The Passenger rips forward out of the host's flesh, spraying the ground and anyone near with warm blood. It surges forward, carrying all of its malice and anger to pierce straight through any who stand before it. Though The Passenger itself is about a liter of crimson, the activation of this ability releases a torrent of blood that can be easily controlled and manipulated by its host.
While the host remains competent and capable, The Passenger will behave, being as vicious or soft as its controller requires. It does not, however, tolerate failures, and when its host cannot meet its demands, it attempt to find another, more suitable host to augment.
The Passenger can be destroyed or stolen in a number of ways:
* Injecting the host with anticoagulants.
* Sucking it out of the part of the body that it inhabits.
* Severing the limb that it inhabits.
* Something able to grapple incorporeal creatures should be able to pull The Passenger out of its host.
* Once dead, The Passenger will burst out of the host's body to find a new host.
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 Host), 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.
It Appears to be a completely normal sword but you have a feeling of something watching you from all directions at once.
A sword that breaks the 4th wall unknowingly. appears to be a 4th dimensional being.
He acquired this sword at a very young age passed on from his mother before she left him.
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 1 Weapon Damage +1 Bonus Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
The data manipulator is touched to the object, and the tip glows as the user searches a database for the object in question.
Find the right row in reality's database, and all of its knowledge can be yours.
Spend a minute. Select a target Object within arm's reach. You must use up rechargeable lithium battery in order to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn all the following information about your target:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same target more than once per day.
When recalled, the car drives up from out of sight, however improbably.
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.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
Water splashes onto the stave, activating its ability, with light reflecting from each liquid molecule in the space, no matter how dense or spacious, with all those rays of light bouncing around and eventually hitting the crystal, which then shows an overview of what the user wishes to see over their UI or projected into their mind if they lack one.
Spend a minute. Investigate an area with a radius of up to 500 feet You must use up 2 litres of purified water in order to activate this Effect. At the end of your investigation, roll Intellect + Investigation at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same area more than once per day.
A blue octahedron shield erects around the user in a 15 foot radius.
Exert your Mind (unless you win a coin flip) and spend an Action or Reaction. Roll Brawn + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
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 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 lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 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.
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: