The Talent and everyone was frankly shocked Jacob still survived he came by to congratulate him and Jacob was bored and decided to just sit there and utilize his glib tongue to talk to him. He’s not sure why but at the end of it the talent handed him a cell phone explaining that it can call anybody. He was fairly impressed somebody actually asked for it though Jacob has no idea what he’s talking about
Spend an Action. Select a target any distance away from you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
The Divine Deliverer is a truly exceptional Catholic blessed revolver. Crafted with exquisite precision and adorned with sacred insignia, this weapon embodies the essence of one mans holy purpose. The revolver's barrel and frame are forged from gleaming silver, symbolizing purity and sanctity. Intricate engravings of religious motifs, including crosses and angels, adorn the metalwork, telling a tale of divine protection. The entire revolver is bathed in a radiant, warm glow, reflecting the divine light that guides the path of the wielder. the model of the revolver is a Smith & Wesson Model 460XVR Compensated Hunter.
This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. The target's Armor is fully effective against this damage.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: "One True Scotsman": When religion is invoked, make a trauma roll to avoid disparaging them and their faith.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
Having this ability his body will slowly grow back like a plant
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
The Driver claws open a rift in reality with a free hand and dives into it. Drifting through the realm in between timelines they re-emerge with another forceful clawing motion at their location.
Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 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.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
The Pleading Jackal of Opening is a curious trinket from Maggie’s collection, a pendant strung on a simple leather braid necklace, fitted with copper wire. The jackal itself is carved from black stone, frozen in a pleading posture, like a desert dog begging for food. It’s not just for show, though—when knocked against a locked door or container, and with a shameless plea for it to please open, the jackal’s charm works its magic. Its reliable magic it can unlock nearly anything, for the price of good manners. A fitting companion for a grave robber who knows the art of coaxing secrets from stubborn doors.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.
You may lock, unlock, and/or open your target.
A handcrafted revolver, looking like it came straight out of a sci-fi detective movie. It has a large silencer built into the barrel, which is rather menacing due to its already large size. Its barrel is longer than the gun itself and is around the size of Nate's forearm. The firearm is spray-painted black.
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
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 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 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.
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 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: