With a flick of the wrist, and when tainted with blood, the fish hook is transformed into harpoon with a wooden shaft, etched with symbols and verses, cracked and salt-burned lime the hull of a great ship. The harpoon, despite its age and size, glows near brilliant white at the cracks when faced with the hide of a monster to pierce.
After initiation into the Sons, Caleb was troubled with restless sleep and nightmares, all of a scene he'd only heard fanatically raved about from a capstan pulpit...the Great Hunt.
He found himself sleepwalking, gravitating towards a chamber in the old warehouse. These sleepwalks continued, all until he told his Uncle. He was delighted, and told Caleb all about the Hunt and it's purpose, and that these visions must be a gift. He was so glad, he gifted Caleb his lucky fish-hook...something that had been passed down for the last few generations.
Its secrets have...yet to be unleashed though.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into fishhook and concealed. Collapsing or expanding it costs a Quick Action. Unless you have a Severity-3 or higher Injury, or succeed on a coin flip in a situation of extreme danger, you cannot turn the fishhook into the harpoon. If these conditions are met, you may hear voices or whispers to put the hook in liquid, which transforms it, this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
You also gain the following effects:
The spy can do up their ID 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 Credentials Book but can be collapsed into Headshot Photo and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results.
While the AI resides within the A-Rax suit, the spinal column containment servers glow blue with excess energy that the AI sheds when it is not overclocking.
You gain the following benefits as long as you are wearing this Artifact.
You are permanently transformed into this Artifact.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
If you are broken, you cannot take any Actions until you are repaired.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
Your passive Powers affect anyone who wields you.
The suit has a silksteel weave, allowing it to turn away blade and bullet with ease. When energized for short periods, the weave hardens fully, permitting it to sink impacts far in excess of what would normally be survivable.
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. Called Shots may circumvent your Armor, depending on its coverage.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
When The White Cross is swung, it leaves a bright white trail as the blade cleaves through the air, painting the battlefield like a canvas.
Shirojūji is a sentient, living scythe that has bound itself to it's user's body, allowing it's power to be used in the name of justice with masterful control and finesse via a telepathic link.
This Artifact can be used as a great sword / giant axe. It is roughly at least twice as large as a great sword / giant axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
You also gain the following effects:
You raise your fist up in the air and you close your eyes to picture a location and once that's done, the gem will glow and you will be teleported.
Spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.
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.
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.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
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, locks, or locked targets 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 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 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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
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.
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, Direct, 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.