The second charm on Trinity's necklace is a silver skull, with fletching buried in one of its sockets. As she pulls it off her neck it becomes a crossbow whose stock, barrel, and fore-grip are made of sharpened human remains. The limbs are made of four antlers in an X pattern, and as she draws back its string the pain of the spirits inhabiting it concentrate on the point she is aiming as she pulls the trigger.
Sometimes, when she shoots, it looks like she herself is thrown forward through a single point in space - appearing where she was aiming.
One day, she will purify it such that the spirits are not in pain.
This Artifact can be used as a crossbow. It is roughly the same size as a crossbow but can be collapsed into a skull charm on her necklace, with fletching sticking out of one of the eye sockets and concealed. Collapsing or expanding it costs a Quick Action.Unless wielded by one who has accepted its whispers, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. Attacks do not require a successful called shot to do damage.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Whispers: You suffer a -2 dice penalty to any roll which benefits from hearing. You cannot distinguish the words of others in loud situations. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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:
The User Holds the inverted fractal with one hand, visibly focusing, only a moment later their scar is healed, the area seeming like the injury never happened at all.
When one is injured, like all things it happens with the forward flow of time, but if you were to swap that, to invert it- then what would happen other than the reversal of time, and therefore whatever injuries one may have .
The invereted fractal will invert the local flow of time around whatever scar its user may have, the reversal is quick as the users body heals from their scar.
Exert your Mind (unless you win a coin flip) and spend a minute. Select up to four Battle Scars on yourself to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
This device can find any unusual energy in an area.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
Possession of this Artifact causes the following Trauma to manifest over the course of a day: compulsion to never leave a teammate behind or harm a teammate. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
When Grace activates Jeremy's eye, it causes spirits to possess the device - this results in spirits visibly entering the device & running amok.
Exert your Mind and spend 2 Actions. Select a Device within 20 feet. Can be used on Alien technology. 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.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
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 the machine is obviously Haunted in some way in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The eye sparks & sputters, leaving an imprint from which Grace can extend her senses. Grace can communicate through it at will.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can perceive with all your senses through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
You may destroy the Ward to activate one Investigate Individual, >Object, or Area Effect as though you were standing at its location.
You may communicate through your ward, though doing so will reveal its presence.
The Wolves of Wall Street do not obey Grace, & will attack whomever they wish...typically the poor.
Exert your Mind and spend an Action. You must use up Cash or similar currency in order to activate this Effect.
Summon up to 5 Non-Sapient, Animate A Pack of Spectral Wolves at your location. They last for two hours or until they are destroyed. They are controlled by the GM, do not follow orders, and only act to further Greed & Avarice. This Artifact may have at most 5 minions active at a time.
When Jeremy dies his conciousness will uploaded into his prostetic eye where he can obtain a second life. He does not hope this will ever occur.
This Effect activates whenever Triggered on death. It does not require an Action or Exertion.
You transform into ________ for one minute. While transformed, you cannot move or take Actions, and you cannot perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
Coded script rolls over the glass eye, calculating distance before folding space to deliver the wielder to a location they can see. Works especially well through placed Wards -
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Miss the Landing (Severity 4 or Off Target).
You are transported directly to the chosen Location. You must wait 1 full Round before activating this Effect again.
You may also Exert your Mind and spend an Action to Travel in a random direction without any knowledge of an endpoint or destination. Roll Intellect + Technology at Difficulty 6 to safely arrive without any consequences.
While wielding the Glass Eye, Grace's senses are VASTLY enhanced, seeing the warmth of the living, penetrating all darkness, & doing so up to two miles away.
Jeremy's greed is also carried over with the eye, & Grace finds it easy to find hidden valuables like a little magpie.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Jeremy's residual aura of authority may be commanded to give orders - those under command will follow Grace's EXACT commands, in an obvious & unusual manner.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to the letter-- but not necessarily the spirit-- of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
The eye hardens Grace's mental defenses, protecting the collection of dead children from unwanted intrusions.
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:
Grace may allow the eye to control her hands, rotating in her skull to look around on it's own as her hands draw a map of the surroundings on the paper, usually in crayon.
Exert your Mind (unless in an urban area) and spend a minute. Investigate an area with a radius of up to 1 mile You must use up paper & crayons (or other writing utensil) in order to activate this Effect. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
...
Spend 1 minute. Select a Computer within 20 feet. Can be used on Alien technology. Roll Charisma + Crafts, 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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
...
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
a very green spongy arm that has the power to harden enough to punch but also is able to squeeze into tight places
Exert your Mind and spend an Action.
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 extra appendage can be used to attack in exactly the same manner as a Katana.
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.
You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action.
You may turn this Effect on and off at will during its duration.
Your Extra Appendage is incapable of fine object manipulation.
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 holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. 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. 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.
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 +5 Weapon Damage.
You also gain the following effects:
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
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 +4 Weapon Damage.
You also gain the following effects:
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 holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. 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. 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.