When this enchanted bow is drawn, a bow of sheer ice is formed and ready to be fired. This gives infinite ammo abilities and once the arrow hit its target, it melts and leaves no trace.
This Artifact can be used as a bow. It is roughly the same size as a bow and just as difficult to conceal.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The user sprinkles a packet of bone meal over the pages of the book, allowing them to shift between the realm of the living and dead to become a spirit. This spirit takes the vague outline of the user's original form, appearing similarly to a ghost or apparition.
Exert your Mind and spend an Action or Reaction. You must use up a packet of human bone meal in order to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see fucking dies.
You leave a ghostly silhouette at your location.
He wears his glasses plainly on his nose while using the effect
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to humans as if you are fluent in a relevant language.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
The Shackle of the Riftway is a powerful artifact and a companion for the Shackle of Serenity: it is designed to anchor Norman to a specific point in time and space, allowing his spirit to travel across dimensions before rematerializing. The bracer is built in black leather, intricately detailed with gold filigree and runes that pulse with otherworldly energy. A series of small, polished links from a runed stainless steel chain are woven into the bracer, reinforcing its ability to connect with the arcane forces of the multiverse. The centerpiece of the bracer is a coin-shaped symbol embedded in the leather, etched with eldritch designs that evoke the ancient power of the Elders who once bestowed these abilities. This symbol acts as the focal point for Norman’s dimensional travels, guiding his spirit as it slips between realms in pursuit of closure, with the first etchings dedicated to a specific site - the Infinite Parking Lot.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight. 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.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
If you traverse any Parking Lots for one minute, you may activate this Effect and travel to the edge of any other Parking Lots that you’re aware of, regardless of range.
When the Encyclopedia is opened, its heavy cover creaks, releasing the faint scent of ancient parchment. As the professors fingers delicately trace the faded illustrations and ornate calligraphy, the book seems to come alive with whispers of forgotten lore.
Casting a soft luminescence onto the surroundings, illuminating the professor's path through the secrets of human anatomy. Turning to the section dedicated to human anatomy, the pages reveal intricate illustrations and detailed descriptions of the human body. Every organ, muscle, and bone is meticulously depicted with astonishing accuracy, capturing the intricate interconnectedness that underlies our physical existence.
You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
The Goddess Sword glows and flies back to your hand, pommel-first. Her loyalty to you is unmatched and unbreakable.
The wounds caused by the Goddess Sword glow faintly with holy wrath which resists all efforts to heal them.
Any enemy with a name takes additional damage.
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:
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
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:
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 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 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.