A majestic weapon used by General San Martín on his quest to liberate South America. Its wielding is capable of both blind enemies and/or bend their will from its sheer might itself.
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:
When encountered by the might of this sword, any being capable of feeling emotion will feel riled up by a sense of comradery towards a common goal: liberation.
Spend an Action. Select a number of Living targets equal to your Charisma within 45 feet. Roll Charisma + Culture at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by comradery. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
This Gift's Cost is capped at 2 and cannot be increased further.
The inside of the backpack appears as a well-lit concrete room with the items inside organized neatly. A hand placed inside seems to stretch to grab a far-away object.
This Artifact can be used as a container. It is roughly the same size as a Backpack and just as difficult to conceal.
Your Backpack holds 12 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your Backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the Backpack in the process.
If your Backpack 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 your container appear normal and unremarkable.
It's a regular backpack?
This Artifact can be used as a container. It is roughly the same size as a backpack and just as difficult to conceal.
Your backpack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the backpack in the process.
If your backpack 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 your 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.
By writing in the book with fresh ink, your words come alive at the command once upon a time, literally jumping off the page and taking form before you.
Exert your Mind and spend two Actions performing the following ritual: drawing the wanted illusion and reciting once upon a time. Select a target within arm's reach. You must use up 1L Calligraphy Ink in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Choose an illusion to generate, which can be no larger than a briefcase.
The chosen illusion is generated at your target, and it will remain in place until it is dispelled or you choose to end it. It can be perceived by people through all of their senses. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.
Anyone who struggles against the illusion hard enough to break a window or who would be damaged by the illusion realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
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: Natural storyteller; you must roll self control when you reveal information to others to not exaggerate, and make it more interesting. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
with the scrach of the pen a Dragons' breath, Wolf's fangs, insects sting, and a Roc's talons. A thousand tales and a thousand ways for monsters to kill you. Ink can take a thousand forms and meny bring about death.
Exert your Mind (unless within melee range of an illusory monster) and spend an Action. Select a target within 300 feet. This Effect cannot be used unless A illusion must be in range of target. Roll Charisma + Occult 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.
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.
You spend a second examining your target, before you somehow pull out exactly what's needed, down to each individual screw if you have to, before beginning what can only be described as sacrelage on your target as you do the worst patch job anyone's ever seen. Still runs like a dream though, no questions asked.
Spend 10 minutes. Select a Non-Living or Animate target within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. When repairing Sapient targets, you must Exert your Mind. This Effect cannot be used unless the device you are repairing is non-electric. More than half the target object must be present in order to begin repairs. Roll Intellect + Crafts at Difficulty 6 (or 8 for Sapient targets).
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
If you are successful in repairing a Sapient Object, a single Injury on the target is reduced in Severity by your Outcome.
Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: They grip the braclet and shout "Kevin Help me." to activate. This Effect cannot be used unless This power can only to flee from danger. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You can run at four times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Inability to harm someone wearing one of Kevins Friendship Bracelets. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Kevin has begun crafting protection into his friends bracelets. The weilder of these bracelets now carry their own sword of equestria allowing them to slay evil and protect friendship wherever they are.
This Artifact can be used as a Sword/Axe. It is roughly the same size as a Sword/Axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Free Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 1 Weapon Damage +1 Bonus Damage. The target's Armor is fully effective against this damage.
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.
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”).
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
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 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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.
You also gain the following effects: