He puts his hands up in the air to shield himself and slowly lower them down as the clothes change color, chanting "Bye-Bye Corruption" and suddenly he is a magical boy dressed in a bedazzled blazer, shoes that look really poorly painted, black slacks with shiny beads that run on the outseam, a white shirt with a small fake gemstone in the middle.
Exert your Mind and spend two Actions performing the following ritual: He puts his hands up in the air to shield himself and slowly lower them down as the clothes change color, chanting "Bye-Bye Corruption". You must maintain Concentration while activating this Effect, and it fails if you are interrupted. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You transform into a Magical boy! for 30 minutes. You have access to all of your Powers while you are a Magical boy!, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Attributes are the same. You do not suffer any Stress while transformed.
While transformed, instead of your normal clothes and equipment, you are equipped with: Magical Boy Blazer, Shirt, and Jeans +3 Armor) Magical Boy Wand!! (Pistol +2 wpd)
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Every three hours the device restarts a process, as the final red light on it dims to nothingness, a slight hiss is heard if one listens closely. As over the course of thirty seconds the three lights regain their glow, first the red, followed by the yellow and green lights, ten, twenty and thirty seconds respectively, before the lights dim back down to their normal passive brightness such that only those looking closely can notice the three lights.
Within the first ruin that Russ found that contained the documents that sent him down the path that he is currently on, was the diagram for a device that is meant to connect to the spaces between the C1 to T12 vertebra. the device serves a three-fold purpose. The first being that it powers the rest of the planned augmentations to the human body through intercepting the signals that the body sends related to pain and stress. The second is that it forces the body and mind to always operate at peak performance regardless of physical or mental damage, Finally the device is the interface for future enhancements and allows those that undergo such complete transitions to maintain a sense of "humanity" or "wholeness" through sanitizing incoming and outgoing signals such that the mechanical enhancements and the fragile and erratic biological mind don't become adversarial and work together as a complete whole. Unfortunately, those who created the blueprints for this device made it far too good at its job with it attempting to prevent any signs of injury from reaching the brain, thus requiring an immense willpower to even recognize when one is beginning to bleed out. With the device even going so far as to change the information that is coming from one's own senses such that they can't even perceive the injury in themselves should it be pointed out to them. While the device is attached to the spinal column it can be removed through a delicate and time-consuming process of unlinking the parts from the body, but should one violently be ripped out of a user's body the damage could prove to be debilitating.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
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: Delusion: Unbreakable (When this character receives an injury, they must roll self control to become aware of it. This character may not take actions to stabilize or heal any injury they are unaware of and must roll self-control to accept treatment of such injuries from others). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
When the object is placed on over an injury, and overlay of their internal damage is highlighted and begins the process of repairing. The object must be held over the wound, but it is a rather painful process to heal, causing mental stress on the user.
Expend a point of Battery and spend 1 minute. Select a Living target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
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:
Dominic has learned to tap into the bugs, cameras so tiny as to be microscopic, in the world around him. Proving that he was right yet again! The Illuminati does indeed have eyes, ears, and all other manners of things everywhere! He doesn't know how or when they started planting them, but they did and they are even within the deepest sanctum and within your most trusted devices. Yet, now he needs to worry no longer for through the wondrous enlightenment he was granted he has figured out their subroutines and gained the ability to co-opt this technology most foul for the resistance!
Exert your Mind and spend an Action. Select a target within 10 feet.
You place a ward, which is fixed to a target Object that can be moved and repositioned. You can perceive with all your senses or activate investigative Effects 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 activate another Effect through one of your Wards as if you were standing at its location. The Ward is destroyed afterward.
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.
a leather-bound expandable case that always seems to be filled with odd bottles, jars, and gauze, despite how many were used previously
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:
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: