Whenever the Artifact's owner thoroughly defeats or kills an opponent, the Confluence of Glyphs may save the echo of any melee weapon used by the opponent if it deems it worthwhile, adding said echo to what is best described as an archive. This artifact is able to freely change its shape to resemble any of the weapons from within the archive. The contents of the archive are recorded in the Artifact owner's Equipment section.
A blur obscures the Artifact's features while it is shape is in the process of being changed, with a crimson glint signifying that the alteration has concluded. The coloration and perceived materials of all replicated weapons partially match the coloration and perceived materials of the Artifact's base form. Some features of these weapons are distinctly different from those of their real iterations, such as text and images being replaced by unknown glyphs. If the appearance of a weapon's real iteration had noticeable technological aspects, the replica has those aspects revised to be warped and eldritch instead.
The Artifact can only be miniaturized while it is in its base form. When it is ordered to shrink or enlarge, it bursts into a swarm of black, shifting glyphs which coalesce and reform into the Artifact of the requested size.
This Artifact can be used as a knife. It is roughly the same size as a knife but can be collapsed into a miniature version of itself and concealed. Collapsing or expanding it costs a Quick Action.
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:
Purple mist swirls around the user, once cleared they are revealed in their new form.
Expend a point of Battery and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
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 cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
An extra chapter has been sewn into this book that cannot be found in other copies of History in Blood. It’s handwritten pages detail the origins and capabilities of vampires from countless cultures around the world, from the Romanian Dracula, to the Chinese Jiangshi, to the Indian Pishacha.
By performing a short ritual detailed at the end of the extra chapter, an occultist can imbue themselves with a potent, albeit short-lived, expansion of their natural senses not unlike the capabilities of many nightwalkers. After being fed a measure of blood, the skin around the practitioner’s eyes will stain red, only to fade back to its normal coloration after a few moments.
Whenever these senses are being tapped into, the practitioner’s irises will turn blood red, and will eventually stain the space around their eyes with extended use. Their vision will be tinted with a deep blue whenever detecting electricity and heat, with creature’s circulatory and nervous systems lighting up with red and silver respectively.
Exert your Mind and spend an Action. You must use up 1 Liter of Blood in order to activate this Effect.
Your senses are enhanced in the following way. Lasts for three hours.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.
The Demonologist calls upon the power of their Dark Grimoire to heal their wounds, knitting them shut as Demonic Energy writhes around the injury
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level each day, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.
From the outside Mikey's shipping container appears to be normal. It measures 8 feet wide, 40 feet long, and 8 and a half feet tall. The back has a securely locked double doors. The Left side of the crate also opens. It can be unlocked and swung upwards to access the crate from the side. Either of these doors are supernaturally locked and can only be opened by Mikey himself. To do so he traces a precise symbol onto the surface of the lock with one of his picks, causing it to spring open.
The inside of the crate opens into a pocket dimension, 5 times larger than it would otherwise be, totaling to 1600 square feet of floor space. The pocket dimension appears as a garage with a concrete floor and steel walls. It is illuminated by a series of tube lights inset to the ceiling. By tracing the same symbol he uses to get in, Mikey is able to open any given section of the wall to either of the doors.
This Artifact can be used as a container. It is roughly the same size as a Shipping Container and just as difficult to conceal.
Your Shipping Container holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your Shipping Container. They will have access to anything else inside and may attempt to break free, damaging or destroying the Shipping Container in the process.
If your Shipping Container 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
...
Expend a point of Battery and spend an Action to activate. Roll Dexterity + Melee at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The barrier will fall after two hours, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
"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 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:
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:
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 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 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”).