Infused with the dreams, imaginations, and aspirations of the user, the journal maintains its binding, pages, and words no matter what damage it receives. Moreover, its connection to the user's dreams allow for them to manifest the journal no matter where they are.
Intended Use: Creative Writing
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.
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.
When she seen me, she and pushed someone away by yelling at them for giving them a warning that she is not someone that needs to be messed with
Exert your Mind and spend an Action. Select a Object or Animate target up to 100 feet away.
Targets that weigh less than you are pushed back until they are 100 feet away or pulled towards you until they are right next to you. If you are lighter, you move instead. If you are roughly the same weight, you and the target both move.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto. You may also roll to anchor yourself as you activate this Effect without spending a Reaction.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
Targets that move and collide with a solid surface take 5 Damage.
Willing the mallet to extend into a proper hammer, the wastrel swings with all his might into his opponent's broadsword, shattering it into dozens of pieces. Grinning madly, he dares his foe to try to block his attack again.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into a small mallet and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
As I'm playing this electric guitar, a clap of lightning flashes and a thunderous boom echoes out across the crowd. One person's ears start bleeding as their eardrums get blown out.
Spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift's Cost is capped at 2 and cannot be increased further.
More a large spike with a rounded handguard and a comfortable handle than a knife. 10 inches long in total with 6 inches of a glistening blue steel ready to ruin your day. When it extends, looks more like a lance than anything else... What is this thing?
The world's most annoying knife.
This Artifact can be used as a knife. It is roughly at least twice as large as a knife and cannot be concealed on your person or disassembled for storage.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Kirk's modified hummer is a demilitarized version, offering only the increased durability of the traditional hummer. Despite being demilitarized, the mount for where the turret would normally be is still there, as well as the lack of radar and other military technologies. Inside are a group of his old buddies, 5 in total. Due to their insistence on personal space, Kirk can't seem to fit any more passengers, but its nice talking to his friends again.
https://en.wikipedia.org/wiki/Hummer
This Artifact can be used as a Hummer. It is roughly the same size as a Hummer but can be collapsed into a pocket knife and concealed. Collapsing or expanding it costs a Quick Action.
This Hummer has A reinforced roll cage, additional storage compartments underneath seats, AI assistant Andy, and an armored exterior. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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 "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
"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.
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.