The Gods of Ancient Egypt are renowned for their treasures. By holding or touching an item with one hand & making mystic passes with the hand bearing the Seal of Nephthys, Jules may invoke the Goddess to learn who values it, where it has recently been, & the presence of magical influence.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Dexterity + Thievery at Difficulty 6.
You learn all the following information about your target:
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.
When he takes a photo, anyone he takes it of is disintegrated and turned to ash.
(Photography Roll)
Spend an Action. Select a Living target within 300 feet. Roll Perception + Alertness Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the contested Outcome is positive, the target takes that much Damage plus 2. The target's material Armor is completely ignored.
This Gift's Cost is capped at 2 and cannot be increased further.
As in times of old, The Ferrymen have their craft in which they may ferry the lost souls into the Elysian Fields. Times have changed, as have the concepts of these shepherds of souls.
Widow's Ferry appears to as a pleasure boat made of bone. The interior is set up for relaxation and comfort.
On land, four bone legs and feet branch our from the sides of the boat to walk along the land.
https://cdn.discordapp.com/attachments/818591298524807188/1151928917565919314/FB_IMG_1693604183855.jpg?ex=65bbd167&is=65a95c67&hm=cb85d5bac203268be590d55c3117ad4f7aa7dd12d18eb5eeb48a848c45a98e22&
This Artifact can be used as a Bone Boat. It is roughly the same size as a Bone Boat but can be collapsed into a necklace that appears as a tisted collection of finger bones. and concealed. Collapsing or expanding it costs a Quick Action. Unless passenger's must hold 2 coins, this Artifact behaves as its mundane counterpart.
This Bone Boat has speed boat motor. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Holding your arm out as if holding a bird and calling the eagle’s name, Aurelia, will cause the bird to appear in a puff of smoke about 5 feet from you, landing on the raised arm.
Her talons might hurt if she lands too hard, but she means well.
Exert your Mind and spend an Action.
Summon a single Eagle at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
You may only use this Effect once per day.
When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.
A black flowing cloak with white-thread stitch marks, an item repaired by the union of two of its ruined kind. Though it once seemed like no light could pass through it, it now obscures its wearer from sight.
Made from Trophy Item - Reaper's Cloak and Trophy Item - Reaper's Cloak(Bullet Holes)
"A black flowing cloak, the blackest of black adorns it, as if no light can pass through it."
You gain the following benefits as long as you are wearing this Artifact.
You and everything you are carrying is 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 or your equipment specifically 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.
V1 tosses 4 gilded coins unfamiliar to this world, and fires off a shot at one having it ricochet to the enemy
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 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). 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 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.
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.
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 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 and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.
The way the Artifact is seen 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.