Stars and sparkles fly out from the Tiara, enveloping the user and giving them a glowing and flowing pink dress with ribbons and fitting footwear. They also gain a pink rifle made out of a pure heart's radiating energy. As long as they're transformed they get a lot more agile at the cost of being out of energy after their transformation is gone.
Expend a point of Battery and spend an Action.
You transform into a Magical Girl for 30 minutes. You have access to all of your Powers while you are a Magical Girl, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Dexterity is increased by 2. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: Reinforced Clothing (pink Dress and Tiara) and a Rifle (also Pink)
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.
It is simply not your time to be hit. Reality itself sees you as the main character and assigns you plot armor. Rendering most attacks ineffective. An obvious warm glow radiates out from your person, softening blows or having them redirected away from you.
The user radiates Causal Diction to the point where it begins to interact with the world around them. On paper, this might seem like a barrier that blocks incoming attacks against the user. However, it would be more accurate to state that objects drawing close to this radiated energy become filled with the desire to miss the intended target and deviate from their chosen course. If more than will the user is exerting is put into an attack, not all of its force will be diverted. It is imperative to understand that this is not a shield. It is merely an interaction between fundamental forces of the universe.
Spend an Action or Reaction. Select a Animate target within 20 feet. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. 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.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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: Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Jules has taken a Sacred Oath to the Goddess of mourning,darkness, the dead, protection, magic, health, embalming, & beer. Until the day he can return all her stolen artifacts, she sustains his life - causing even the most grievous wounds to heal in days.
Jules must be wearing her sacred ring, the Seal of Nephthys, for her healing power to flow, & then only when fully obscured by shadow.
You gain the following benefits as long as you are completely in shadow and you are wearing this Artifact.
Any Injury you receive heals quickly, reducing its Severity by one level every 10 minutes. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.
Expend a point of Battery and spend an Action or Reaction. Roll Charisma + Occult at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 4 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. 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.
As in times of old, The Ferrymen have their craft in which they may ferry the lost souls into the Elysian Fields. Times have changed, as have the concepts of these shepherds of souls.
Widow's Ferry appears to as a pleasure boat made of bone. The interior is set up for relaxation and comfort.
On land, four bone legs and feet branch our from the sides of the boat to walk along the land.
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This Artifact can be used as a Bone Boat. It is roughly the same size as a Bone Boat but can be collapsed into a necklace that appears as a tisted collection of finger bones. and concealed. Collapsing or expanding it costs a Quick Action. Unless passenger's must hold 2 coins, this Artifact behaves as its mundane counterpart.
This Bone Boat has speed boat motor. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
When a Quantum Battery is attached, the Mechanical Forks pressed into the wearers skin synchronies vibrations on an atomic level, allowing their body and worn items to phase through anything that tries to bisect them.
Well this happens light seems to react strangely, making the wearer semi transparent, and making visible sporadic imagery of each layer of the users organs, moving from: skeleton with organs, cross sections of bones, muscles, fats, organs, brain, eyes, blood vessels and all the like.
The whole time clearly displaying the location the user is and will be 'returning' to.
Well in this state the users worn items are vibrated in sync with the user allowing use of self sufficient activities.
Removal of the Battery ends the Phasing.
Expend a point of Battery and spend an Action. You must use up Quantum Cell in order to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see sporadic imagery of each layer of the users organs.
You leave Vision of user at your location.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, 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.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 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.
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 Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact can be used as a container. It is roughly the same size as a alligator-skin briefcase and just as difficult to conceal. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart.
Your alligator-skin briefcase holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your alligator-skin briefcase. They will have access to anything else inside and may attempt to break free, damaging or destroying the alligator-skin briefcase in the process.
If your alligator-skin briefcase is destroyed, things inside may get out, and it will cease to function until it is repaired.
You may change the type of your container between Contracts.
Only you may open and close the container. Others can still destroy it to get at the contents