Eugene realizes how much of comic book antics could be nullified if the heroes could resist mental effects, and creates a device for this exact purpose.
You gain the following benefits as long as the user has an Oath with Eugene, or is Eugene himself and you are wearing this Artifact.
You get +4 dice to any Mind resistance rolls you make. You also gain the following effects:
Possession of this Artifact causes the following Trauma to manifest over the course of a day: No Turning Back: You must roll Self-Control to be able to retreat from a dangerous situation. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
A Plymouth Barracuda, with a glossy black sheen on the panels of the car, silver accents on the front and the tires, a raised up area for the engine, orange side lights: a true muscle car
This Artifact can be used as a 1970 Plymouth Barracuda. It is roughly the same size as a 1970 Plymouth Barracuda and just as difficult to conceal.
This 1970 Plymouth Barracuda has Racing Modifications and enhanced durability. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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: Tinnitus. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
The artifact shines a light on the dead. It beggines to be absorbed as the carcass becomes reanimated. Their Eyes are green like jade stone. When ordering the undead the casters face becomes adorend with a skull mask.
Exert your Mind and spend one minute. Select a Dead target within arm's reach that has died within the last month.
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.
You may only use this Effect once per day.
A thin coating of nanite material has been applied to this plastic card, which can now change its outer form to become a driver's license, Passport card, government employee ID, security system badge, or any other form of ID or security pass the bearer wishes, including affecting the chip, mag stripe, or NFC components to generate valid responses on scanners.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Blank SLE4442 Chip Card and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Identification & Security cards. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results.
In the clandestine world of espionage, where shadows whisper secrets and the line between ally and adversary blurs, there exists a lawyer turned spy, a master of subterfuge with a power as unique as their dual life. This individual, known only to a select few, possesses an extraordinary ability to infuse mundane spy equipment with unparalleled capabilities, transforming them into artifacts of immense tactical value.
On a night draped in secrecy, our spy enters a nondescript room, the air thick with anticipation. Around them, an array of common espionage tools lay scattered across a workbench—each item a silent witness to missions past and yet to unfold. With a practiced eye, the spy selects a compact surveillance device, its appearance unremarkable, its potential untapped.
As their hands envelop the device, a faint glow emanates from their fingertips, casting an ethereal light in the dimly lit room. The air hums with unseen energy as the spy focuses their will, channeling their unique power into the heart of the gadget. Under their touch, the device begins to transform, its form becoming sleeker, its essence imbued with a power that defies conventional understanding.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
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: I plead The Fifth -Roll a mind to speak to the police. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
An arm made of bone and rotting flesh, that are covered in bloody crystals of the same color as the one using them's blood, the arm connects to the skeletal structure of the one using it, and bursts out of them when the artifact is first activated, the arm burrows it's way through the flesh so that it can connect with the user's spinal column, and subsequently be attached to the already existing skeletal structure.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: