"Lucky" always seems to hit harder than regular weapons, 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 "Lucky" also seem more accurate than they should be, striking small targets with surprising ease.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with firearms.
+2 dice to all firearms rolls.
You also gain the following effects:
Jan. 13, 2024, 4:06 a.m. - Major Revision Cost: 1. Removed Enhancements: Quick Fingers, Bullet Parry
The bag feels like just a draped cloth on the user's back, regardless of how full they stuff it. When small, it is just a wriggly little Tamagotchi looking thing.
This Artifact can be used as a container. It is roughly the same size as a Laptop bag and just as difficult to conceal.
Your Laptop bag holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your Laptop bag. They will have access to anything else inside but cannot break free.
If your Laptop bag is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of your container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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 car McKenna purchased, repurposed, and legalized has begun to make noise, a whisper, a Susurration. One day, in their garage, The car had simply disappeared. In its wake was a pocket watch, unopenable, and slowly ticking.
The watch loses its red luster over time, it requires upkeep in a simple form, blood, any blood.
After several jobs, McKenna has decided to fix up the car to suit more dangerous needs.
Off-road tires, Bullet proof windows, Better window blades for her uses, and lifting the body for better maneuverability.
And a GPS.
Augments:
Blue Fungi Hood Ornament
High Powered Waterproof UV Car Headlight
The Hanged Man
-Simon Walker (Contractor)
Bobasaurus
-Hearne Morgan (Contractor)
-Jessica Black
-Rick Lawson
-Dylan Reed
-Ariel Dupont
Shisa nyama mfetu
-Zain Robinson (Contractor)
-Songoma (Witch Doctor)
-Ancient African Demon
Sleepover
-Anastasia "Luck" (Contractor)
-Anastasia Marigold (Contractor)
-Draven Darkwood (Contractor)
This Artifact can be used as a NASCAR. It is roughly the same size as a NASCAR but can be collapsed into Pocket watch and concealed. Collapsing or expanding it costs a Quick Action.
This NASCAR has a white body with red rims, a few stickers cover the small corners of the body. 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 unit's most basic function. Load a battery, take aim and pull the trigger to unleash a torrent of random reality-altering data.
Rewriting the metaphysical code of reality is really hard. Having a device to help you makes it a little easier. Not caring what you write to it makes it a lot easier. A stream of pure entropy is sure to do some damage. Or a ray gun, if you insist on simplification.
Expend a point of Battery and spend an Action. Select a target within 50 feet. You must use up rechargeable lithium battery in order to activate this Effect. Roll Intellect + Technology Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
When fighting enemies, Éva will transform her necklace into a beautiful green sword.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into a necklace and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
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: must pet any cat sized animal. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
The strange crimson gemstone twitches and beats, the users eyes start to grow red and blood drips slowly, like a small trickling stream. The sick twisted smile engages the users lips, as the utter the words that seem to be uttered from something horrible down below. Those who are targeted by those strange words feel some sort of odd shiver, like something long forgotten, that was only now remembered. They are obliged to follow it, or pay the consequences of where this strange tongue comes from. Although this makes sense to the listener, the meaning is lost on any observers, almost as if they are hearing some strange forgotten tongue.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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:
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. 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.