Its a large thick old looking book with inscriptions written on the outside.
Exert your Mind and spend an Action. Select a Dead target within arm's reach with at least half its skeletal structure remaining.
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.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
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: Haunted by the Tome. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The Bouncer take his belt off put it around his knuckles and it will transform in the weapon of choosing
This belt seen more Bouncer an lunatic than any human could count he was made by B.Rogers the first Bouncer who made the belt so he could go against someone without him suspcting he has a weapon because he ist the first bouncer he dont need Weapons just a belt
This Artifact can change its appearance. When not transformed, it is roughly the same size as a The Bouncer Belt and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact either changes into one of the following Objects, or a single spliced Object as large as the largest Object with the functionality of all: the original Artifact or Gun. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance must be generic, cannot mimic specific items (such as a particular painting, a certain person’s ID, etc), and must be of a similar size and weight to this Artifact.
Your Artifact makes a genuine transformation into the new Object; it is not illusory, and the Object has fully normal and expected functionality. Any functionality which the Artifact previously possessed will not be useable until the transformation is ended, or if it is one of the two chosen spliced-together Devices.
A small wooden surfboard pendant appears on the necklace, which glows while Sammie the surfboard is animated.
Joe picks up/shifts around his trusty surfboard to get it into position. Then with a grin he tosses it into the air. For a moment it falls, and then it just hovers, bobbing as though it's on the calm ocean waves.
Exert your Mind and an Action. Select a athletic sports gear within arm's reach which could fit inside a rolling luggage bag (50 liters).
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Red Rain Runner takes to even the most unusual surfaces like an open stretch of road. Its tires seem to glide over any surface, longing only to find more open ground to tear across.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Held at gunpoint by Ozz.
TL;DR: Feed Elmo cigarettes, become big flamethrower
Exert your Mind and spend an Action. Select a target within 300 feet. You must use up an entire pack of cigarettes in order to activate this Effect. Roll Dexterity + Occult 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 4.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
You may only use this Effect once per day.
The wheels of my car transforms into other types
Expend a point of Battery and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
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: