A metal whale pendant dangles from the surfer necklace. When removed, the necklace glows and several small remora pendants appear on it instead.
Joe effortlessly pulls the whale pendant off and chucks it straight up into the air. Somehow it continues soaring upwards at an increasing speed, easily out of view in the bright blue sky. A minute or two later, a massive semi-ridged airship appears above--a living blue whale with metallic skin that soars through the air as easily as the ocean.
Up to 12 adult passengers (or the equivalent in weight) can ride within Koholā's mouth and peer out through a semi-transparent baleen. Despite the living exterior, the interior is a spacious (albeit oddly shaped) room with built in inflatable seating that can be converted into beds.
This Artifact can be used as a Zeppelin NT blimp. It is roughly the same size as a Zeppelin NT blimp but can be collapsed into metal whale pendant and concealed. Collapsing or expanding it costs a Quick Action.
This Zeppelin NT blimp has echolocation, is unusually heavy, and is internally warm/insulated. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
A weapon made with the remains of a mimic, allowing it to change its shape at the command of the user. The bow has been blessed properly and has been strung with the intent of injuring and hunting cryptids and creatures that devour the flesh of man. Yet in exchange, the user will find themselves slowly becoming the very thing they hunt.
This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Bracelet Charm and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: disfiguring. 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.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Defender of Natural order - Whenever a predatory species that doesn't belong to this enviroment is discovered, roll self control to not seek to kill said creature. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
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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 2 Weapon Damage +1 Bonus Damage. The target's fully effective
You also gain the following effects:
The Phantom Corsair's unfolds from this deck of cards, into this steel-and-aluminum body measured just 57 in (140 cm) in height and incorporated fully skirted wheels and completely flush fenders while forgoing running boards. It has a white base with a sleek black stripe down the middle. It tops out in 160 MPH (currently).
The Phantom Corsair is a 1-of-a-kind Car that the original owner of the Artifact Jack Strider, now deceased, briefly touched-up to disguise it; after literally robbing it out of it's Museum during a Downtime Move... anyone who sees this car and suspects something may make an Intellect + Drive to discern it, or it's history.
This Artifact can be used as a super car. It is roughly the same size as a super car but can be collapsed into Closed Deck of Cards and concealed. Collapsing or expanding it costs a Quick Action.
This super car has no current modifications. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: One Eye. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Thalassophobia. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Each time noda swings his blade he whispers a small prayer to the Seven Lucky Gods, it sounds like hes holding a one sided conversation with a gambling buddy. as he slashes and twists aiming for extremely risky decisive blows, a dumb smile is plastered on the mans face. as he gambles with the most important thing he owns, his life.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Japanese manufactured Swords.
+2 dice to all rolls with Japanese manufactured Swords. You may Defend against firearm attacks from any range using Japanese manufactured Swords.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Gamblers drive: Roll self control to not accept a wager, bet, or risky proposition's placed in front of you.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
Observers witness a sudden, surreal transformation as the Bandersnatch emerges, evoking awe and danger, altering the atmosphere with its ferocity and unpredictability
This Artifact can be used as a Bandersnach. It is roughly the same size as a Bandersnach but can be collapsed into a smol kittttyyyyy cattt and concealed. Collapsing or expanding it costs a Quick Action.
This Bandersnach has fearsome and monstrous creature, larger than most animals, with a thick coat of fur and powerful jaws.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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.
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.
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 spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.
The way the Artifact is seen 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 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, 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.
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 a battle begins, 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.
This Effect activates whenever combat begins. It does not require an Action or Exertion.
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 De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).