The World is not as it seems... the sounds of the ants digging in the ground... the wind rustling from a far, the electrical currents in the world... You can hear, You can see them...
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
Pressing the special app on the phone, a side panel opens up, which the user flips down the grip and trigger, revealing the handgun mode in its glory, ready to be used to defend the user and fellow contractors in the field.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into a cellphone 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.
You also gain the following effects:
The user touches the target with the ring, and the target's skin begins to shimmer with a faint red hue.
Spend an Action. Select a Animate target within arm's reach. Roll Dexterity + Melee at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The shadow-striker has devolved a slight aura of darkness around the edges of it, this shadow allows the user to stick to surfaces and moves the user while crawling on the ground like floating on a cloud.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Kleptomania: You can’t help but take things that don’t belong to you. Whenever you move to a new location, you must succeed a Self-Control roll, or you must attempt to steal something in your immediate vicinity.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Jules has taken a Sacred Oath to the Goddess of mourning,darkness, the dead, protection, magic, health, embalming, & beer. Until the day he can return all her stolen artifacts, she sustains his life - causing even the most grievous wounds to heal in days.
Jules must be wearing her sacred ring, the Seal of Nephthys, for her healing power to flow, & then only when fully obscured by shadow.
You gain the following benefits as long as you are completely in shadow and you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
The darkness hides a cruel god, willing to give a limb out to those who cherish him. A Black void grows on his back to allow a black tentacle to come out and strike terror and form itself into a elongated huge blade and reach how far it would like too, helping the blessed who are willing to bow down. The Trinket itself, being given to him in a dream after contract after having a conversation with his god and being gifted to him for being faithful and doing what he wishes, only to wake up adorning it and it being the middle of the night with an extra limb.
You gain the following benefits as long as as long as Will only come out in a dim light or complete darkness, if a bright light is on him he must destroy it to use extra appendage and you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Great Sword.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
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:
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 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 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 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.