Depending on what is used, the Barrel in the center of the hand rotates (not clearly visible unless directly looking at it) to either fire a shotgun round or be used as a cutting torch. A Flap on the top is easily accessible to store ammunition in the arm.
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Shotgun.
Your body provides you with the functionality of Magazine and Cutting Torch. If used to attack, these "tools" use the same stats as a small knife.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
To most, the wearer appears mundane. But there are a few subtle symptoms: They don't seem to breath, eat, sleep. And they don't seem to change much either...
The devil grinned down at the man.
"In return for your soul upon death, I will grant you a ring of great power"
"Can I decide the power?" The man asked.
"But of course" The devil replied
"Deal, then. I choose that I never needed to age, sleep, eat, or drink."
The devil slipped the ring onto the man's finger.
"Ah-ha!" said the man "Now I will lock myself away with thousands of books and live forever"
The devil laughed for a moment, then stabbed the man in the stomach. It is said the ring remains, much sought after by those who fear death.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, sleep, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
The drone lifts off into the air, and buzzes around the area. Loaded with scanners, it does its best to gather information about the area before returning to the owners feet and displaying its information on a small screen.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 100 feet At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
A whole set of Poker Cards. The are coverd in 24k Gold. If the ability is used, the cards help the user to develope a telekinesis power which the character uses in Card Games of other Gambling activities to his advantage. He changes cards or changes the chamber of a gun in russian roulet.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
When Lucas activates the barrier, the cape undergoes a dramatic transformation. The outer fabric darkens significantly, absorbing surrounding light and casting a shadowy aura around Lucas. Spectral, gnashing teeth appear along the edges of the cape, moving and clamping as if eager to bite. A faint, sinister hissing sound accompanies the visual, enhancing the eerie atmosphere.
As an attack comes towards Lucas, the cape responds by flaring out, the spectral teeth gnashing more fiercely. The attack is visibly absorbed by an invisible barrier that forms around Lucas, the impact creating a ripple effect through the darkened fabric. Observers would see the attacker’s blow deflected and feel the supernatural force of the cape’s defense.
Expend a point of Battery and spend an Action. Roll Dexterity + Alertness at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The owner's very soul became a sword, giving shape to the owners desires
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:
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 a battle begins, 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.
This Effect activates whenever combat begins. It does not require an Action or Exertion.
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 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 Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.
The way the Artifact is seen 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 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.