A thin coating of nanite material has been applied to this plastic card, which can now change its outer form to become a driver's license, Passport card, government employee ID, security system badge, or any other form of ID or security pass the bearer wishes, including affecting the chip, mag stripe, or NFC components to generate valid responses on scanners.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Blank SLE4442 Chip Card 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 & Security cards. 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.
The inside of the backpack appears as a well-lit concrete room with the items inside organized neatly. A hand placed inside seems to stretch to grab a far-away object.
This Artifact can be used as a container. It is roughly the same size as a Backpack and just as difficult to conceal.
Your Backpack holds 12 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your Backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the Backpack in the process.
If your Backpack 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 your container appear normal and unremarkable.
When the person wearing the silver ring moves 5ft or more away from the person wearing the gold ring, the silver ring turns into iron fishing line that tangles and binds down its bearer. When the bindings are broken free of, they transform back into a silver ring at the spot the bindings are broken. Both the gold and the silver ring glow a bright blue when this effect is activated.
If one studies the fishing line in more detail, they notice small engravings of sea serpents and beasts of the depths carved along its thin lengths in miniature detail. Inside the gold ring is inscribed a short line “May thy ambition weigh down leviathans”
Spend an Action to activate. Select a target within 20 feet. This Effect cannot be used unless the wearer of the silver ring is >5ft away from the gold ring, and as long as both rings are worn, the wearer of the gold ring may spend an action to transform the silver ring into iron fishing line that binds its wearer.. Roll Brawn + Legerdemain at Difficulty 6. The target] may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
This Gift's level is capped at 2 Gifts and cannot be increased further.
He imbues objects with certain cursed spirits that are known for fixing mental liabilities
Exert your Mind and spend an hour. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
This shield firm is build to be bashed against the skulls of your enemies, providing both offensive and defensive protection.
This Artifact can be used as a club / improvised weapon. It is roughly at least twice as large as a club / improvised weapon and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
blue energy sorounds the user creating a trail when running.
won on a game of poker leslie has been never seen without it ever since.
You gain the following benefits as long as you are wearing this Artifact.
You can run at three times your normal movement speed.
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: