With Oz's vastly growing knowledge of advanced technology he was able to create a tool to repair most mundane items.
Spend 10 Rounds. Select a Object within arm's reach that is no larger than an SUV. You may target Alien technology, so long as you have an understanding of its intended function. When repairing Alien targets, you must Exert your Mind. More than half the target object must be present in order to begin repairs. Roll Intellect + Technology at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.
When used, the chains of the manacles reform, once again bound. The wearers body deforms and grows in size to a become a monstrous cycloptic being. When the transformation finishes, the creature breaks the chains. Where there once stood a person now stands a one eyed colossus.
Many ages ago, these manacles were used in a ritual to bind a powerful monster known as 'Aginos'. This beast is depicted in Greek and Roman mythology as a terrible demon of great might, that was killed by a great heroine. However, these are not mere legends as this artifact was found by Alfred Birgir during a hike in Corno Grande.
Exert your Mind and spend a Quick Action.
You transform into Aginos the Hulking for 3 minutes. You have access to all of your Powers while you are Aginos the Hulking, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 1. You do not suffer any Body or Mind Penalties.
Your body is adapted to Destruction. You receive +3 dice on non-attack rolls related to Destruction.
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Seeing a man’s flesh pop and bubble, as his body destroys itself only to rebuild into a horrific monster..
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
The Cape close and grows into claws and protects those
You gain the following benefits as long as you are wearing this Artifact.
You gain 2 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
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 sword.
Your extra appendage can stretch to reach an additional 30 feet.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
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: fairies curse. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Parent issues. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.
Frankie Lifts his armored hands to his mouth and reaches in, pulling out a glob of strange frosted blood. his hands move swiftly as he pulls and prods at this gross glob of mailable blood and forms it into a strange bloody hardened mess of a support I-Beam.
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:
A page in the empty book somewhat fills with a set of large words that read "Een Hakin", and some other words that aren't eligible nor in English, and a drawing that depicts a bandolier of fire diagonally across the chest of a poorly drawn man, brandishing eight knives made of pure fire.
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:
Motoha modifies the targets code, causing green and black lines to wrap themselves around the target, attempting to modify their animation speed to 0%.
Spend an Action. Select a target within 45 feet. Roll Intellect + Technology at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.
Restricted targets may escape their binding by spending an Action and taking a Severity-1 Injury. Their movement is reduced by 10 feet until the Injury heals.
You may use this Effect as a Reaction to contest any physical Action a target is taking. Excess Outcome does not restrict the target. This interrupts Concentration.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
"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 holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
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.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
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 Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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 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.