ZAP that beam was extra special

1
This Artifact allows you to instantly destroy objects.
Used by Robert Lane, Created by fuck.

the high intensity at the close range for the HEPD starts to melt any matter in its way as it bores through any object meat or machine.


Expend a point of Battery and spend an Action or Reaction to activate. Select a Non-Sapient Object within 20 feet no larger than a purse (5 liters). You must use up 4 AA batteries in order to activate this Effect. Roll Intellect + Firearms Difficulty 6.

If your Outcome is 4 or higher, the target will be fully and completely destroyed, leaving behind no meaningful remains. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • Destroyed targets cannot be repaired, as they do not leave any remains behind.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • You can target yourself if you qualify as a valid target by the other requirements.

Community Legendary Artifact Gifts

Exert your Mind and spend an Action to activate.

You transform into Cybernetic Armor for 3 minutes. You have access to all of your Powers while you are Cybernetic Armor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1.

You do not suffer any Penalty while in your Alternate Form.

While transformed, instead of your normal clothes and equipment, you are equipped with: Flack Jacket & Helmet + Shotgun

You may end this Effect prematurely as a Free Action.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

This Artifact cannot be broken.

This Artifact's creator is always aware of the direction and distance to this Artifact.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

This Artifact can be used as a muscle car. It is roughly the same size as a muscle car and just as difficult to conceal.

This muscle car has a silver hood ornament and bullet proof exterior. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.

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.

Bill worked on this truck for the past 8 years, from denting the hell out of the frame, to putting on the off-colored door. He made this truck for his wife, Emily, in order to make sure she doesn't complain for the 15th time that the oil is leaking (it still does but that isn't the goddamn point), it rattles, and it smells of "the mix between a crocodile and possum."

This Artifact can be used as a 1972 Chevrolet C10 CST. It is roughly the same size as a 1972 Chevrolet C10 CST but can be collapsed into Marlboro Cigarette Pack and concealed. Collapsing or expanding it costs a Quick Action.

This 1972 Chevrolet C10 CST has no modifications. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Daredevil: Damage you and your passengers take from vehicle collisions is reduced by 2, and any Injuries suffered are limited to a maximum of Severity 4.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into Lion bracelet 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:

  • Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

Stock Legendary Artifact Gifts

Spend an Action.

You may lock, unlock, and/or open any number of doors, locks, or locked targets 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.

  • Any door or restraint that is fastened or shut with a mechanism may be considered locked, at the GM's discretion. Can be used on control panels or other electronic locks, but not computer security systems.
  • If you operate a locking mechanism through this Effect which has some other secondary effect (such as the ignition on a car causing the car to start) you may cause that effect as well.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

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 penetration. It cannot be circumvented with Called Shots.

Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.

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.

Expend a point of Battery and spend an Action or Reaction.

You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

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.

You leave a golden glow shaped like yourself at your location.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Take a Severity-1 Injury 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.

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.

  • The called shot requires 4 Outcome dealing 4+ Damage or 6 Outcome dealing 2+ Damage.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.