Futuristic looking eye-like device implanted within the eye socket of Sevi's missing eye. When used, it will light up and whir, inspecting the object, and wire the information directly to Sevi using state-of-the art tech.
Spend 2 Actions. Select a target Object within arm's reach. At the end of your investigation, roll Perception + Science at Difficulty 6.
You learn all the following information about your target:
This Gift's Cost is capped at 2 and cannot be increased further.
Bullets fall off and crinkle up on the ground. When being shot with multiple bullets it leaves bruises on the users body but that's about it. The user is able to take more damage and show the people who their true hero is!
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
A Super Yacht granted to him by Jules has been modified by Jeremy with some blueprints he has downloaded from the Mi-Go drone in his eye.
This Artifact can be used as a The Nautilus Bazaar. It is roughly the same size as a The Nautilus Bazaar and just as difficult to conceal.
This The Nautilus Bazaar has Super Yacht Renforced with Submarine Plating can dive similar to a submarine.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
You take a drag... nice and quick... and suddenly!
The Cancer Is Smoked Out!!!
... that or the smoke spells out what to do.
Anyone who fails the trauma roll should either take mind damage or get a nicotine addiction.
Exert your Mind and spend 1 Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.
The user who uses this smiles with big gold teeth and then spaces out. In his mind he is reading your memories, what your passwords are, who you love most, where you live, how big your house is, how susceptible you are to cons and if you have been conned before.
Exert your Mind and spend 2 Actions. Select a Living, Animate target within 300 feet You must maintain Concentration while the effect is active. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question takes as long as it takes to answer to read. When replaying a full memory, it is replayed in double time.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
A trident adorned in tentacles and other sea related details that can compact and change form to look like a pocket knife
This Artifact can be used as a javelin. It is roughly the same size as a javelin but can be collapsed into pocket knife and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Outcome + 4 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
The Skeleton Key slips easily into any keyhole and turns without a fuss.
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.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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 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.
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.
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: