This golden eye gleams, perfectly fitting into the socket. When zooming in, the aperture shrinks with a rose gold sheen, to analyze the smallest evidence or even the most micro of surgeries.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
This knife is designed to cause damage to both flesh and other weapons. In a way, the knife has its own superiority complex, wanting to be better than all others.
This Artifact can be used as a knife. It is roughly the same size as a knife and just as difficult to conceal.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The skates magically fit the wearers shoe size. after being put on the skates take a fist size area of skin on the face and gives that area severe frostbite for as long as the skates are in the users possession. if the user discards of the skates the scar will magically revert with no trace. the ice beneath the skates forms from the moisture in the air, and melts and evaporates just as quickly as it appears.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 300 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 900 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 300 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) deals 3 Damage which Armor does not reduce.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
You may Exert your Mind and spend a Reaction to automatically dodge any incoming Attack. You do not need to roll.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Disfigured. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
An automatic rifle that can become a golden bracelet with a lion holding a cross engraved on it
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into Lion bracelet 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:
Kirk's modified hummer is a demilitarized version, offering only the increased durability of the traditional hummer. Despite being demilitarized, the mount for where the turret would normally be is still there, as well as the lack of radar and other military technologies. Inside are a group of his old buddies, 5 in total. Due to their insistence on personal space, Kirk can't seem to fit any more passengers, but its nice talking to his friends again.
https://en.wikipedia.org/wiki/Hummer
This Artifact can be used as a Hummer. It is roughly the same size as a Hummer but can be collapsed into a pocket knife and concealed. Collapsing or expanding it costs a Quick Action.
This Hummer has A reinforced roll cage, additional storage compartments underneath seats, AI assistant Andy, and an armored exterior. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
A holographic sight is connected to the firearm via picatinny rails once connected from the inside of the sight a storm of sand flow out and begins to compensate for user error by pushing and prodding the firearm in the correct location. when shots are fired out of the gun a smattering of sand is shot out the barrel with the bullet silencing the target of the shot.
You gain the following benefits as long as Requires a firearm with picatinny rails, you are wearing this Artifact, and engaged in combat with firearms.
+2 dice to all firearms rolls.
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.
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, Direct, 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 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 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”).
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 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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.
You also gain the following effects: