From beneath the sweat-soaked brim, this hat's bearer removes a tiny, red boomerang. An ignorant observer would have only time to conclude that 'it must be a novelty item for tourists', before it arcs around and whacks the back of their head, the thrower not far behind.
This Artifact produces ephemeral projectiles that can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
You also gain the following effects:
It lets him perform surgery swiftly and effectively.
Exert your Mind and spend 1 minute to activate. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
Allister deftly manipulates a compact wrist-mounted device, adorned with intricate gears and a glass screen coated in shimmering aluminum powder. As he inputs the desired manufacturing instructions, the powder on the screen levitates, forming a detailed 3D image depicting the re/deconstruction process. With a precise metallic gear slotted into the device, engraved with specific machining instructions, a series of bronze clockwork arms materialize from ethereal blue rifts in reality. These mechanical arms begin the systematic process of modifying the target's body, akin to an assembly line in action.
Exert your Mind and Spend an Action. Select a Living or Animate target within arm's reach. You may select a target at any range if you use up Something the target created with purpose. of the target. You must use up Engraved Metallic gear in order to activate this Effect. Roll Intellect + Crafts at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
When you Full Polymorph a target, you may transform them into an inanimate object.
If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.
You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The Battle Scars you inflict manifest over the course of the next minute.
The tool glitches the game, causing audible and visible subtitles to appear in the eyes of those the user speaks to. Their mouth goes blurry as they begin speaking universally to all people. The viewer can tell the subtitles are coming from the user, cause she's glitching.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
When the user touches it and concentrates on what sort of credentials or identification is needed, it shifts to become that. A passport, company ID, a locksmithing license, FBI credentials, etc.
Additionally, it can become wearable credentials, such as an ID badge, a police badge, and even a toy 'old west' sheriff's badge or Star Trek style comm badge. If held in place when becoming any sort of badge, it can attach itself as appropriate, whether pin, clasp, magnet, lanyard, etc.
Holographic paper, memory plastics, invisible ink, memory metals, perception filters, none of these could get the job done right on their own, and some couldn't even function as intended with normal science. Apply esoteric science via enchantment and alchemy however, and you have this.
Sadly, it was half accident after eight failures that this one finally worked. I can't replicate it, I'm not sure anyone else could either.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes into one of the following Objects: badge. 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.
Your Artifact makes a genuine transformation into the new Object; it is not illusory, and the Object has fully normal and expected functionality. Any functionality which the Artifact previously possessed will not be useable until the transformation is ended.
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. This will not open security doors on its own.
“Courageous St. Dymphna, your strength was from God. His grace enabled you to resist evil…”
A small silver charm (Milagro) in the shape of a heard with a carved blood drop in the middle, it is attached to a the end of a rosary along with the cross that is there.
“Courageous St. Dymphna, your strength was from God. His grace enabled you to resist evil, and to prefer exile to a life of sinful luxury. Christ's own power preserved you faithful to Him in life and in death. In your kindness help us to imitate your example in little things, and gain for us fortitude to bear with the misfortunes we meet, and strength to overcome our weakness. Amen.” The devout catholic man makes many prayers to St. Dymphna to protect his nieces mind as she is exposed to unspeakable evil.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
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.
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 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 Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects: