Using this ring, you can summon an endless supply of shuriken made from shadow.
As you use this effect the ring will start to glow a dim red color as the shuriken appear in you hand
----------
Hailstorm flavoring:
Instead of appearing in your hand, the shuriken will appear floating around you, coming up out of you shadow, one for each person in range, floating above your head ready to strike.
Upon completing a contract, Sam went home to his boat. When he got there he found a small box (using echolocation) on the helm. He opened it up and found a ring, the ring seemed to give off a faint warm heat signature when he put it on. When he focused on the ring, something that felt like a shuriken appeared in his hand, yet it was surprisingly light and cold to the touch. Almost as if it had been made out of his shadow.
This Artifact produces ephemeral projectiles that can be used as a shuriken. It is roughly the same size as a shuriken but can be collapsed into a black ring with a red gem on it and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
Elizabeth lets out a breath, and focuses on the amulet around the neck. The mists that always seem to be swirling around her feet become agitated, and they, for a moment, flare, running up her body in a, billowing stream. Then they disperse some, and there's no girl there anymore. Just a cloud of water vapour blowing gently along.
Exert your Mind and spend one minute. You must use up powdered silver in order to activate this Effect.
You transform into mist for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. It is not necessarily obvious that your transformed state is an unusual phenomena or that it is acting with singular purpose.
While in this form, you can squeeze through any gap that is not air-tight, though this may take more than one Action at GMs discretion. You may fly at your standard movement speed.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may suffer Damage from wind and powerful gusts at GM’s discretion. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined.
You cannot communicate while transformed. Your equipment does not transform with you beyond basic body coverings. Carrying capacity is unaffected.
You have access to your Powers while transformed.
You may use equipment while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
The power of the chosen one increases your speed significantly.
You gain the following benefits as long as you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
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 100 feet/Round (not affected by your speed bonus) to your sprint speed, to a max of an extra 300 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 100 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.
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
Boets rubs his bracelet and speaks to the objects
Spend an Action. Select a Inanimate target within arm's reach which could fit inside a briefcase (15 liters).
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The necklace consists of a thin metal chain and a teardrop pendant filled with the ash of a vampire. Upon closer inspection, it can be seen that both the chain and the droplet are slightly transparent, and there is no hole through which the necklace pierces the pendant.
Through a ritual, the incorporeal form of a vengeful specter was bound to the ash of a vampire. The undead remains combined with the incorporeal body create an artifact that lends undead resilience to the user.
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
A blue stripe on the tophat glows as a small jackpot sound is made, the door opening after.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet.
You may lock, unlock, and/or open your target.
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 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.
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.
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 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects: