A weapon made with the remains of a mimic, allowing it to change its shape at the command of the user. The bow has been blessed properly and has been strung with the intent of injuring and hunting cryptids and creatures of myth.
This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Bracelet Charm and concealed. Collapsing or expanding it costs a Quick Action.
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.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
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: Defender of Natural order - Whenever a predatory species that doesn't belong to this enviroment is discovered, roll self control to not seek to kill said creature. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
A tinge of brine and the scent of saltwater hits the air as the tip of the trident forms, compresses and fires out a compressed shot of high-intensity saltwater at the target
Spend an Action. Select a Living target within 45 feet. Roll Brawn + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
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.
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 kunai is traced along the object, creating ethereal fracture lines. With a final stab into the object it shatters along the traced lines. The wielder of the kunai can see ethereal echoes of the original object. It's a simple matter of acknowledging the echoes to give them the strength to restore the object to its original form.
Exert your Mind and spend two Actions performing the following ritual: Trace the kunai along the target to mark out the intended area, then stab into the center. Select a Non-Sapient Object or piece of an Object or structure within arm's reach no larger than a duffel bag (35 liters). You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Dexterity + Athletics 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.
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.
If you have access to the remains of an object you had previously damaged or destroyed, you may spend an Action to un-destroy it.
Andrew's lucky rope will never break. He knows anytime someone messes with his rope.
This Artifact cannot be broken.
If this Artifact is used by someone other than its creator, its creator is alerted and learns the user's appearance, direction, and distance at that moment. The creator may use a single investigation Effect on them once at any range. The user gets the feeling that they are being watched.
When used the whip can extend itself, the bones rattle.
This Artifact can be used as a sword / axe. It is roughly at least twice as large as a sword / axe and cannot be concealed on your person or disassembled for storage. Unless The whip has touched blood before use, this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage. The target's fully effective
You also gain the following effects:
When this enchanted bow is drawn, a bow of sheer ice is formed and ready to be fired. This gives infinite ammo abilities and once the arrow hit its target, it melts and leaves no trace.
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
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 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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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 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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.
You also gain the following effects:
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). 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.