Specially created throwing knives
This Artifact can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.
You also gain the following effects:
Aug. 11, 2024, 3:32 p.m. - Revision Cost: 2. Removed Enhancement: Shredder, Removed Drawback: Buster
The artifacts unfolds outward into the limbs of a bow, with a light-blue energy line that acts as a string to connect the two. The user can then pull on the energy line, causing it to shift colors and turn darker, until finally it is released and a arrow of blue energy is fired at the target.
Arrows are comprised of Hard Light and function and behave like normal arrows, apart from being able to produce a faint glow.
You gain the following benefits as long as you are wearing this Artifact and engaged in combat with this Bow.
Your attacks with this Bow have their base Difficulty set to 6, are no longer limited by your Brawn, and deal +3 Bonus Damage. Armor is fully effective against this damage. Reloading is considered a Free Action.
It is a rose gold watch which can tell the time. When the crown is held down with a wounded creature within range the tentacles shoot out from watch. The reach out and begin suturing the wounds back together. The process is long but painless. The effectiveness of the suturing is based on the users ability to convince the entity to help. Afterwards the recipient has an avoidance to seafood, especially calamari.
Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to they cannot eat seafood for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The caster communes with an eldritch entity to heal the recipient.
A shiny, glistening handgun that appears to hold sentence. The colour of the handgun changes based on the user's current emotion.
After exerting a significant amount of time and mystical energy into this handgun. It has been imbued with a life of its own and cooperates with its owner to prevent any harm coming their way. It seems to be able to speak telepathically with its wielder yet cannot be heard by others.
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 6 Weapon Damage. The target's Armor is fully effective against this damage.
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
A two-handed sledgehammer usable not only for combat, but primarily its functionality on smithing and item-crafting/upgrading. Approximately 1.5m long, the hammer looks like a modern industrial dwarven contramption powered by steam.
Exert your Mind and spend a minute. Select a non-Alien Weapon within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
The car appears as the car of choice, and functions as such but with the following additions.
Foldable worktable in the front seat, AI assistant named Pandora (It's Alive! drawback), Self-Adjusting suspension system, heated steering wheel and chairs, as well as fully functioning A/C, A hybrid engine that relies on an alternator system to drive for extremely long periods of time without needing to stop. Chairs can fold down to be made into a bed, Built-in GPS. Extra battery that charges from the alternator system. Built-in refrigerator and freezer system, with a microwave too. Built-in clock with digital alarm. The car also has a blue tooth function. In the trunk there is a replacement tire and jack.
This Artifact can be used as a a car. It is roughly the same size as a a car but can be collapsed into a plastic toy car and concealed. Collapsing or expanding it costs a Quick Action.
This a car has Storage compartments that can contain items. Top speed of 150 mph, and an acceleration of 0-60 in 5.5 seconds. Further features in extended description. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +1 dice to any Mind resistance rolls you make. You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: