As you see them fly past, beer in hand and cigarette in cupholder, he has one hand on the wheel and foot on the gas. The car goes by with blazing speed, even higher than normal.
Bill worked on this truck for the past 8 years, from denting the hell out of the frame, to putting on the off-colored door. He made this truck for his wife, Martha, in order to make sure she doesn't complain for the 15th time that the oil is leaking (it still does but that isn't the goddamn point), it rattles, and it smells of "the mix between a crocodile and possum."
This Artifact can be used as a 1972 Chevrolet C10 CST. It is roughly the same size as a 1972 Chevrolet C10 CST but can be collapsed into Marabro Cigarette Pack and concealed. Collapsing or expanding it costs a Quick Action.
This 1972 Chevrolet C10 CST has no modifications. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This power will injure whoever is in the way, Tara must poke her thumb with the blade and draw blood in order to activate the blast.
When Tara is out of blood vials, may cut open herself to use power again. It will inflict a Severity 1 Injury at the start, destabilizing or increasing in severity every subsequent use.
Spend an Action. Select a target within 300 feet. You must use up Tara's blood in order to activate this Effect. Roll Intellect + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this Damage.
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.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You drag one unlucky, and often unwilling, participant with you into a murky reflection. Then, you both find yourselves in your Dark Place.
They're not going to like the Dark Place.
The Dark Place consists of a black sky and endless pool of equally black water, a little less than ankle-deep, spreading in every direction as far as the eye can see. There are no noises around but the ones you make.
Exert your Mind and spend an Action. This Effect cannot be used unless your suit is in physical contact with water - at least enough surface area to cover the soles of your shoes.
You phase out of reality for up to 10 minutes. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you. While phased out together, you may interact as if standing in an empty void that extends infinitely in all directions.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a hazy reflection or shadow in the water at your location.
Upon activation, the user's body seems to take the form of a woman made up entirely of stars and the night sky, a living constellation. The affected target's eyes will appear as if they reflect a starry night themselves, the target experiencing the vastness of space for but a moment. Realizing their insignificance only few will remain of stable mind.
This is an artifact made by the cult of Thelema in the early 1900s. It uses the power of their highest deity Nuit.
An heirloom, inherited by Jacob Sterns.
Expend a point of Battery and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Brawn + Alertness Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If the Contested Outcome is positive, the target loses that much Source. Once their Source is depleted, excess Outcome is applied as Mind Damage. If you deal at least 3 Mind damage, the target gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
The needle from Gull's tattoo kit seems to pull scar tissue off of skin and turn it to ink, using the flesh-ink to mend the scars.
Expend a point of Battery and spend a minute. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
A silver locket with the childhood photo of Kaya-Shi, and their twin, Akuji. Their parent's names crossed out.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
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: Phobia of Ghouls: When you encounter the subject of your phobia, you must roll Self-Control to avoid entering a fight-or-flight response. If you fail, you may Exert your Mind to face your fear.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
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, containers, knots, or locks 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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
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.
You also gain the following effects:
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
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 Contested Outcome +4 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.