As she holds her book, she can throw it in the air, causing it to transform the pages of flying out into a blade like form and a energy of lightning this black lightning coming down into a handle that she can hold onto using it like a weapon into a giant axe
This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon but can be collapsed into Book of all things damn nation and concealed. Collapsing or expanding it costs a Quick Action.
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 mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: self-control role due to the anger with inside the weapon. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
The bow streches out about an armspans length and gold and silver flakes fall of the string as its being used.
This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into Golden Bracelet and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage. The target's Armor is fully effective against this damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
This Artifact can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
the wielder reels back as a deep blue-green light shines from the ring, forming a harpoon, before throwing it forward, even on land it has a trail of bubbles as if going through water.
if one was to smell it, it would smell of sea salt and sand.
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Exert your Mind and spend an Action. Select a Creature within arm's reach. You must use up a handful of food of the creatures diet in order to activate this Effect.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Creatures which are the same species as your target will also be compelled to follow commands that you issue if they are within arm's reach when the command is given.
Your commands must be relatively simple and within the target’s intellectual grasp. You can make them endanger themselves or otherwise go against their self-preservation instincts. The effects of the command will fade after a day has passed.
Sapient targets can resist by rolling Mind at Difficulty 6.
Any creature under your control through this Effect cannot be commanded or controlled by anyone else, even using other Effects.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Changsai pulls the monocle over his eye as he flicks his eyes back and forth across the glass. A police man brandishing a baton reveals himself from an alley way as the mugger moves in to strike Changsai but stops himself as he turns his head to see the cop. He jumps and runs from the scene the police chasing behind him.
The monocle originally owned by the Privateer Alvaro Martym and enchanted by an Aztec shaman grants the user the ability to pull things from their imagination into the world. Imaginary objects illusions to the eye, follow the command of Changsai's eye.
Exert your Mind and spend an Action to activate. Select a target within arm's reach. Choose an illusion to generate, which can be no larger than a person.
The chosen illusion is generated at your target, and it will remain in place for the next minute. It can be perceived by people through their hearing, smell, and sight. The illusion cannot be used as an attack. You may create a replica of a specific being, though it is still limited by whatever you do or do not know about that individual.
Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion and can choose to perceive it or not at will.
The illusion is not fixed to the initial target, and may move about at a maximum speed 30 feet per Round. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.
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 Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
"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.
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.