Artifacts For Unknown Armies
Artifacts For Unknown Armies
Artifacts For Unknown Armies
Copyright Unknown_VariableX
4. Skeleton Key. Not the artifact, but a sort of clockwork pick gun
built to the specifications of most pin and disc tumbler locks. Stats
are: Body 5, Speed 15, Locksmithing 40%. Must be wound up
every five minutes.
There's word that some clockworker chick took the Bandolier Idea
and gave it an overhaul; turned it into a backpack-armored-vest-
harness type thing. It allegedly lets her jump great distances,
protects her automatically in firefights, and enhances her bustline
(but you didn't hear that from me). She doesn't seem interested
in making any more to sell, though. Good freaking luck getting it
away from her if you want it.
Minor Artifacts
Booster Shots:
These small syringes are filled with Epideromancer Blood, fortified
with mojo. When injected into any living host, the effect of the
Epideromancy spell Regeneration takes place. Works with all
blood types and Rh factors. Also comes in the form of "Rocket
Booster Shots" which come in tranquilizer darts for the fastest
possible injection time and are backed up with a sig charge,
healing damage like a reverse gunshot wound (percentile of roll).
Criminal Crabs:
Small Clockwork Crustaceans. Not so much artifacts as minor
clockworks. Wind them up and insert them into the bottom of
snack machines, and they will climb up to remove the top-most
product, then carry it back down for retreival. They always climb
to the top to retreive the snack, so if you want something lower,
you're out of luck. You can, however, choose where to place
them, and control which "coloumn" of snacks they take the top of.
For stealing liquid refreshment, see next artifact.
Can Openers:
These resemble lobsters as opposed to crabs. When inserted into
the bottom of the machine, they automatically climb up and
manipulate the vending machine's parts to cause one can or
bottle of product to fall out. There is no way to tell which product
is chosen, it seems to be totally random. The lobster then returns
for retreival, and if you don't like the selection you can always
wind it up again and set it loose, hoping to get lucky (if you're a
body bag with a charge to spare, you might be able to whip
something up to get the lobster to pick right on the first try).
Mind Drops:
These are Fleshworker Tears, carefully collected and powered up.
When used on at least one eye, whoever uses the drops
experiences all the benefits of the Epideromancy Spell Relentless
Will. Great for cramming before finals.
Maniac:
Another Fleshworker recipe, Maniac is a three-way mix between
testosterone, adrenaline, and The Flesh Is My Servant. It has all
the benefits of anabolic steroids (and some of the drawbacks), but
won't show up on any drug test. It will, however, make the user a
bit emotionally unstable until the effects wear off (when they
sleep). Oh, and it's made from... ah... well... let's just say it's a
hell of a lot easier for male Fleshworkers to make it than female
ones.
Significant Artifacts:
Sunglasses At Night:
This is something a Personamancer is said to have cooked up.
When wearing the shades, the user is empowered with an
instinctive and fairly automatic charm and charismatic overtone,
of sorts. The dumb, annoying jock and the geeky nerd alike are
both subtly altered and appear cooler than they might, otherwise.
In other words, there's a 20% Charm skill boost for as long as the
shades are worn. The downside is that for twenty four hours after
taking them off, the user's rod vision, which influences light
sensitivity and detecting motion, is seriously screwed up. Notice
takes a 20% penalty for the entire time.
Rubber Ducky:
As long as this thing is in your possession (on your person, that
is), you are less likely to drown. You can hold your breath for
twice as long as normal (including any 'extra air' you might get
from a skill like Hold Your Breath). It appears to be a natural
artifact.
Shot At Glass:
Drinking whiskey from this small glass will ensure, through some
happenstance, that the next bullet fired towards you within the
next two hours only grazes you. Nobody knows if an
Entropomancer or a Dipsomancer made this, or if they were
working together, or what. Please note that if you plan to be
fighting somebody with a fully automatic weapon, you'll have to
get VERY hammered to get much use out of the glass.