Less so a firearm and more so a light artillery piece. Its muzzle blast is a dazzlingly bright explosion, lobbing a sizable chunk of metal at modest velocity. This brick of a hand cannon is twice as big as a contemporary handgun, and just as loud. Hearing protection and a suppressor recommended!
This gun is, quite literally, out of this world, whether that means of alien, time-travel, or inter-dimensional means. The bottomless magazine mechanism listed is arcane in nature, and the firearm feeds hulking wildcat .45 caliber cartridges. The gun is sealed (minus the ejection port and barrel) and self-cleaning.
A journal entry about the gun, written by an unknown blacksmith, and scrawled in an unknown language, notes the following improvements to the base design:
"Hellfire" portal technology for self-reloading magazine and self-cleaning mechanism. Ketsteel alloy construction for reduced weight at virtually no cost to durability. Prototype self-guided munitions (mimicking Myrrh Sov's harmonic stone core earthromancy-guiding munitions). An ergonomic grip (to replace the original design's horrid one). Cleaner sight picture. Threaded barrel to accept barrel accessories (the gods know it needs one). Expanded trigger guard to allow use of gloves.
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No known registered trademark "KetSuna" exists in current database... Refresh? [Y]/[N]
This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.
You also gain the following effects:
While he is walking he brushes his arm past someone and his brain is flooded with the information on this person whom he touched.
Would roll with secondary (Spy)
Spend 2 Actions to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Dexterity + Stealth at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
You activate the talisman be pressing your open palm with fingers spread apart and silencing chaotic thoughts, often 'the original' (owner) would use righteous fury to summon the power of the token.
once you press down the talisman against your chest in this way the two layers of symbols align and slot together to form a single symbol and the center briefly glows the yellow of the sun on the inner sides and a burst of practically physical air descends from just above the Contractor like a whirlwind and instantly gusts out in all directions. the wind barrier 'scoops' up and pushes away all those the wearer deems to be agents of chaos.
as the wind hurls its foes away the wearers eyes also turn a solid yellow and its like looking into twin suns. As their eyes glow, drawn from their lips at any volume or language "begone chaos" is said and all those affected by it hear the words as if said next to their ear.
All those affected are then roughly 'plopped' at the edge of the talismans area of influence. Ejected from Harmony
While the wearer concentrates they stand in place and with eyes of the sun active. Air whirlwinding around them and bursting out to maintain the dome of harmony.
Everything and everyone inside the dome of harmony while it is active and during activation are completely unruffled by the physical air barrier.
In fact everything inside the dome feels like its being cradled. To all animate beings it imparts a sense of comfort in who and where they are.
Spend an Action or Reaction.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
Pulling a small drone out of the pickaxe and wrestling it into submission, you send it out to scout the surrounding area, allowing it to scan the area and observe into localized points in the past before it returns and relays its information to you.
Spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Brawn + Technology at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same area more than once per day.
It’s a flesh gun
This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon 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:
Using Shirojuji as a focus, you channel your energy to allow yourself a lightning quick burst of movement, faster than the human eye can see, leaving behind a flickering afterimage.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
"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 can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.
Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.
If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.
You may change the type of your container between Contracts.
Only you may open and close the container. Others can still destroy it to get at the contents
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 Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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.