The tossed coin takes a path and speed seemingly impossible, jumping from surface to surface. Is it just luck or is there more to it?
This Artifact can be used as a shuriken. It is roughly the same size as a shuriken and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
The Lord has granted Ellis peace of mind, warding off attacks against his mental fortitude, and warning him of those who would tempt him down an evil path.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
You crawl into your backpack, which doesn't really make much sense spatially. With an explosion of dollar-sign particle effects and the noise of rattling coins, you reemerge with the requested item.
(This artifact uses the Barter secondary skill in place of Influence if the user has it.)
Expend a point of Battery and spend 1 minute. You must use up one standard unit of currency for the current game world in order to activate this Effect.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.
Roll Charisma + Influence (6 dice) to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
The yellow cockatiel takes flight from Luke's shoulder, heeding the command of its master.
Expend a point of Battery and spend an Action. Select a target Location within 75 feet.
You may perceive things as if you were standing at that Location for the next 30 minutes. You may move your senses back and forth between your projected location and your real location without prematurely ending the effect. You may only have one projected location active at a time.
Others near you may choose to observe what you are perceiving by Twitch Stream.
While this is active, your senses may travel from their initial Location to explore the surrounding area. They may move at up to 5 x Perception feet per round.
You create a visible manifestation at the Location where your senses are projected which looks like Larceny the Cockatiel.
The glittering blue fairy wing hilted blade of the champion of dreams. Vergil has finally earned enough skill to call this his own and has retrieved it from the mausoleum of heroes eternal rest. The blade glows lightly when swung, and on contact with an evil person will leave the wound glowing lightly blue to signify that the magics have done their work.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword and just as difficult to conceal.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.
You also gain the following effects:
He plants his cane onto the floor and begins talking to his audience about his experience in Vietnam.
Exert your Mind and spend an Action. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. Roll Charisma + Influence (6 dice) at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6.
If you succeed, for the next three hours, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this Effect ends.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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 De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence (6 dice) at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
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.