Blood!
Take a Severity-1 Injury and spend an Action to activate.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
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 Fencing Sword.
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.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your appendage has its own agenda (to Find a Better Hoast), which it will attempt to follow. You must roll Mind, Difficulty 7 to re-assert control when this occurs. If it chooses to act counter to your desires in combat, controlling it costs your entire Action.
Noodle (when authorised by his bearer) can spew fire upon his enemies, setting them alight. He will not light your cigarettes as they are not good for you.
Exert your Mind (only for extinguishing a fire, no cost for starting one) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start or extinguish a fire as large as a firepit's fire at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 4 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a firepit's fire that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a firepit's fire cannot cross.
An immaculate hunting rifle with a carved chestnut wood stock.
This Artifact can be used as a Rifle. It is roughly the same size as a Rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 2 Weapon Damage +3 Bonus Damage. The target's Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Looks visually same.
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. Unless The gift requires me to say "Burn away: Jihibukai taiyō" (im mute), this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
A big wooden door (under 75 pounds) it appears to be a light shade of grey and contains the inscription "ᛞᛟᛟᚱ" (it means door) written on it
As proven by Rood, a door is a force to be reckoned with. Now this door comes with added bonuses, such as being able to throw the door and have it magically fly back to you, probably hitting a few people on the way.
The door also has the natural ability to hold people in place, seeing that it is, in fact, a massive door.
This massive door used to just be like any other door, but it was cared for and loved by rood so much and so much energy was put into it that it grew double the size and gained magical properties. Including returning to it's beloved owner.
This Artifact can be used as a club / improvised weapon. It is roughly at least twice as large as a club / improvised weapon and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Sightless and deaf is a pair of gloves one having sightless written over it and the other has deaf written over it.
You gain the following benefits as long as you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you 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.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: a scar across the face. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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 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 "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.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
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.
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: