The Last Motor



The closing of a factory is a terrible thing for its employees, many of whom have no other skills or education that could support them in another career. Detroit has seen more than its fair share of closings in the last few decades, and one such tragedy was the birth of The Last Motor.
Being the final motor off the production line, the workers created it with a collective pride in their skill. They poured their frustration into a single-minded dedication that if this was to be their last work, then it would also be their best. Each worker dedicated themselves wholly to each piece of the assembly, every weld and bolt made with a tragic precision that recognized their work would never be appreciated. In the end, the engine was completed, and the factory closed down.
Yet the workers had succeeded, far more than they could have guessed; their dedication having instilled a supernatural endurance to the engine. Though well over a decade old, the engine remains running flawlessly, having never needed maintenance, and surviving as the only unscathed thing from numerous fatal crashes. Over the years it has passed from chop-shop to junkyard and back again, always finding its way into a new vehicle.

A normal engine for a mid-sized car, though it subtly changes to be exactly what is needed by someone looking for a new engine. Though marred by grease, inspection reveals that not a single scratch, dent, or scuff-mark mars its surface.


Confer Equipment Bonus (• to •••••)
This Powers an object that has the power to “fix” or “bless” another object, thus affecting the second object with a dice bonus equal to this Power’s rating in dots.
Examples might include an oil-soaked cloth that, when rubbed on a blade, grants the weapon a bonus to its attack; a medieval aspergillum that confers an equipment bonus to any simple machine when its holy water is sprinkled upon the item; a Queen-of-Hearts playing card that gives a bonus to any vehicle when placed under the driver’s seat.
Assume that the Power has a restriction on one type of object, chosen at the time of the object’s purchase or cre- ation. Types can include (but are not limited to): weapons, vehicles, simple machines, complex machines, electronic equipment, and demolition gear.
Cost: 2 Willpower
Dice Pool: Wits + Crafts
Action: Instant
Roll Results
Dramatic Failure: The targeted item gains no bonus.
The next time anyone attempts to use that device, they have only a chance die as a roll. (This is a one-time draw- back. Once the chance die drawback is exhausted, the object and any future users gain the normal dice pool.)
Failure: No effect on the targeted item.
Success: The item gains an equipment bonus equal to the dots in this Power. Only one success is necessary to gain the bonus. The bonus lasts for the rest of the scene.
Exceptional Success: The bonus extends to two scenes instead of one.

Unbreakable (•••)
While a relic with this Power isn’t actually unbreak-
able, it certainly seems to be: it resists all damage done by mundane attacks. The item could be as delicate as a desic- cated rose, and even slamming a sledgehammer against it won’t harm it if the rose possesses this ability. (Assume that its Durability cannot be bypassed by mundane at- tacks or items.) Attacks by items possessing some kind of magic (such as the relics found in this book, or any of the supernatural objects found in books like Werewolf: The Forsaken, Mage: The Awakening, or Changeling: The Lost) are unaffected by this Power. Attacks made with such items occur normally, and are capable of bypassing Durability and doing Structure damage.
Cost: None
Dice Pool: No roll necessary. This ability is endemic to the object and does not need to be activated.

Reversed Luck (-••)
Sometimes, the universe desires balance, and a relic
may force that balance back upon the character who de- mands its use. In gaining its benefit, he also must suffer its curse – bad luck given for good luck bought.
After successfully using the artifact, the character’s next failed roll is automatically downgraded to a dramatic failure. (If the character’s next failure is already a dra- matic failure, it doesn’t count – this curse only affects a roll that is failed normally, not dramatically.) He fires a weapon and instead of missing his target he shoots out a nearby window and gets pelted with glass, or in failing to convince another of a lie he becomes so flustered that he damns himself with a dubious, stammered confession.


The Last Motor

The Shadow Network AnachronisticJam