The one using this rapidly flips through the book ending up on a specific page they then begin to rapidly read through the pages of the book and begins to spout off in an occult language, they then begin to vomit forth an ocean of Black blood with the consistency of tar covering the ground up to twenty feet away if this blood comes in contact with undead it then begins climbing up the legs of undead continuing on to the head it the begins to seep into the eye sockets, head or whatever is left of it on the undead, while they are under the control of this effect a tar like substance slowly leaks out of any wounds or holes that the undead suffers as well as the eye sockets or head.
Take a Severity-1 Injury and spend an Action. Select a Non-Sapient, Animate target within 20 feet. This Effect cannot be used unless used on undead.
For the next day, you may issue specific commands to your target which they will be compelled to follow. All other Non-Sapient, Animate targets which are the same species as your target will also be compelled to follow commands that you issue if they are within 20 feet when the command is given.
Your commands can be complex and multi-layered, though they must still be specific. 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.
If you use this Effect on the same Creature two days in a row, the effect lasts indefinitely.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The user vomits forth a large amount of blood.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
The one using this effect must open up the book and state the target and desired change they wish to make. The book's pages then begin to rapidly turn before finally stopping on a page, this page details how to correctly preform the desired procedure, The Steps to complete the procedure are gruesome requiring the user to user to perform a vivisection on the target utilizing their bare hands, After the target has been opened up, the user must then continue following the instructions to perform a necromantic ritual on the target, fusing and grafting the targets flesh with a tar like substance that completely consumes the subject. After a short period of time the Tar is absorbed into the subject, and they are made anew. If The target is an undead the procedure is much simpler to complete with the one using it, this is due to the decreased effort needed to complete the ritual
Exert your Mind (unless target is undead) and spend eight hours. Select a Living or Animate target within arm's reach. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the target is violently pulled apart and is stitched back up..
Kyubey chooses a location, and simply… appears there, having moved in such a way that no one noticed them, though those who focus on Kyubey can still track them as they move.
You gain the following benefits as long as in Incubator form and you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
A dark grey silver revolver with a 5 inch muzzle that weirdly drips blood sometimes, the handle is made out of werewolf hide
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal. Unless sacrifice a drop of blood for each bullet, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
Observers witness a sudden, surreal transformation as the Bandersnatch emerges, evoking awe and danger, altering the atmosphere with its ferocity and unpredictability
This Artifact can be used as a Bandersnach. It is roughly the same size as a Bandersnach but can be collapsed into a smol kittttyyyyy cattt and concealed. Collapsing or expanding it costs a Quick Action.
This Bandersnach has fearsome and monstrous creature, larger than most animals, with a thick coat of fur and powerful jaws.. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
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.
Take a Severity-1 Injury 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.
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.
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). 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 spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.