a quiver designed to hold spears, but no matter how much Baga throws, it just keeps refilling
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
What initially seems like a regular bedside trunk can at the snap of the fingers turn into a plastic lunchbox, seemingly empty when opened.
This Artifact can be used as a container. It is roughly the same size as a Storage Trunk but can be collapsed into a lunchbox and concealed. Collapsing or expanding it costs a Quick Action.
Your Storage Trunk has a normal storage capacity, but can be collapsed down to a pocket-sized version without losing any internal storage. You cannot access the contents while it is collapsed. Objects stored inside are weightless.
Living things can be stored in your Storage Trunk. They will have access to anything else inside and may attempt to break free, damaging or destroying the Storage Trunk in the process.
If your Storage Trunk 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.
...
You gain the following benefits as long as you are wearing this Artifact.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
The box hides its contents from anyone not in possession of it. Once opened up by the right person it seems to expand to the sides and back, but only if viewed from the lid's side, revealing every weapon stored in it.
This box was blessed by a Tengri shaman and dedicated to the allfather's incarnation as the red god of war - Daichi Tengri.
This Artifact can be used as a container. It is roughly the same size as a Wooden Swordbox and just as difficult to conceal.
Your Wooden Swordbox holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your Wooden Swordbox. They will have access to anything else inside and may attempt to break free, damaging or destroying the Wooden Swordbox in the process.
If your Wooden Swordbox 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.
Throwing knives which look like made out of quicksilver
This Artifact produces ephemeral projectiles that can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
Colvin takes off his necklace, and its chains seem to melt around his hand, the metal reforming and expanding into a spear. Engraved along the spear’s length are figures of legend (Siegfried, Odin, even King Arthur) hunting things down across a black expanse of sky. As he thrusts with the spear, the obsidian tip of the spear pierces through the shaft of his opponent’s weapon, breaking it into pieces that are strangely sucked, like the light around it, into the inky darkness of the spearhead.
This, spear, engraved with scenes of the Wild Hunt, was initially the channel for the powers of a former damned spirit of the hunt, captured and enchained. That being had seen many leaders of the hunt come and go through its “lifetime”. With its taking from that being’s prison, the Spear lost most of its power. It seems to be reclaiming some of its history, however, in consuming the remains of Fae beings (the Fae are intimately intertwined with the history of the hunt, after all.).
One last note: This gift used a trophy from a Contract as the object for the artifact, and that spear trophy had the quirk of being unbreakable. It is completely up to individual GM’s whether they choose to uphold this quirk or ignore it.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into An iron thin chain necklace which has an engraved steel pendant of a hunting hound, wreathed in flames, on the end of it. and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Spear’s Runes glow, and it vanishes into a pool of shadow, reappearing in Colvin’s grip.
When it is lost to him, his blood yearns for it.
He is bound to it, as its corrupting form is bound to him.
The Wild Hint has always conscripted new members of the hunt, kidnapping them from their time and place. Colvin is the latest in a long, long line of conscripts. Will he burn his hated foes with this forbidden strength, or merely become what he most hates? Only time will tell.
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.
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.
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 "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 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”).
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.