The magnifying glass is able to gather information about an object.
Spend 2 Actions. Select a target Object within 25 feet. This Effect cannot be used unless Boe must transformed into her detective sona. At the end of your investigation, roll Intellect + Alertness at Difficulty 6.
You learn all the following information about your target:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Boe take out her eye and insert it into the magnifying glass, acting as the glass.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
After I touch any part of the patients body with the hand with the ring on and with the intent to use my gift a string grows from the ring and enters the patients body. Over 30 seconds the string makes its way to the patients brain and calms the mind of the patient. Can be interrupted by anyone breaking the string or separating my connection to the patient.
Expend a point of Battery to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Performance at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Less so a firearm and more so a light artillery piece. Its muzzle blast is a dazzlingly bright explosion, lobbing a sizable chunk of metal at modest velocity. This brick of a hand cannon is twice as big as a contemporary handgun, and just as loud. Hearing protection and a suppressor recommended!
This gun is, quite literally, out of this world, whether that means of alien, time-travel, or inter-dimensional means. The bottomless magazine mechanism listed is arcane in nature, and the firearm feeds hulking wildcat .45 caliber cartridges. The gun is sealed (minus the ejection port and barrel) and self-cleaning.
A journal entry about the gun, written by an unknown blacksmith, and scrawled in an unknown language, notes the following improvements to the base design:
"Hellfire" portal technology for self-reloading magazine and self-cleaning mechanism. Ketsteel alloy construction for reduced weight at virtually no cost to durability. Prototype self-guided munitions (mimicking Myrrh Sov's harmonic stone core earthromancy-guiding munitions). An ergonomic grip (to replace the original design's horrid one). Cleaner sight picture. Threaded barrel to accept barrel accessories (the gods know it needs one). Expanded trigger guard to allow use of gloves.
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No known registered trademark "KetSuna" exists in current database... Refresh? [Y]/[N]
This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.
You also gain the following effects:
The user manifests the barrier between the physical and fictional world by calling upon their personal character. The ink from the cartridges surround the user's target, which then make the target appear to be cell shaded-- with the strength of the shading depending on the strength of the barrier.
Spend an Action. Select a Animate target within arm's reach. This Effect cannot be used unless you are in your Alternate Form. You must use up a cartridge of ink in order to activate this Effect. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome + 6 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may have up to 3 barriers active at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift's Cost is capped at 2 and cannot be increased further.
Breaking stuff
Exert your Mind and spend an Action. Select a Object or Construct Object within arm's reach no larger than an SUV (4,000 liters). You cannot target objects which are currently in someone else’s possession. Roll Brawn + Brawl Difficulty 6. Sapient targets may resist by rolling Mind at Difficulty 8.
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.
When activating this Effect, you may spend an extra minute and maintain Concentration. If you do, it has no Exertion cost, and you may destroy an object which has up to 3x larger dimensions, or up to 27x larger volume than the normal maximum size.
When a target is destroyed, it sends shards flying. Anyone within 5 feet of the object rolls 4d10 at Difficulty 6 and takes damage equal to the Outcome. Can be reacted to.
This knife is disguised as a track and field baton by the naked eye, but in reality it transforms into a beautiful knife. More beautiful than any knife anyone has seen.
This Artifact can be used as a knife. It is roughly the same size as a knife but can be collapsed into Baton that fits any sheath and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. The target's Armor is fully effective against this damage.
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 are 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 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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.
Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.
If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.
You may change the type of your container between Contracts.
Only you may open and close the container. Others can still destroy it to get at the contents
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 +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects: