Luna can type on the device, and cause a short-lived holographic projection to be generated. It's still just light, and things will pass right though it.. but it's good enough to fool people on short notice.
Spend two Actions performing the following ritual: typing on the artifact and selecting an illusion to play. Select a target within arm's reach. 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 person.
The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being or Object, though it is still limited by what you do or do not know about the subject.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.
The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. 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.
This Gift's Cost is capped at 2 and cannot be increased further.
A large keyring, that when one of the keys is grabbed, no matter the shape and size, will lock or unlock the passage it touches. When one looks away from the keys, a whole different set of keys will be on the ring, each time you look at it.
A key ring found by Alfred, within his locker at a museum he works at.
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.
the Frikkie De'Boos Extermination Corp. patch on the back begins to burn with a ethereal blue flame, and ghostly rodents crawl through the jacket as the user takes damage. the ghostly rodents attempt to hold the users wounded body together.
You gain the following benefits as long as you are wearing this Artifact.
Your Body and Mind Penalties are reduced to 0.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
Alister shakes his jacket lose, as he does so tiny ghostly clockwork mice tumble out. These ghostly rodents assist the target in crafting a pice of art. As they do so Alister softly critiques and corrects the work while holding a conversation about their mental state. Afterwards alister hands the craft to the target and makes it clear they must show your heart to the world.
When its just him and the rats, he speaks to them as if his long dead friends can still hear him.
"Frikkie, amber... you there buddies."
Exert your Mind to activate. Select a Living or Animate target within arm's reach. Over the course of one minute, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Crafts at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to must keep the crafted object on their person and clearly displayed. for the next month. If they violate this rule, your treatment is immediately reversed.
Alister throws up a metal gear and flutters his jacket back, as he does so a dazzling array of different tools spring forth occasionally ripping parts of Alister as they fling by at break neck speeds. These tools uses the gear as a central point pressing the gear into the object and using the pieces of Allister to imbue shattered pieces of his soul into it. the process of rending pieces of his soul may leave his body thread bare.
Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside an SUV (4,000 liters). You must use up Metallic Gear 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.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 20 animated objects at once.
Animated Objects have the following restrictions and capabilities:
Gun (dex fire arms)
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
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: scarry. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
Both cuffs start glowing a ghostly shade of cyan soon after the chains connected to each cuff start to glow in a similar manner and a ethereal chain extends from the existing chain and wraps around the target
Spend an Action. Select a target within arm's reach. Roll Charisma + Occult at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be restricted at their location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
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 airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
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 a battle begins, 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.
This Effect activates whenever combat begins. It does not require an Action or Exertion.
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 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:
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 +5 Weapon Damage. The target's fully effective
You also gain the following effects: