The Lucky Revolver always seems to hit harder than its regular variants, getting a lucky shot on a weak point, or striking an artery, or hitting armour just right to pierce clean through armour. The Shots from the Lucky Revolver always seem quieter than they should be, coinciding with sounds in the environment to blend into the background noise, targets seeming to die in a convenient manner to muffle the sound.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with Revolver.
Your attacks with Revolver deal +3 Bonus Damage. Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Gereg takes a bite, siphoning the energy from a target to strengthen his master.
Exert your Mind and spend an Action. Select two Sapient targets within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you an Injury you have increases in Severity by 1d4 points. If a target does not consent to the transfer, you must roll Intellect + Occult at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer between your two targets:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the snake lash out and siphon the effects from the target, and imbue them into Lau, or the reverse.
a big strap innit
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 +6 Weapon Damage.
You also gain the following effects:
The Wizard Hat glows briefly and a tiny burst of highly compressed potent flame is launched from the user’s line of sight, bursting outward on contact.
The Wizard Hat exists to serve a single purpose: to grant magic unto those who possess none. It uses the raw imaginative and intellectual processing of its users brains and rapidly transforms that processing away from biological function and maintenance in favor of REAL, TANGIBLE MAGIC!!! The first of its ‘spells’, ‘Fireball’ is barely even a ball. It is more accurately described as a massively-wound string of compressed and potent fire. On contact with a target, it expands. Rapidly. Explosively. You had best stay out of the radius.
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Occult at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
A white fire shaped like a rose burns the offered money, and a phantom ring slowly forms around the users finger once complete a man is formed needling at the users feet.
Exert your Mind and spend one minute. You must use up $1000 in order to activate this Effect.
Summon a single Men in hats at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.
The Lord protects you from evil. You are bathed in a glowing golden aura of Faith, marking you as one of the Lord's servants to any with knowledge of such things. Any attacks from Demons or creatures which are demonically tainted are slowed by your aura of Faith, often failing to reach you at all. Should one of their attacks make it through, the act of coming so close to a holy man hurts them just as much.
You gain the following benefits as long as you are wearing this Artifact.
You have 5 Armor, which only reduces damage taken from attacks made by demons or demonic entities. Any armor piercing effects from attacks made by demons or demonic entities are ignored. Armor from multiple sources does not stack.
When you take damage from a source which is within 5 feet of you, your Armor deals 2 back to them.
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.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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 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.