The ECLIPSE 1 breaks apart into dizzying 4th dimensional prismatic fractals that grow and spread across the users body in a dull multi-coloured glow. Upon gaining enough mass the fractals subside into a more organic form... the ECLIPSE 1 (Combat form); a 7ft tall digitigrade mech suit equipped with limb mounted thruster's and a intimidating belt fed LMG attached to the left shoulder.
Exert your Mind and spend an Action.
You transform into the ECLIPSE 1 (Combat form) for 3 hours. You have access to all of your Powers while you are the ECLIPSE 1 (Combat form), and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: ECLIPSE 1 Combat form ( FPV 5 armour) (Shoulder mounted LMG, Red-dot) (Infra-red sensors), F90 Assault Rife (Red-dot, 3 Mags), Glock-19 (Red-dot, 2 mags).
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: Dreams of the Eclipse home: When you sleep you dream of a pitch black maze full of violent creatures. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind Damage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Using your expert training you are able to activate the thruster's built into the rear of the suits back and limbs in order to take off and fly like... well, a Warmachine.
You gain the following benefits as long as you are wearing the ECLIPSE 1 (Combat form) and you are wearing this Artifact.
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 limb mounted thrusters. You don't require extra clear space on any side in order to fly, and get +2 dice for any rolls made to maneuver in mid-air. You may add 50 feet to Movement you take while flying. If you take more than a Severity 4 Injury to your limb mounted thrusters via a called shot or Battle Scar, you can only glide until they are healed.
You are subject to the following effects while gliding or flying:
*Click
The flame burns the end of the cigarette and smoke spills from the end. The cigarette smoke spills out and lightly fills the area. In the Zone, greek columns of smoke form a large crossroad no matter the direction anyone inside moves the crossroad appears to go on forever.
A vision fills the user's eyes. A three-formed woman is seen holding a torch its smoke fills the space. The user sees the woman spreading the smoke with the torch. Her faces smile and she opens her mouth to talk then it is over.
Exert your Mind and spend an Action. Select a Location within 60 feet of you. You must use up A cigarette in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You create a hemispherical dome of smoke originating at the chosen Location, with a radius of 60 feet, and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
Through dedication and years of the craft, Henry has learned how to forge the strongest swords
A large zweihander style sword, with a thick Damascus steel blade, with a golden tint color to it. Forged with the power to shatter thy enemies armor.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
As one is struck, it tips sideways, redistributing the energy to the nearby smaller scales, spreading the impact over a much larger area and emitting a muffled ringing sound.
With each strike, however, the vitreous enamel coating of the scales, made to further reinforce the suit, shoots outward akin to shrapnel at the point of impact.
Upon closer inspection, it looks to be made of hundreds, no, thousands of scale-like ceramic chunks, interlinked with kinetic-resistant farbrics underneath. As one is struck, it tips sideways, redistributing the energy to the nearby smaller scales, spreading the impact over a much larger area and emitting a muffled ringing sound. While great at stopping strikes that arrive at a slowed pace, constant kinetic absorption will cause the ceramic to heat up, softening or even cracking it. The material will take time to cool and heal itself, mending tiny cracks that may form from constant grazing hits.
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. Called Shots may circumvent your Armor, depending on its coverage.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Whenever Phil (Or if someone else puts on this collar) is talking to someone, he is able to speak fully and clearly, as if he has been able to his entire life. He can also read.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to humans 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.
While wearing this medal the bearer is protected from harm, unless that harm comes from a Law Enforcement agent. This effect will appear as the flickering image of Norton the First protecting the target from harm
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except attacks from Law Enforcement. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
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.
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 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 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:
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: