The Demonologist has made a contract with the mysterious book known as the Dark Grimoire, and now they are bound together for the rest of their days. The Dark Grimoire is an ancient black book with a blank cover, with the inside written in what appears to be Latin, along with a series of complex ritual diagrams. Somehow, the book always seems to have room for additional information to be written.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Removing a small device from the handle of the pickaxe and touching it to the target, you begin interfacing with the device in a manner similar to Dig-Dug, poking around the inner workings to achieve the desired result.
Spend 1 minute. Select a Computer within arm's reach. Does not work on Alien technology. Roll Brawn + Melee, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
After successfully using this Effect, you may choose to add the target to your own personal "network." You may use this Effect on any target on your network at any range. You can have up to 3 targets on your network.
This Gift's Cost is capped at 2 and cannot be increased further.
Ew don't touch my stuff.
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.
The poor (anyone who doesn't have Rich Finances cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
If the true owner of this Artifact ever dies, it immediately disappears. At least one week later, it will appear to The next Warren Buffet and reveal its power to them. They become its new true owner.
If this Artifact is used by someone other than its true owner, its true owner is alerted and learns the user's appearance, direction, and distance at that moment. The true owner may use a single investigation Effect on them once at any range.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
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: Compulsion to Hate the Poor and Fear of Poors. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
One of the embers upon the lighter's engraving seems to glow. It is not your time yet... the flames of life still roar within you yet.
I have lent man the gift of life
of fire and flame
and as they burn bright
their flame does too.
No longer embers,
but a roaring beauty.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
By briefly focusing on moments of victory and bravery, the user is able to summon Legend, the Hero’s Warhorse underneath their feet. Only those pure-of-heart are capable of commanding the stubborn steed, though it is known to take matters into its own hooves when needed.
This Artifact can be used as a Horse. It is roughly the same size as a Horse but can be collapsed into Medal of Bravery and concealed. Collapsing or expanding it costs a Quick Action. Unless piloted, commanded, or summoned by someone with the Lifesaver Limit, this Artifact behaves as its mundane counterpart.
This Horse has Saddle, bridle, blinders, saddle bags. 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 Goddess of Darkness assists Jules in his quest to return her sacred objects. She has allowed the backpack he was wearing the day he retrieved the Seal of Nephthys to form a bridge into the Otherworld. This 50 liter Backpack can hold an astonishing 1500 liters. The pack can only be opened to the Otherworldly Dimension of Nephthys when in shadows or darkness - at all other times, it appears to be empty.
https://www.amazon.com/Backpack-Business-Charging-Resistant-Computer/dp/B07N3WQ6H7/ref=sr_1_3?keywords=Best%2BProfessional%2BBackpack&qid=1652670514&sr=8-3&th=1
This Artifact can be used as a container. It is roughly the same size as a backpack and just as difficult to conceal. Unless night/shadows, this Artifact behaves as its mundane counterpart.
Your backpack holds 30 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the backpack in the process.
If your backpack is destroyed, things inside may get out, and it will cease to function until it is repaired.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
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 activated, 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.
Expend a point of Battery and spend an Action.
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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
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 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.