An intense cyan light flares from the microprocessor's spot beneath the user's skin (typically installed on the back of the neck or base of the spine). The user's irises, as well as random capillaries in any body parts augmented by their borrowed powers, emit the same light until the channeling is complete.
Exert your Mind and spend an Action. Choose MOLL(y) as a target, regardless of how far away they are. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you experience a catastrophic synchronization error - immediately gain all of MOLL(y)'s current traumas. If you would gain no traumas from this, roll to resist the following Trauma: 'Identity Sublimation - When using a secondary ability, roll Self-Control. On a failure, roll as though you had a score of 0 in the ability.'. Your target may Resist to cancel the transfer.
You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:
Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.
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.
If Kevin finds someone who he beleives is a true friend he will share with them a homemade bracelet with them telling them as long as they have this he will be beside them. When they grip the bracelet and call out for Kevins help his original character will appear from a rift in space which through for a moment you can see Ponyland.
Exert your Mind and spend two Actions performing the following ritual: Grip the bracelet and say "Kevin I need your help.". This Effect cannot be used unless the Wielder had a meaningful relationship with Kevin in life. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Kevin at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM and will not necessarily obey your commands. This Artifact may have at most 1 minion active at a time.
You may only use this Effect once per day.
Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind and spend an Action. This Effect cannot be used unless This power can only to flee from danger.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is tripled.
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: Compulsion to be Heroic (helping the innocent and friends even to your detriment). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A rigid, titanium body, laid into a traditional hickory handle. Subtle rubber grips.
A replaceable steel head - swing it, and it makes a keen noise.
The head spikes out cruelly, seizing and twisting itself into the wood - gripping its fibers closely to itself tighter and tighter - pulling itself into the bricks behind - until it snaps.
And then it lets go, and sidles away with bits of bone and tenderized viscera matted in its head.
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 Armor is reduced to 1/2, rounded up against this damage.
You also gain the following effects:
Swing a punch at the side of this prick's head.
Oof. It's solid. And... your hand feels wet. Take a look.
6 Nails crucifying your mangled hand. Huh. Then it hits the side of your head.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor cannot be circumvented with Called Shots.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
Any time your Armor prevents damage, your total Armor rating is temporarily decreased by 1. Whenever you go two Rounds without preventing any damage, it is restored back to its full value.
The Henna marking unfolds from underneath the bracelet, crawling across the skin to form matching patterns on both the prospective client & the wielder of R.I.S.H.I. - this process is not fast, & is easy to avoid should someone wish to do so.
The quantum connection provided by the Ferro Fluid marking transmits telemetry including vitals, distance & direction. When activated, the R.I.S.H.I. will release ferro fluid markings that will form a lotus pattern on either the wielder or the target.
Expend a point of Battery and spend an Action. Select a Animate target within arm's reach. The target may Resist.
Your target is marked with a Henna marking. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
You may use any Awareness Powers on a marked target at any range.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
Lines of a magnetic ferro-fluid flow from underneath the steel bracelet, forming a Henna pattern on the desired surface. This effect cannot be employed unless "unlocked" by the activation of an Inderpal Close Protection Contract. When activated, the R.I.S.H.I. will release ferro fluid markings that will form a lotus pattern on either the wielder or the target.
To count as "Under Contract" the target must have an active Binding Oath negotiating a Close Protection Contract with Inderpal & the target must either a) be in close enough proximity for those services to be rendered or b) Inderpal must be attempting to regain such proximity at all costs.
Exert your Mind and spend an Action. Select a Location within 10 feet. This Effect cannot be used unless under a Close Protection Contract.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
You may declare a condition to watch for on an active Ward. If it occurs, you may roll Perception + Alertness, Difficulty 6, to notice it, even if you are not actively monitoring that ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
You may communicate through your ward, though doing so will reveal its presence.
The holographic technology of the crystalline aliens has been incorporated into the Karra Bracelet. When under a Close Protection Contract, Amarjeet is capable of creating a prismatic field of shimmering light protecting her Client.
This technology is not without it's flaws, however - the target of the shield will suffer burns matching the prismatic lotus pattern created by the field. This damage pales to that suffered by would be attackers, however - a feedback mechanism causes a backlash of energies to strike down those who would attempt to pierce the field.
To count as "Under Contract" the target must have an active Binding Oath negotiating a Close Protection Contract with Inderpal & the target must either a) be in close enough proximity for those services to be rendered or b) Inderpal must be attempting to regain such proximity at all costs.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is under a Close Protection Contract. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Roll Perception + Technology at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 6. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, 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 advanced technology within the Kara has been upgraded to allow dimensional compression of weapons, reducing them to a two-dimensional "placeholder" as needed. These items may be withdrawn from "flat space" in the blink of an eye, seeming to coalesce in the wielders hand when needed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Weapons in your stash, each no larger than something which could fit inside a rolling luggage bag (50 liters), and you may store up to 7 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The R.I.S.H.I. contains advanced profiling software, capable of gathering data from prospective clients or potential hostiles alike. When activated, the R.I.S.H.I. will release ferro fluid markings that will form a lotus pattern on either the wielder or the target.
Exert your Mind and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Julian Vasquez lays on the black top, spit on his forehead as Jason and Jessica walk away laughing. The need for justice fills his heart and he looks down at his Amulet, Paranoias amulet. he grabs it and red light glimmers through his hands. He calls out for Paranoia and his calls are returned. A demonic figure blood across his body bursts from the floor grabbing Jessica by the throat and using its twisted claws to shape Jessica's face into that of a pigs. Julian smiles, justice is served.
Exert your Mind and Spend an Action to activate. Select a Living target within arm's reach. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Influence at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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:
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 +1 dice to any Mind resistance rolls you make. You also gain the following effects: