved in a more discrete way when not needed. Geneva changes form into a silver cross necklace in order to fool would-be thieves. Geneva also has the ability to assume a more modern appearance and can change into a mobile phone that functions the same as it's true form.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a large bible but can be collapsed into a silver cross necklace and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes into one of the following Objects: A mobile phone. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance must be generic, cannot mimic specific items (such as a particular painting, a certain person’s ID, etc), and must be of a similar size and weight to this Artifact.
Your Artifact makes a genuine transformation into the new Object; it is not illusory, and the Object has fully normal and expected functionality. Any functionality which the Artifact previously possessed will not be useable until the transformation is ended.
Three winged creatures force their way out of Geneva and will attempt to kill whatever caused their summoning unless directed otherwise. These creatures are only capable of speaking in Latin and are otherwise quite intelligent. These can be willfully dispelled by Geneva's wielder by simply slamming the book shut.
This Effect activates whenever a being attempts to commit a grave sin in Geneva's presence. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
Summon up to 3 Sapient small winged humanoid creatures adorned in armor at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. They will attack any Nonliving targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
You may end this Effect prematurely as a Free Action.
e
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
e
Spend 2 Actions. Select a Device within arm's reach. Can be used on Alien technology. Roll Charisma + Occult, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind Holy Symbols in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Dreamer weaves these pieces of fabric with the power of dreams, dreams in which you have everything you need. In which you eat the most delicious food and drink the sweetest wine, have the comfiest bed and the freshest air to breathe. You always awake refreshed with it, but without it nearby, you grow restless, and your sleep suffers.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food or water in order to survive.
When you shake this item it rolls and flows, as if battered by a temporary wind from nowhere. While active, the user flies on silent wings, sneaking around fast as you can run, and squeezing through vents like a proper thief, hands never bound by a claustrophobic space.
Exert your Mind and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
After attaching the frame to their torso, the user must activate and sync the arm's internal operative systems with the neurological activity responsible for their own limbs-- requiring extensive input from the mind, voice, and body. The golden circuitry running across the chassis ripple with energy during this process. While in use, its origami folds are able to stretch, bend, and morph to fit the user's desired movements.
The calibration sequence to connect the arm requires the user to move around their joints (shoulders, elbows, and wrists) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").
The systems powering and controlling the arm are an intricate mix of various power sources all synchronizing together. Specifically, they are the culmination of its creator taking influence from his peers, a spatial mage and technomancer, to achieve the final result of a fully functional additional limb.
These include arm's handcrafted, moving folds (of which three are responsible for the core joint movement of a shoulder/elbow/wrist), the golden circuits that connect to the user's mind (branching into a sprawling, fractal pattern across the arm and acting as a signal booster/receiver for all the energy), and the internal technological programming (which are carefully integrated to run with the rest of the arm's systems).
The use of a pangram enables the internal systems to more easily find specific parts of the brain to connect to and the movement of the joints calibrate the arm's motions as well.
The arm's three primary folds, alongside the three sources of power (magic, technology, and clockwork-level crafting), serve as a double entendre inspiring the gift's final name.
Expend a point of Battery and spend two Actions performing the following ritual: activating and calibrating the arms with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
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 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 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.
As the activation ritual is performed, the origami wings unfold from the user's back and extend ten feet on all sides. Due to their modular structure-- being composed of countless amounts of paper sheets and feathers-- the wings are effectively immune to damage, as they repair themselves with replacement feathers the moment they are destroyed.
The calibration sequence to connect the wings to the user requires them to extend their arms to the side (reaching their wingspan) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").
The wings connect themselves to the user's inner Source or Mind to power their movements through the calibration sequence. Basically just imagine the wings the paper girl from Naruto uses (Konan).
Exert your Mind and spend two Actions performing the following ritual: activating and calibrating the wings with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your origami wings. You require 10 feet of clear space on all sides to fly. You may add 50 feet to Movement you take while flying.
You are subject to the following effects while gliding or flying:
The process takes quite a bit of time, as Luci must properly bind this object to its ideal image by bathing it in The Well. A process that, if witnessed by a normal person, would likely result in some minor traumatic occurrences. Luci watches over the item the entire time to make sure it is not swallowed up into the inky mess. A lengthy sweat-inducing endeavor, but by its end, when Luci pulls the item from the reservoir, it is all worth it.
The items in question will sport a dark tint on the paint job and if Luci desires it, she can make its primary or secondary colors as dark as she wants. The symbol of The Well, a fragmented snowflake that closely resembles broken glass, will appear embossed somewhere visibly on the item, marking it as improved.
The Well is oblivion and vice versa. There is no being or creature exempt from the prices that it exacts upon those that meet it uncordially. And like a hook, when it sinks its fangs into you, it will rip you root and all at even the slightest weakness.
The Well is also eternal. As long as the universe turns and toils, and unless someone has the power to circumvent or mimic the powers of Oblivion, upgrades items will persist ad infinitum.
Idealism was always thought to exist solely in concept, to associate reality with mental ideals as opposed to material objects. That somewhere in the cosmic lands above, a perfect image of this "thing" exists, and only its material imitations are founded in "reality". But what if a material object could be elevated closer to the status of its ideal perfect image? A question Luci had asked herself for a period, and while it took some time, she managed to find a way.
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 Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
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.
The user takes the device composed of 4 separate Large werewolf K9s connected to a small computer, and plunges the teeth rapidity into the skin of their target following the instructions on the small hand held to micro-inflecting the target with lycanthropy to induce a complete body restructure. this process is excruciatingly painful and straining as the body is forcefully contorted and bones are snapped into place. the target suffers feverous hallucinations of a full blood moon, as they fight back the urge to hunt.
Exert your Mind and spend a minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
You may Exert your Mind and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The User unfurls a Search warrant from the device and clearly states that they have the authority to search the premises pointing it at the target, the paper glows slightly and the door open/closes. When a door has been sealed by this power an insignia of a howling humanoid holding a scale and sword is burnt into the door.
Spend an Action. Select a door, container, knot, or lock within arm's reach. This can be used on Alien targets.
You may lock, unlock, and/or open your target.
You can open and close doors which are already unlocked at your full range with no Exertion cost.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
When “The Firm’s Uniform” is activated, the transformation it undergoes is both subtle and imbued with an air of professional gravitas. The artifact, perhaps initially resembling a nondescript piece of legal attire or accessory, begins to shimmer with an ethereal gloss reminiscent of the polished sheen on a lawyer’s briefcase or the gleam of a well-maintained courtroom. This visual cue is brief, serving as a prelude to the transformation, much like the opening remarks in a meticulously prepared legal argument.
As the item changes, its edges blur momentarily, mimicking the effect of pages flipping rapidly through a legal tome, searching for the right precedent or statute. This transition is smooth and deliberate, echoing the precision and confidence of a seasoned attorney presenting their case. The new form materializes with the precision of a well-drafted contract, each detail snapping into place with the finality of a judge’s gavel.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Clothing and just as difficult to conceal.
Exert your Mind and spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Clothing. 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.
As the user activate the program on the watch a bright light would appear from the watch for a brief second before dimming down as a light blue shimmer ingulfs the user and a timer on the watch starts ticking down it starts at "1 Hour, 59 Minutes, 48 Seconds."
The code itself is rather normal, but whatever the Protocol is placed into is supernaturally enhanced when the code is activated that causes a force field to expand from the user onto the person.
Expend a point of Battery and spend an Action. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Looking upon the user wearing the gloves you would see them smack their gloves together before a glowing blue light, seems to come from the metal platting on the palm.
Expend a point of Battery and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
You only gain the benefits of this effect if you are in Urban Environment.
A Neckerchief is a core part of a chef's kit. Allowing them to cool down from the sweat, providing a way to wipe away sweat, also being able to be used to wrap around wounds and injury, with it, though, one will also find there's another core component to it. Allowing one to wipe their mouths without staining their outfits! This neckerchief, specially designed, can do so much more though, increasing one natural health over time and allowing one to withstand many illnesses and foodborne disease!
You gain the following benefits as long as you are wearing this Artifact.
You get +4 dice to any Body resistance rolls you make. You also gain the following effects:
The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Taking it and wrapping it around the wound, the injury and scar starts to feel ticklish, then it starts to visibly heal and restore itself to its original state, though there is a rather intense itch for that moment.
Exert your Mind and spend a minute. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
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.
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 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 Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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.