Vita pull the pin out of her hearing aid and it falls of as it drops it true into a firearm of her choice
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into Hearing aid and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 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:
The wielder strikes the target with the bat and it latches on, the maw opens and begins chewing on the target, eating their flesh and healing the wielder or chomping and sucking out life force, thus transferring one of the target's powers.
Exert your Mind and spend an Action. Select a Sapient target within arm's reach. If a target does not consent to the transfer, you must roll Brawn + Melee at Difficulty 6 to use the effect on them. They can resist by rolling either Body or Mind at Difficulty 6, depending on what you are attempting to transfer to them.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
*Click
The flame burns the end of the cigarette and smoke spills from the end. The cigarette smoke spills out and lightly fills the area. In the Zone, greek columns of smoke form a large crossroad no matter the direction anyone inside moves the crossroad appears to go on forever.
A vision fills the user's eyes. A three-formed woman is seen holding a torch its smoke fills the space. The user sees the woman spreading the smoke with the torch. Her faces smile and she opens her mouth to talk then it is over.
Exert your Mind and spend an Action. Select a Location within 60 feet of you. You must use up A cigarette in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You create a hemispherical dome of smoke 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:
Any time someone leaves your zone, they remain affected by your Zone Effects for an additional 3 Rounds as if they were still within the zone.
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
The cross sucks the soul into it and then produces a silvery projectile, travelling down the user's arm. The user makes a finger gun gesture and their soul exits in the form of a spectral bullet, flying towards the target, if they don't manage to resist the mental assault, their soul swaps places with the user's. The user, expecting the change, is still able to benefit from the target's muscle memory and can remain in their body indefinitely if they get their original body killed.
Notably, the bullet doesn't get stopped by people standing in its way, passing right through them.
So, force the contested roll when either body dies, but gets to bypass the truama and limit pools. That's how this is approved. ~ Poly
Exert your Mind and spend an Action. Select a Living or Sapient target within 300 feet. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for a number of minutes equal to the Contested Outcome. You are in full control of the host body’s actions.
Your host’s consciousness will similarly be swapped into your original body, and they will have full control over it until the Effect ends. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma and Intellect. You may use either your own or the host’s Ability ratings, whichever is higher. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are not intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it. If the possession ends and your original body was killed, you may make a contested Mind roll against the host. The loser becomes a helpless observer as long as you both inhabit their body.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body. Otherwise, they may Exert their Mind to evict you from their body.
The locket is plain and simple. It does not catch the eye, nor does it exude power on its own. When worn, however, it grants the first step towards eternity. As it sits around one's neck, and only their neck, opening it will reveal what the wearer loves most. Life and love fits in the palm of your hand.
Tapping into one's psyche is something that requires a lifetime of self-care and intrinsic reflection. When you look deep within yourself - at what drives you to strive for your goals - you can push aside pain, and fear, and the weight of the world. Suddenly, your goals become clearer. Your mind no longer needs to stop. Your lungs no longer need to contract, and your stomach never needs to consume. You are more than just your physical body. You are a bundle of nerves and dreams and nightmares that drive a fleshy suit. Life's Locket only asks that you let it handle the burdens of the body, so you can focus on what matters most.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, sleep, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
Leon has decided that it is time to stop merely playing at divinity and begin embodying it. The first step in doing so is to honor one of the most ancient traditions of Kami. Naorai, the end of the period of fasting and moderation wherein the gods pay the believer back for their devotion. In doing so Leon enjoys a meal in a blessed location as the kami responsible for the people in his land at a sanctified location, during which time he accumulates the energy of faith shared in the meal into a bottle of sake that he keeps beside him throughout the meal. Then, at the end once the bottle has filled with the energy and the sake has been enriched with the spiritual power of both Kami and believer, Leon then takes a drink of sake and bites his tongue before he spits the mixture onto the object in question and in doing so blesses it granting it the power of the kami that aid him in his day to day life and cleansing it of impurities with his own life essence. In this communion as well, two items may be brought into union as god and believer are and in doing so elevate both to something beyond either.
Exert your Mind and spend an hour. Select a Device within arm's reach. Can be used on Alien technology. This Effect cannot be used unless Can only be used during a meal with another consenting sapient being. You must use up Blessed Sake in order to activate this Effect. Can be used on Armor.
Lasts the next day. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 3 to those actions for the next day.
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 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 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 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 "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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects: