The bright headlights shine out from the gloom, seemingly floating above a pair of dimly-lit tires. You'd assume it to be the work of something supernatural, but as you trip over the near-invisible bike, you can tell that it is merely black paint. Amusing.
This Artifact can be used as a Suzuki Hayabusa. It is roughly the same size as a Suzuki Hayabusa but can be collapsed into a choker with a compound bow emblem and concealed. Collapsing or expanding it costs a Quick Action.
This Suzuki Hayabusa has a coat of Black 3.0 paint and offroad tires. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The "Eye" of the Witness shimmers, & the temperature drops in the area - the voices of the dead Crescendo to whomever wields the Witness, becoming almost deafening - echoes will linger as long as they bear the cursed amulet. Those that raise the dead share in the agonies of death, the loss of life, & are occasionally scarred by what they see on the Other Side.
The Wanderer forged the Witness out of Halo steel & Hell's own jewels. It is a terrible burden to bear.
Exert your Mind, spend one minute, and select a specific place, person, or item within arm’s reach. Select a Dead target within arm's reach that has died within the last month. 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 which is ghostlike and incorporeal, unable to physically interact with the real world, though they may pass through walls. They must Concentrate to be seen or heard. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until it strays at least 80 feet from the chosen place, person, or item 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 Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
Your risen ghost may "rest" inside the object, location, or person they are bound to and emerge whenever they wish. A maximum of one ghost may hide in a given shackle at a time.
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 (ghost voices). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Last Wish: If a ghost or dying person makes a request of you, you must roll Self-Control to not fulfill it. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
It is in a form of a white feather and becomes engulfed in feathers when he turns it into a sniper rifle.
This Artifact can be used as a heavy sniper rifle. It is roughly the same size as a heavy sniper rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
Vein's fibres intertwine delicately with the wielder's nervous system. The metal interferes with the synapses, regulating the host's physical and mental state at all times. In extreme circumstances, Vein will use this connection to force the host to act, even when incapacitated.
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.
Years of dodging trouble and getting out of sketchy situations left their mark - making Evans more cold, calculating, but most of all slippery.
As of his last job however Clay is now able to weave trouble by quite literally jumping away thanks to his his new best friend - a wrist mounted grappling hook that has been expertly tuned to account for Clay's lightweight frame and equipment load, making him as slippery as a snake and fluid as a professional dancer, ideally at least.
Exert your Mind and spend an Action or Reaction to activate. Select a Location which is at most 50 feet away horizontally or 10 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
If your target location is no more than 50 feet away, you may spend your Free Movement instead of an Action to activate this Effect.
Story lines appear in a circular pattern around the target and attempt to prevent them from escaping. If read, the story lines will dictate the events that would have happened had the target been allowed to continue as normal.
Words are power. That much is certain. Causal Diction utilizes this power to effect reality and bend it towards the user's will. This includes the prevention of action by others. If the user believes they are not meant to be there or take useful action, they simply will not be permitted to.
Spend an Action. Select a target within 45 feet. You must use up Bottle of Ink in order to activate this Effect. Roll Charisma + Influence at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
You may end this Effect prematurely as a Free Action.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
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.
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 "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
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.