Hupert takes a empty casing from his necklace and loads it into his weapon before firing from the hip.
Spend an Action. Select a target within 300 feet. You must use up Empty Bullet Casing in order to activate this Effect. Roll Dexterity + Firearms 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 2.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
This Gift's Cost is capped at 2 and cannot be increased further.
As the card drive along the road, one small red vehicle can be noticed, with a red body and a black underbelly, it just drives along the road, until a turn comes up, that's when it flips up the headlights and drifts, picking up speed as it passes the other cars on the road.
This Artifact can be used as a Red Toyota AE86 Trueno. It is roughly the same size as a Red Toyota AE86 Trueno but can be collapsed into a Toy Car and concealed. Collapsing or expanding it costs a Quick Action.
This Red Toyota AE86 Trueno has Racing Seats and a Modified Engine. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Tinnitus. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
The drone lifts off into the air, and buzzes around the area. Loaded with scanners, it does its best to gather information about the area before returning to the owners feet and displaying its information on a small screen.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
Instead of the normal squeaking noise, the hammer becomes as solid as steel at the last second. Additionally, it can extend up to 45 feet to hit it's target, uncoiling like a spring.
Spend an Action. Select a target within 45 feet. Roll Dexterity + Performance 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.
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 the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
You jab your target with the spindle, drawing blood that winds itself up to be absorbed in the tightly wrapped flax and a strand begins to glow white. Each glowing strand slowly dims according to the length of the corresponding effect.
Expend a point of Battery and spend an Action. Select a Living target within arm's reach. Roll Dexterity + Melee at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 minutes.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
Freddy takes out a small Tuktuk hot wheels car and expands it into its life sized form.
This thing is tuned and can drive a good amount faster then normal Tuktuks.
Seeing this Beaty in Cambodia, Freddy new he had to buy it. He has never seen such a cool looking Tuktuk with such a good looking paint job.
This Artifact can be used as a The Tokyodrift Tuktuk. It is roughly the same size as a The Tokyodrift Tuktuk but can be collapsed into small hot wheels Tuktuk and concealed. Collapsing or expanding it costs a Quick Action.
This The Tokyodrift Tuktuk has 4 wheel drive , Turbo , curtain doors , fire stickers and crazy nice paint job. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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 lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
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 golden glow shaped like yourself at your location.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
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.
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.