The user sprinkles a packet of bone meal over the pages of the book, allowing them to shift between the realm of the living and dead to become a spirit. This spirit takes the vague outline of the user's original form, appearing similarly to a ghost or apparition.
Exert your Mind and spend an Action or Reaction. You must use up a packet of human bone meal in order to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world or take any Actions. You may move as normal while phased out. You may pass through walls and "climb" up and down through solid material at normal climbing speeds. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see fucking dies.
You leave a ghostly silhouette at your location.
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.
It operates like a regular shotgun except it never ejects a shell or needs to load a new one.
This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
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: Act Three - Roll Self Control after drawing this weapon. You have X number of rounds before you must attempt to fire this weapon at an Animate target, where X equals the number of successes rolled on Self-Control. On a Failure you must fire the weapon immediately after it is drawn. On a Botch the GM chooses the target.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
More a large spike with a rounded handguard and a comfortable handle than a knife. 10 inches long in total with 6 inches of a glistening blue steel ready to ruin your day. When it extends, looks more like a lance than anything else... What is this thing?
The world's most annoying knife.
This Artifact can be used as a knife. It is roughly at least twice as large as a knife and cannot be concealed on your person or disassembled for storage.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The Suit just holds itself together as the shot rings out, once the gun moves way, the smoke reveals the suit to be intact, unfazed by the gunshot, with Max just holding the area in pain still, it patched itself together by whatever dark magic it holds, the wearer unaware of the suit's true extent yet.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming damage from all sources of physical attack except Holy. 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 penetration. It cannot be circumvented with Called Shots.
Any Injury received from Damage that was reduced by this Armor is considered makeshift stabilized and will not degrade further. Any Battle Scar received from such an Injury is reduced by 1 level to a minimum of a Minor Battle Scar.
As of the recent death of his brother he has decided to re-enter the martial arts world
With the death of Fonzie to whom he had hoped to help his older brother, through the martial arts world and not really liking nor disliking Wolfgang as they are brothers.
So re-entering, seeing the fact their master was dead due to Wolfgang he instead went to his father who was still mourning.
Seeing a spark of life in his young boy who could do decency in the world and not be like the two, he decided to go through mourning by teaching Will a better and more practical means of martial art. Though strict in doing so he is fair in his teachings and Will goes even farther into trying to at least surpass his father thanks to his constant pushing from his father. Continuously still being shown more to this day, and being taught by his father moves and things he has never seen.
His father tells him of their bloodline, whilst Will had been trying to get jobs and been working part-time, his brothers had spent practicing and went forward with it in their own ways, one did the crime and then went to redemption with the help of it and the other.....well he is doing his own thing.
His father bestows upon him his old Uniform which holds power to help the boy further, and through practice and tribulation, he may even begin to absorb it and gain some new abilities alongside it.
With his new GI in hand, training, and practice, and with a lack of funds and whatnot, ready to get stronger and the best of the best. He walks forth ready for anything.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. 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 but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
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). Your target should be intuitively based on the triggering event. 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 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 +4 Weapon Damage.
You also gain the following effects:
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, containers, knots, or locks 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.