An appropriately named jacket, coming in a variety of colors and woven with kevlar fabrics this blend of modern technology and fantastical ability can take you from anywhere to Leon's own home base. Though he's loathe to hand these out to any but those he trusts beyond all else, their incredible value in getting out of a shit situation when all else fails is beyond measure.
Exert your Mind and spend 2 rounds to activate. If you are at The heartstone of the Imp's Bog in Russia, you may choose a target Location within your line of sight; otherwise, your target may only be The heartstone of the Imp's Bog in Russia.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
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.
Iryna pulls out a contraption that looks like a cross between a printing calculator, a Geiger counter, and a TI-82, tuned together and strapped to her wrist. She turns it on and sweeps the area, tuning it to the latent radiation around her to find the places where it’s most disturbed. It scans the area and prints out the coordinates as well as any instructions on how to get to the weapon.
Exert your Mind and spend one minute.
You automatically detect all sources of major environmental contamination and weapons of mass destruction within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
Even if there are no sources of major environmental contamination or weapons of mass destruction within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
The means by which any sources of major environmental contamination and weapons of mass destruction are hidden or disguised is made clear to you, as well as how to access them if they are secured. This includes objects secured via the Stash Effect.
This rugged book comprised of damaged leather and pristine white blank pages, with a polaroid stapled to the front, feels rough to the touch yet warm, and the pages feel clean no matter the environment
The book seems to be of magical origin, perhaps even cursed
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.
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: Whispers of the Lost. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A page in the empty book somewhat fills with a set of large words that read "Een Hakin", and some other words that aren't eligible nor in English, and a drawing that depicts a bandolier of fire diagonally across the chest of a poorly drawn man, brandishing eight knives made of pure fire.
This Artifact produces ephemeral projectiles that can be used as a throwing knife.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
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.
Its a large thick old looking book with inscriptions written on the outside.
Exert your Mind and spend an Action. Select a Dead target within arm's reach with at least half its skeletal structure remaining.
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.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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: Haunted by the Tome. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The ground splits open as a body starts to crawl out.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Bodies in your stash, each no larger than something which could fit inside a rolling luggage bag (60 liters), and you may store up to 15 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Corpses start to rise from the ground under the user maggots appear as well and a swarm of flies appear..
Book flips open and the pages shift and create a map
Exert your Mind and spend one minute. 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 automatically detect all Spirts and Violent Criminals and Undead 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.
If no Spirts and Violent Criminals or Undead targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Spirts and Violent Criminals or Undead within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
when the bracelet de collapses, it becomes a large glowing red blade with a handle with a wrap of gold and black thread.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into A bracelet and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
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: