Upon activation of the artifacts ability, the gashes on Ashandras palms split open as her blood flows through the engravings within the handle. This sacrifice of flesh and blood, and a coursing of the users will, allows for the transformation into a weapon of the users choice. The brush, once it begins to change, will glow pure white, akin to it's abilities of item creation. The end result is about double the size of the original brush, the handle changed to fit the general size of the handle of the chosen weapon, and the bristles changed to appear as the chosen weapons blade. The blade itself, fueled by both will and flesh, still appears purely white, but with an oil-like rainbow sheen about it. It is, additionally, notably powerful, but it allows not for the use of any other weapons. Such is the sacrifice of art.
This Artifact can be used as a club / improvised weapon. It is roughly at least twice as large as a club / improvised weapon and cannot be concealed on your person or disassembled for storage.Unless Severity 1 Body damage., this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: A gash in both palms.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You also gain the following effects:
The Choker will unclip from the back, slowly folding and shifting itself into a metal throwing axe lined with a metal grip, and a single bladed axe head with a fireman spike on the other hand
This Artifact can be used as a throwing axe. It is roughly the same size as a throwing axe but can be collapsed into a Choker and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
No one is safe from the deadly tip of the Barbed Spear
This Artifact has been upgraded.
This Artifact 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.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Eins fiddles with her radio, the screen flashing red as static begins to overflow from it and forms into a physical substance that she manipulates with ease.
Exert your Mind and spend an Action. Select a Location within arm's reach.
Select one of the following alterations to create out of Static originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
Putting forth a beacon in the storm, Widow calls to the dead through the bonds of love it had in life.
The soul Widow calls sees the beacon in the dark, a call from a reaper. It takes time to bring the soul through the veils of the underworld, but the respect of the station demands answers. The station itself requires one to prove they should be respected. If the called dead has a desperate request, Widow must make a Self-control roll to resist the request as a potential loose end.
(This must be a desperate, whole hearted, selfless need. "Tell my daughter I am passed so she can move on." "Stop my killer from killing my family.")
Spend an Action. Select a human or Dead target within 50 feet. For dead targets, you must possess their their name.
The target can communicate in your language for the next hour.
You may only use this Effect once per target per day.
Elizabeth reaches out, touching the object of interest. And she whispers a question to the Mists.
And they whisper back, quiet voices in her ear, telling her some of the object's secrets.
Spend 2 Actions. Select a target Object within arm's reach. This Effect cannot be used unless you are fully enveloped in the Mists. At the end of your investigation, roll Perception + Investigation at Difficulty 6.
You learn all the following information about your target:
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
You cannot investigate the same target more than once per day.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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 Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. 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.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.