When the whistle is blown, it will not produce any sound. Mabel will come trotting over from behind an object that could not feasibly cover her body. If there are no objects to appear from, Mabel will appear out of thin air.
Mabel is a brown horse with her mane braided together and beads intertwined. She is very affectionate to people she knows and very strong. She can carry four people but not happily.
Mabel usually isn't collapsed and lives within Buck's apartment kind of like a dog. She is collapsed when he goes out so Buck always has her around. Yes, Buck is an upstairs neighbour.
This Artifact can be used as a horse. It is roughly the same size as a horse but can be collapsed into whistle and concealed. Collapsing or expanding it costs a Quick Action.
This horse has saddle, stirrups, halter, reins, and saddlebags. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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.
The mud tome rises to his side and begins to thrust mud above itself in a small orb.
The orb starts to shape and contort, revealing images in its shape.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 1 mile At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn the following information about the area:
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You cannot investigate the same area more than once per day.
Remus sprouted his Sticky Hand from the stump of his right wrist, now the only arm of his that remained, and spent quite some time fiddling with the button at the back of the PEZ dispenser — eventually managing to pry its plastic contents free of the container with great difficulty. Instinctively knowing to swallow the clown nose, a new arm burst forth, painted bone white and budding with freshly grown red noses.
In case it wasn't obvious from the Visual Description, Clownflesh essentially describes white clown paint and additional red noses growing from large and flat sections of regrown flesh.
Expend a point of Battery and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the rapid vine-like growth of unnatural pale flesh budding with red noses like berries.
Healing a Battle Scar in this way leaves behind Clownflesh on the target which cannot be healed.
The user of this cloak's charm attributes increase by multiple stages, so much so that they receive a new skill:
Charm Offensive: Inflict such insufferable sweetness with your scolding, compliments, and greetings that they cause the target to care greatly for animals.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
Emily lets out a breath, and with her claws, slices the insides of her arm, allowing the blood (for power) to spill to the ground. She then mixes a vial of virgin's blood (for tempting), and mixes it with the dirt (for binding). In a pinch, she can smear it on the floor, but the creatures that speak though the blood to her do not appreciate this as much.
They whisper to her the desires of the land and those in it. Those who desire to hurt, those who desire to change, those who desire to move.
Increase your sacrificial Injury's Severity by 1 and spend a minute. Investigate an area with a radius of up to 1 mile You must use up a vial of virgin's blood in order to activate this Effect. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn the following information about the area:
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
You cannot investigate the same area more than once per day.
the wielder reels back as a deep blue-green light shines from the ring, forming a harpoon, before throwing it forward, even on land it has a trail of bubbles as if going through water.
if one was to smell it, it would smell of sea salt and sand.
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
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 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, containers, knots, or locks 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.
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 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: