Luck coorelates with skill, unfortunately it seems your adversaries are much more skilled than you are.
Fret not, you now have the ability to try again. Just make sure you’re luckier.
(Once per combat) you have the ability to make anyone reroll their dice
Can be used outside of combat once.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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 the traveler loses an eye the companion provides another. The sight provided far surpasses that which the traveler first had.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The user watches the pocket watch tick down in a irregular pattern, sharp purple eyes can be seen closing slowly as the dials spin. The user then clicks the winder once the eyes are closed and they burst open with a soft rumble, opening doors and safes with a mere gaze to feed the desires of the user.
In car form, the same is done via the headlights/taillights.
The pocket watch grows in power.
The user feels it watching them in the night, watching their movements, their desires, their pleasures. It studies them.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within 300 feet of you. Cannot be used on Alien technology.
asdf
Spend 2 Actions. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn the following information about the area:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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: asdf. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You cannot investigate the same area more than once per day.
Winding the hands of the dial forward, the user accelerates their personal flow of time to move at extreme speeds. During activation, the user's voice becomes distorted and glitched-- echoing over itself as they repeat an extended series of chants to themselves, oaths of their duties toward the timeline.
Exert your Mind and spend two Actions performing the following ritual: winding the dial's hand forward and chanting. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Lasts 1 hour. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
If your last Action was used for an all-out sprint or you are already accelerated, you may spend an Action to accelerate without a roll, adding 250 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 750 feet/Round. As long as you stay at these speeds, you may use this distance per Round as your Free Movement.
Any terrain you traverse while accelerated must be passable by a standard vehicle at similar speeds. Stopping, turning sharply, or decelerating more than 250 feet/Round must be performed as an Action. Failing to decelerate with an Action (whether because of an obstacle, sudden unfavorable terrain, an Injury, or other event) counts as a tumble or catastrophic vehicle collision as per the vehicle rules.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
Remembering his training, getting memories as to how they were taught to simply feel no emotion aside from hatred and anger towards the enemy, to have no feelings and see them as the shit stain of the earth it kicks in farther and further when he is picking up the artifact and remembering the monsters that were people that he killed during the war. Practicing the anger of yesteryears past he attains a new height of skill and is able to use it with weapons used by soldiers of both past, future, and present.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Military Melee Weapons.
Your attacks with Military Melee Weapons deal +3 Bonus Damage. Armor is fully effective against this damage.
You also gain the following effects:
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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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.
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:
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 holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects: