The user has to verbally convince the book to dirty its pages for information on the surrounding area. If they're successful, the book will surrender some of its pages as a carefully drawn map of the area with any supernatural influences marked and specified.
The book will still let you know that it does not like whe way it's used which may take a toll on your mind
The book does not like for it's pages to be anything other than white, so it takes some skillful persuasion to change its mind.
Expend a point of Battery and spend a minute. Investigate an area with a radius of up to 500 feet You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Charisma + Influence (8 dice) at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
This shotgun's wooden stock shows signs of wear underneath its immaculate varnish. It is of a peculiar construction, with a thick revolving cylinder which has 6 slots set up in paired groups, so that each position lines up neatly with the weapon's twin barrels. Ordinarily, it looks like a normal - if unique - weapon, but when firing against a target weak to a particular material or object, the cylinder exhumes a puff of needles and other forest refuse as the projectiles inside are transformed into the appropriate material for its destruction. Additionally, when used by an unsteady hand, the gun shivers and moves ahead of its wielder, guiding their aim to the proper position for them.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.
Upon activation of the artifacts ability, the gashes on Ashandras palms split open as her blood flows through the engravings within the handle. This sacrifice of flesh and blood, and a coursing of the users will, allows for the transformation into a weapon of the users choice. The brush, once it begins to change, will glow pure white, akin to it's abilities of item creation. The end result is about double the size of the original brush, the handle changed to fit the general size of the handle of the chosen weapon, and the bristles changed to appear as the chosen weapons blade. The blade itself, fueled by both will and flesh, still appears purely white, but with an oil-like rainbow sheen about it. It is, additionally, notably powerful, but it allows not for the use of any other weapons. Such is the sacrifice of art.
This Artifact can be used as a great sword / giant axe. It is roughly at least twice as large as a great sword / giant axe and cannot be concealed on your person or disassembled for storage.Unless Severity 1 Body damage., this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: A gash in both palms.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You also gain the following effects:
A rifle sized gun resembling a pirate's cannon. It fires miniature cannonballs and they fucking hurt. This was a gift from Poseidon.
This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
Regeneration
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than Destruction of the amulet heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.
You may also Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Injuries you receive from Destruction of the amulet are increased in Severity by 1.
The pole of the hammer, and or the actual head of the hammer can be extended in their own x or y radiuses up to 50 ft total (cant extend the head 50 then the shaft 50). If Franky were to pin a target through his attack he could simply let go of the hammer and have it float in whatever size he left it, pinning the target into the position he left them. Franky can also change the shape of the hammer into that of any melee weapon (i.e. club to greatsword). This can change the range or damage of his attacks. As it changes it makes a wacky cartoon noise and does a sort of bounce effect into whatever item its turning into.
Franky got his new hammer after he beat a giant spider, and was unable to reach its position without throwing his hammer, which he did not want to do. Franky has developed a bond with his hammer and will always know where it is.
This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
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. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
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 (8 dice) 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 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 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.
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: