Marvel of modern medicine and biomechanical science, the Class-21 Field Surgical Kit is designed to support medical personnel in hazardous environments, for treatment of extreme trauma and physical ailments, with guaranteed survivability and sterility if used properly.
May I always act so as to preserve the finest traditions of my calling and may I long experience the joy of healing those who seek my help.
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
An array of metal wires shoot out from the gauntlet, lodging themselves in a surface to allow extraordinary movements.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
After Checking-In with the Key, the holder enters Room 10 of the Sunshine Motel, which exists outside of space, because it never existed at all. While time does pass normally in the Room, once the door is closed nobody outside can enter or even locate the space. Occupants are free to make use of the space, which appears as an unassuming roadside motel room. Any objects brought outside the Room will be replaced upon the next visit, assuming the door is closed between uses.
This Effect activates whenever you use the Room Check-In power. It does not require an Action or Exertion. “Your target should be intuitively based on the triggering event. This Effect cannot be used unless you have just used the Room Check-In power.
You phase out of reality for up to indefinitely. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 2 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
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.
Colvin takes off his necklace, and its chains seem to melt around his hand, the metal reforming and expanding into a spear. Engraved along the spear’s length are figures of legend (Siegfried, Odin, even King Arthur) hunting things down across a black expanse of sky. As he thrusts with the spear, the obsidian tip of the spear pierces through the shaft of his opponent’s weapon, breaking it into pieces that are strangely sucked, like the light around it, into the inky darkness of the spearhead.
This, spear, engraved with scenes of the Wild Hunt, was initially the channel for the powers of a former damned spirit of the hunt, captured and enchained. That being had seen many leaders of the hunt come and go through its “lifetime”. With its taking from that being’s prison, the Spear lost most of its power. It seems to be reclaiming some of its history, however, in consuming the remains of Fae beings (the Fae are intimately intertwined with the history of the hunt, after all.).
One last note: This gift used a trophy from a Contract as the object for the artifact, and that spear trophy had the quirk of being unbreakable. It is completely up to individual GM’s whether they choose to uphold this quirk or ignore it.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into An iron thin chain necklace which has an engraved steel pendant of a hunting hound, wreathed in flames, on the end of it. and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
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.
It looks like any Hell Cat pistol, nice and compact for her hand. It looks completely mundane. Only if someone is paying attention will they notice that the shooter is choosing if the gun makes noise or not. Further, they may or may not realize that she doesn't seem to need to reload... ever.
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
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.
Increase your sacrificial Injury's Severity by 1 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. If you fail or Botch, you receive one Mind Damage and a new Trauma.
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.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
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.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
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.