Multipass REWORK - NO CHANGES

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An item which can change its appearance.
Used by Laz Seasoned Rework Template, Created by EvilRicktator.

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.


Community Artifact Crafting Gifts

This artifact gives the wearer knowledge of medicine, and supernatural guidance on what is needed to do to maximize the chance of a good outcome.

This artifact must have a caduceus symbol. It is made by using an intensive ritual involving:
- an EMT field manual
- first aid kit
- a variety of medical symbols
- some famous icons and symbols
And imprinting from the shared meaning of these things a single effect.

This works particularly well on those with the murder or atrocities limit - definition of Innocents

You gain the following benefits as long as you are wearing this Artifact.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to Those who value human life (Have murder limit), including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits as long as you are wearing this Artifact.

You have 3 Armor, which reduces incoming Damage. 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.

The band captures a person’s elemental, the shell of a person’s soul that is left behind in its movement, according to some of the occultist Helena Blavatsky’s teachings. By briefly redisplaying this shell over the user’s form, the user can synchronize their body with their soul at a healthier time. A necromantic ritual for “soul finding” has recently allowed David to find a more complete version of a person’s elemental, allowing this technique to synchronize a previous healthier mind as well.

You gain the following benefits as long as you are wearing this Artifact.

Your Stress from Injuries and Mind Damage is reduced to 0.

This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into Briefcase and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

To feed the artifact, one simply holds a rare mineral up to the gem in the amulet, watching as it quickly seems to melt and be sucked into the gem.

Expend a point of Battery and spend two Actions performing the following ritual: mutter some silly shit under your breath as you furrow your brows in intense focus. This Effect cannot be used unless you have fed the artifact rare minerals in the last 24 hours. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You gain 2 additional limbs that function as standard human arms and hands. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).

Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your appendage is selectively incorporeal, allowing you to reach through walls or ignore grapples on it.

Your extra appendage can stretch to reach an additional 30 feet.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

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.

  • Your limb's incorporeal-ness doesn't enhance your attacks in any way.
  • You may stretch, retract, or move your limbs 30 feet once per Round.

Stock Artifact Crafting Gifts

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:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.

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:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.