The artifact faintly glows when it comes into contact with bare skin. It is either frigid or warm, but no one can tell.
The tip of the Rain Drop sprays out regular water until it forms a maximum 60 ft radius dome of falling rain. It’s just wet and unpleasant in general.
On the usage:
Contact with any skin works, so Delphyrion tends to hold it with a glove. At some point they were using it as a paperweight, only for it to activate when they tried to move it. Soaked documents were not fun to replace, but thank goodness there weren't any water-reactive chemicals exposed. Delphyrion also intended to use this artifact as a hand warmer or cooler during winters and summers respectively, but their indecisiveness led to the artifact being both warm and cool.
On the shape:
Delphyrion has no idea why this artifact is so unwieldy, nor why it resembles an ice cube. Its raindrop shape means it doesn't stand up properly most of the time, though thank goodness it doesn't roll off tables. They haven't tested the durability, but they'd rather not risk unleashing any magical leakage on the world yet.
On dihydrogen monoxide:
Portable water is always useful especially when traveling by plane, though at some point people have started to think that Delphyrion is carrying an extremely deadly poison called dihydrogen monoxide. Often they decide to play into this, though it has gotten them into trouble at the airport. Thankfully the officers always wear gloves when inspecting it, so they end up concluding that it's simply a big blob of glass and that Delphyrion is onto nothing. How dare people call them a charlatan!
On impracticality:
Normally people tend to choose more immediately useful gifts, perhaps for healing or damage. Delphyrion, upon being asked about what power they'd need, was thinking about the amount of times they'd wished it was raining outside. It isn't for work-related reasons; clear days are much better for outdoor experiments and camera exposure. In fact the extra moisture would mess up certain reactions instead. Basically, Delphyrion sometimes wants it to rain so they could sit by the window with a book and a warm beaker of tea to romanticize life. It is a little odd to do so in a lab, not to mention they haven't needed rain in their contracts so far.
However, everything Delphyrion does is inefficient anyway; what's one more inconvenience?
At least they are now saved from a long and grueling trip to the sink.
Expend a point of Battery and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.
You create a zone of rain in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
The user throws a trio of flying daggers out, landing on their target and beginning to alter their very souls from the outside going in, tearing through whatever may stop it.
Spend an Action. Select a Living or Animate target within 45 feet. Roll Dexterity + Athletics at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
You may affect up to 3 targets within range.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your alteration "heals" over the course of the next month, after which it is fully cured.
A thick green stem emerges from Terra Incognita, topped with a large bulb. In a matter of moments, the bulb blooms into a large, vibrant sunflower. The petals are yellow, streaked with smeared red, and the florets in the middle are swirled into the shape of an eye. The sunflower constantly and visibly turns to face the warmest thing in front of it.
Marcielle’s third attempt at cultivating the perfect crop. An unequivocal failure.
Exert your Mind (unless you win a coin flip) and spend an Action.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses. If one of these senses does become suppressed, you may Exert your Mind to end the effect.
The Grimoire is now bound to your very soul, gilded in heavy chains of gold, the pages drip blood as they are turned and chains rattle restlessly with every hefty thump of the cover.
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 this Artifact has no living true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
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.
His Mama makes him Talens that he brings on missions
Spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
when stored, The Grey Pearl appears as a ship floating on stormy waters. The scene within the bottle seeming to move as if it were actually happening. When uncorked, a swirling thundercloud will erupt from it as the Pearl appears. If the ship is used on land, it will seem to sink into the ground as if it were water, a ghostly glow emitting from where the two meet.
This Artifact can be used as a Pirate sloop. It is roughly the same size as a Pirate sloop but can be collapsed into Ship in a bottle and concealed. Collapsing or expanding it costs a Quick Action.
This Pirate sloop has Quick drop anchors allowing it to anchor turn.. 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:
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 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.
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. Your target should be intuitively based on the triggering event.
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, Targeted, 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.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).