The foot is now the heavily augmented and cybernetic prosthetic limb of Mackenzie Washington, mainly a left foot that is now attached to the left leg of him being his replacement. With the socket of the foot being placed around the stump where his foot once was, if not removed and the foot is destroyed nano-machines will begin to repair the foot or even create a new one. The thing can split into a hand and can extend 30 feet and even mesh through any hole like its jello more than metal and can shoot bullets the nano-machines have built inside and fire the usual rifle round.
Man lost his foot to a mine, went to a harbringer doctor right after the contract and got a superior foot
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. 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 Rifle.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
It looks like something that might be consider an organ. Of what creature you would rather not now . A thing like a heart which was former pumping liquids on an insane speed through the monsters body being used as a weapon to hunt monster, almost ironic.
Using something of such disgusting origin should turn most people’s stomach around. Robert would normally never use such vices but in his crusade it was an evil that he would have to deal with.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into Flesh disc the shape and size of a credit card and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: weak stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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.
You also gain the following effects:
A raggedy old camo poncho; when the hood is pulled over the wearer, they are obscured by the magical and near divine properties of CAMOUFLAGE.
Exert your Mind and spend an Action.
You and everything you are carrying is obscured in one of the following manners. Lasts 30 minutes.
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.
When the hammer of punishment appears it has this menacing aura and it sucks in all the color around it like a black deep feeling
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into Black snake belt and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
You move your hands to your mouth and commune with ice spirits. You whisper promises of souls in the name of Yuki-onna if a moment of power is bestowed upon you. You hold your hands up to the scarf and draw forth an icy shard in the shape of a throwing knife. The Knives cut into the target and also cause a flash freeze of the effected area freezing the skin but still allowing blood to gush.
On the flight back from his first contract Angus dreamt... He dreamt of a frozen wasteland scattered with frozen corpses. A fearsome blizzard scourges the area making it nigh impossible to see further than 10 feet in front of him. the bitter cold cut into his skin forming frost on his fingers, nose, and ears almost immediately. after wondering though the wastes for what felt like an eternity he saw a light flickering against the winds. He trudged through the snow towards the light, fighting with every ounce of his being to not to drop down next to the scattered bodies that he passed. as he got closer to the light the ground consisted more of bodies than the snow below forcing him to crawl over the frozen remains toward his goal. finally reaching the light he fell to his knees in exhaustion seeing, not warmth, but a laughing woman kneeling in front of him. The words said there were lost to howling winds, but a pact was made and as hands were shaken he woke up still in his seat. His palms were wet from thawing and his breath was cold enough to constantly show his breath, in particular his mouth felt jagged and fresh as if he just ate a mint with water. A new scarf was folded neatly in his lap.
This Artifact produces ephemeral projectiles that can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
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.
You also gain the following effects:
Back when Paul first met Mr Noodle Sockington, they swore to never be separated. Noodle had an idea to bind the two of them together and thus Paul was burnt by Mr Noodle's love. This ceremony has deemed Paul ever aware of the whereabouts of Mr Noodle and what he is up to. Plus Paul got a really pretty heart shaped burn mark on his hand that's really hard to explain to partners, almost as hard to explain as the sock puppet he refuses to sleep without.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
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 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.
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 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 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.