Pressing the stoves of Grill Bill's armour onto a surface (or person) will ignite it or them.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within arm's reach which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be depleted by any Damage dealt, destroying the Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
Big metal suit helps to protect against damage. Close attacks will be burnt by the stoves. Don't Touch!
You gain the following benefits as long as you are wearing this Artifact.
You have 8 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.
You may activate or deactivate your armor as a Free Action on your Initiative. As long as your armor is active, your movement speed is halved and you suffer -2 dice to all Dexterity and Perception rolls. While deactivated, it offers no Armor.
He punches you with his metal hands and it hurts.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
You also gain the following effects:
A big wooden door (under 75 pounds) it appears to be a light shade of grey and contains the inscription "ᛞᛟᛟᚱ" (it means door) written on it
As proven by Rood, a door is a force to be reckoned with. Now this door comes with added bonuses, such as being able to throw the door and have it magically fly back to you, probably hitting a few people on the way.
The door also has the natural ability to hold people in place, seeing that it is, in fact, a massive door.
This massive door used to just be like any other door, but it was cared for and loved by rood so much and so much energy was put into it that it grew double the size and gained magical properties. Including returning to it's beloved owner.
This Artifact can be used as a club / improvised weapon. It is roughly at least twice as large as a club / improvised weapon and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
This silver yo-yo toy expands into two blunt silver disks spun on a rope strong enough to hold three men. To start it may be awkward to use, but given time the wielder may even be able to pull off popular tricks even mid combat.
This Artifact can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks
You also gain the following effects:
This tool can move and bend to the owners will, almost like an extra limb, to pull off some sick tricks, like grabbing things, pulling you up to high places, and around the world.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
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 extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. While grappling a target, when contesting their physical actions, you may roll your full dice pool, but it only counts as a Quick Action.
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 is incapable of fine object manipulation.
The Claw of Akhekh is an old Gauntlet that magically bonds to a host, taking the place of their right arm. It is made of a strange living metal, and is similar in shape to the claw of a dragon. It possesses numerous mystical abilities, including the power to stretch and warp its shape, extending over 30 feet from its wielder. It is intelligent, capable of independent action from its wielder, but can be controlled through the magical bond it creates, as well as feedback from the tendrils it extends into the body of its wielder. The Gauntlet can remove its tendrils from the Wielders body and be removed, but this removes the benefits it grants to the Wielder.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
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 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.
The Claw of Akhekh is a powerful weapon, capable of tearing through flesh and armour with ease. The strengthened bond with its Wielder allows it to draw on arcane energies the Wielder isn't using to strengthen its strikes.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
Your unarmed attacks deal +4 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
Remembering his training, getting memories as to how they were taught to simply feel no emotion aside from hatred and anger towards the enemy, to have no feelings and see them as the shit stain of the earth it kicks in farther and further when he is picking up the artifact and remembering the monsters that were people that he killed during the war. Practicing the anger of yesteryears past he attains a new height of skill and is able to use it with weapons used by soldiers of both past, future, and present.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Military Melee Weapons.
Your attacks with Military Melee Weapons deal +3 Bonus Damage. Armor is fully effective against this 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 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.
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 +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
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.
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. 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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. 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.
This Artifact's creator is always aware of the direction and distance to this Artifact.