The user takes a firm grasp of this artifact and lets out a solemn prayer to the Spirit of Film Noir, begging for it's aid in this time of need. Within seconds, their form is crumbling apart, leaving little of them behind but dust.
The user has been briefly transported into the World of Film Noir, the abode of Frank's benefactor. It appears as an almost endless greyscale city, its streets lined with collapsing buildings and tired denizens. Cigarette smoke forms an impenetrable smog around the city, accompanied by an ever-present smooth jazz soundtrack.
Over-exposure to this world can cause adverse various mental effects, often slowly morphing the user's mind into a flanderized mess of Film Noir tropes.
Exert your Mind and spend an Action or Reaction. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You phase out of reality for 1 Round. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
This heavy obsidian ring is emblazoned with Mayan glyphs - when activated it shimmers with a jade green light, one that is matched in the eyes or eye sockets of the undead puppets which it raises. The ring continues to emit this light for the duration, flaring whenever a command is given.
Exert your Mind and spend one minute. Select a Dead target within arm's reach that has died within the last month.
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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
A ball of living clay, moving about and responding to basic stimuli. If the user holds onto this ball and prays to those beyond for aid, their wish very well may be granted. From the clay emerges three steeds, clad with wings and patchwork flesh. They are bound to their creator, determined to keep them safe from any oncoming harm.
Expend a point of Battery and spend an Action.
Summon up to 3 Sapient Clay Pegasi at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
You may only use this Effect once per day.
The pages of the journal transform into the desired identification. A passport is the most obvious 1:1 illusion, but an official government ID and badge that flips open is also possible. Other forms of ID such as driver's license, insurance ID cards, gym memberships, etc. appear as their appropriate cards encased in a laminate sheet on each page of the journal. It is impossible to remove these IDs (as their an illusion), but this inability always seems to be an inability of the user to find the laminate seam. (If necessary there will be some modification to the laminate, allowing a magnetic strip on the ID card to be scanned.)
This Artifact can change its appearance. When not transformed, it is roughly the same size as a pocket journal and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category 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.
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.
It shows them what they want to see! Hardly ever goes wrong, most people aren't clever enough.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a ________ and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of it, 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.
Ghostly hands emerge from the back of a harness from the metal brace up the spine, wielding a visual copy of the handguns wielded or worn by the user, a revolver if the user is wearing none.
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 Handgun.
You may turn this Effect on and off at will during its duration.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
All rolls utilizing your Extra Appendage are at a -2 dice Penalty.
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects: