A sound of a record scratching and a flash of dim, neon green light are emitted as your form blurs and shifts into another.
Exert your Mind and spend one minute. Select a Dead target within arm's reach that has died within the last hour.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts 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. The raised creature must consume two pounds of gemstones every day or it will die again.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
You may only use this Effect once per day.
You have broken past the illusion of American materialism and are able, through a brief but intense focusing of your will while flipping through your passport, to entirely change your appearance, and even to replicate the appearance of others, with a degree of specificity which allows you to easily pass for local.
Exert your Mind and spend 2 Actions to activate.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You can "pass" in any culture or group without arousing suspicion as long as you look normal for that group and can communicate with those inside the group.
The metal in Lazarus' body concentrates on one place and morphs into a strange flying drone (Looks similar to BOSCO from DRG). These drones are infused with greater voidlings to ensure their continued function. These drones can two small tentacles which they use to operate most things. The drones have a perfect memory and are capable of psychically transmit messages through the void, into the mind of Lazarus. Being made from the illusive greater voidlings, these drones can only be made once per day as Lazarus does not have a large flow of them entering his body.
Exert your Mind and spend one minute. This Effect cannot be used unless Lazaro.
Summon a single drone 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 2 minions active at a time.
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: The voices. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You may only use this Effect once per day.
A chain that beside looking a bit charred, has the end of the chain sharpened/a dagger
You gain the following benefits as long as you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a Axe/Sword.
Your extra appendage can stretch to reach an additional 30 feet.
Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.
Your Extra Appendage is incapable of fine object manipulation.
The earrings (or their transformed equivalent) infuse sunlight into the user, the more stressed they are, the more their body radiates light, their eyes shining like golden suns.
Someone who has shown themselves a worthy representative of a god's power may be blessed with more fitting abilities.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.
The key is inserted into the closed/locked object and turned, causing it to open. The key fits even if it shouldn't and, if there is no keyhole at all, it slides into a seam of violet light at the target's surface.
The Frangiclave is a legendary key that is the physical manifestation of the concept of "opening." It is capable of opening any lock or door, any many other things besides depending on its user's knowledge and creativity. It cannot be stored away, and must be kept in the hand or under the tongue.
Spend an Action. Select a Non-Alien door, container, knot, or lock within 20 feet. This Effect cannot be used unless it is to unlock/open the target and any locks are destroyed.
You may lock, unlock, and/or open your target.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.
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 +5 Weapon Damage. The target's fully effective
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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.
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