tap the cane on the ground twice and firmly plant it on teh second tap while saying Blue's Clues
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 + Investigation at Difficulty 6.
You learn the following information about the area:
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.
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 facing any sort of lock and/or digital keypad, Ollie can use his custom made watch to “wind” in a specific fashion. The intricate noises and smooth machinery manifests ethereal signals to unlock any door that’s conventionally locked.
Exert your Mind and spend one minute to activate.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within 20 feet of you. Cannot be used on Alien technology.
You can open and close doors which are already unlocked at your full range with no Exertion cost.
You may Exert your Mind and spend two Actions to seal a lock or a closed door. Sealed doors / locks cannot be destroyed, removed, or operated by mundane means. When sealing a door, you may specify a passphrase which grants access.
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.
When Grace activates Jeremy's eye, it causes spirits to possess the device - this results in spirits visibly entering the device & running amok.
Exert your Mind and spend 2 Actions. Select a Device within 20 feet. Can be used on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously. Only works on Computers.
Your command does not have to take effect immediately. Instead, upon a successful Hack, you may specify a condition under which the specified command is issued or simply suspend the Command until you desire to activate it.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
Your Hack cannot be reversed through mundane means for a number of hours equal to your Outcome.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Every hack you make leaves behind the machine is obviously Haunted in some way in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
The car roars out as if it is a monster from hell the dark black car leaving a blazing trail.
This Artifact can be used as a 1969 Dodge Charger. It is roughly the same size as a 1969 Dodge Charger and just as difficult to conceal.
This 1969 Dodge Charger has wheels and hood on fire. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
When Tethered, the Dead Line shifts temporarily into a more spectral form that allows it to float next to Charlie's physical body, surrounded by a ghostly aura.
The Dead Line saps away the vitality of those who attempt to touch it with malice in their hearts, threatening to tear the very souls from their bodies.
Charlie is merely a puppet for the Dead Line, one which hasn't yet achieved it's true form. Her experience as a puppet has given her a passion that she would never have felt otherwise.
The motto of The Dead Line, engraved by Charlie herself onto a small plaque in the conductor's compartment, is as follows:
"For as many paths as our passengers walk down, many rails we must lay down in turn."
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.
Those who disrespect public transport cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Nightmares: Falling into the void - Your sleep is plagued with horrible nightmares. At the start of each Contract and each time you fall asleep, make a Self-Control roll. If you fail, you take one Mind Damage. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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 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.
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 and everything you are carrying is 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 or your equipment specifically 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 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:
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.