A Veteran's jacket that seems to catch or deflect an incoming attack with a ghostly hand, protecting the last member of the 7th Reconnaissance Division for Royal Army Service, Spectre Company.
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.
Your Armor’s rating is increased by 2. If you Attack, Clash, or initiate a Contested roll, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
You breathe deep, grounding yourself in the security of the Kevlar weave around your neck. The pain and stress of the situation recedes, leaving you thinking clearly.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
You're tough as nails- literally. Once you get going, even rifles don't keep you down. Blows seem to slide off your confident aura, missing or simply crumpling against your skin. Only one catch- you've gotta be in the ring first. Bloody nose, bruised ribs, and a right hook aimed at the bastard's head- you're unstoppable once you get going.
You gain the following benefits as long as you have 3 or more total body damage/injuries and you are wearing this Artifact.
You have 4 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 penetration. It cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
The wielder runs their thumb down the base of their four fingers and says Fulmen, lightning shoots from the palm and blasts the target, hopefully searing them.
Spend an Action. Select a target within 300 feet. Roll Intellect + 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. Armor is fully effective against this Damage.
You may use this Effect to Defend or Clash in Combat, including against ranged attacks such as firearms.
This Gift's Cost is capped at 2 and cannot be increased further.
black and yellow patterns appear on the object you craft this onto, that when channeled will cause green glowing lightning to appear around the object and on any wounds of the contractor, strangely relieving them of any worries and pain. after which the pattern loses all color and becomes pitch black.
Exert your Mind and spend an Action.
Your Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.
You may only use this Effect once per day.
* Appearance: The vehicle appears as a Plymouth Volare in a drab sheirrf brown. The Plymouth Volare has a Black bull bar on its front. The car has off-road tires a modern police light bar on top, along with speakers and a spotlight. The car has the El Paso police department logo on its outside (doors, hood, and roof). The seats are made out of cheap light brown leather, the dashboard has a speed camera, and radio gear. There are separation bars between the driver and the back seat. (filled in with bulletproof glass and metal bars). The front windshield has stickers for the local police department, along with a Sons of Salem sticker and an aged sticker for an El Paso-based insurance company.
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* The car's diet and addictions: The Valor prefers fuel from the Valero Gas station in El Paso. However, it seems 'fine' with gas from the Shell. The car goes in to withdraw after a time without gas from Valero Gas station, This seems to be 'helped' if it is fueled with leaded gas, however, this seems to cause another addiction to surface.
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* Personality: The car is generally rather stubborn, along with this the car also has a short fuse causing outbursts ( Its outbursts can go from refusing to work properly to running people over, Go wild GM) this normally happens when the car doesn't get what it wants for prolonged periods, or when encountering something it doesn't like or doesn't understand. Through the years it has moved on to new things to hate primarily jumping on to new waves of media-sponsored panic, Its current main hate is Non Humans and Modified Humans (The car seems to be more stubborn along with a shorter fuse with said persons, GM again feel free to go wild)
Built-in a time of hate and fear, used to suppress new ideas. Info fed to it through sources of hate and fear, it has known nothing else to it through its life, and now in its old age, it reflects that hate and fear onto the world. One could say it is more like a scared old man than anything else.
This Artifact can be used as a Plymouth volar. It is roughly the same size as a Plymouth volar but can be collapsed into Car keys. and concealed. Collapsing or expanding it costs a Quick Action.
This Plymouth volar has Modernized Plymouth volar. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The Contractor would flip the back of the cellphone and pop the cover door open, revealing the slot for a good sized battery, that he just replaces with a new one. The door is closed as he would quickly boot it up and start to use it, the screen glowing yellow as it connects to the nearby device, the screen going dimmer and dimmer until finally the hack is complete.
Exert your Mind and spend 1 minute. Select a Device within 300 feet. Does not work on Alien technology. You must use up Batteries in order to activate this Effect. Roll Intellect + Technology, 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.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind Glowing Yellow Screen in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
Pressing the special app on the phone, a side panel opens up, which the user flips down the grip and trigger, revealing the handgun mode in its glory, ready to be used to defend the user and fellow contractors in the field.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a cellphone 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.
You also gain the following effects:
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
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 are 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 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.
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.