A rusty heap of trash, gunpowder and fumes. How in the hells does this thing even move?
This Artifact can be used as a Goblin Car(t). It is roughly the same size as a Goblin Car(t) but can be collapsed into Jerboa Foot Necklace and concealed. Collapsing or expanding it costs a Quick Action.
This Goblin Car(t) has Mounted Grenade Launcher (Rooftop Catapult), Grenade release lever (Live grenades dropped behind), storage space (takes up passenger areas), forward mounted SMGs, and a roll cage.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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: You Are A Literal Goblin. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
A decrepit flare gun, shooting out a green flare. Skittering in the darkness, several goblins burst from the shadows.
Expend a point of Battery and spend an Action.
Summon up to 3 Sapient Gobbos at your location. They last until they move more than 150 feet from you or are destroyed They are controlled by the GM but will follow any commands you give. They will attack any Undead targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
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: Klepto. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A baseball bat with the Master-Bat signature. It carries the essence of a Master-Batter Ghost in it's wood- transferring it's energy into it's projectile.
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. Attacks do not require a successful called shot to do 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:
It is a large big evil suit
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming damage from all sources of physical attack except hands. 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 penetration. It cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
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.
This whip is entirely composed of Bankstons Fur and Werewolf pelt. His large K9's teeth have been weaved into the whip, when this whip bites into a opponent it contorts and constricts forcing them to rip the teeth out. due to the heavy nature of the whip it excels at smashing objects.
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:
Shoots typical lead balls from the 1850s... it just never runs out. And it would be interesting to try and get forensics on them since they're lead balls... and the gun isn't exactly registered....
Looks like an ordinary revolver. Or at least as ordinary as any 150 year old gun could. And yet... there's a reason it's a family heirloom.
And now, it's even library appropriate with a silencer!
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 +4 Weapon Damage.
You also gain the following effects:
Vigilante reaches into his utility belt and pulls one of his many gadgets like his Boomerang and his Grappling Hook
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:
A set of dark pouches that are filled with gadgets and gizmos.
This Artifact holds 25 times what it normally could inside of it. Objects stored inside are weightless. You can only store Gadgets in this Artifact.
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.
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: