The priest grabs the Charm and throws it. the Spirit-Shift activates, an aura of divine energy envelops the Kōtsū-anzen Omamori charm invoking the Kami within. the charm transforms into a Toyota AE86 that has been masterfully transformed into a high-performance marvel known as "The Thundering Ronin.".
The Thundering Ronin's exterior is a masterpiece of Japanese aesthetics. Its low-slung, aerodynamic body features a bold, two-tone paint job, with midnight black merging seamlessly into deep crimson. While in use the presence of the Kami can be felt although out the vehicle strange soft mutterings and murmurs can be made out when not in use. upon Starting the engine the voice comes to life Begging to be worshiped and be seen, the peddle gets pushed to the floor as the Kami attempts to get you to bend to its wishes.
This Artifact can be used as a Supped up Toyota AE86. It is roughly the same size as a Supped up Toyota AE86 but can be collapsed into Kōtsū-anzen Omamori and concealed. Collapsing or expanding it costs a Quick Action.
This Supped up Toyota AE86 has LED Halo Headlights, Radio, Race-Ready Suspension, Custom Body Kit, Luminous Alloy Wheels. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: speed racer: Make a Self-control roll to not go max speed to reach your destination. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
An object brandishing these neuron-like engravings infuses the wearer with a magical energy that let's them stay mentally active for 24 hours a day. The user can also decide to put themselves into a sleep-like full body stasis, making them independent from any need for resources, while keeping their mind awake.
If you want to study faster, 30% more waking hours are a very efficient way to do it.
These magical markings let the body synthesize an unknown chemical which keeps the glymphatic system active during waking hours, so body and mind are able to keep functioning without restriction.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any sleep in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
Anyone wearing an artifact with this Tengri shaman enchantment will have the ability to sprout an additional arm from their back, as long as the arm is able to immediately get a hold of a melee weapon. In the blink of an eye the item will send out veins and skin, made from the same material as the weapon it will grab, to the location on the body where a new arm will bulge out.
This complex set of anorganic and organic parts works like an archaic magical computer and destroying the limb will result in it needing to be fixed by a shaman with the help of divine powers.
It is said that great warriors in past times wore many of these enchantments at the same time, a sword in each additional arm, appearing as if they grew wings made from wood and steel, which led to the spell receiving its name: The Iron Wings.
You gain the following benefits as long as the limb only operates a melee weapon and you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
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.
You may turn this Effect on and off at will during its duration.
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.
Looking upon the user wearing the gloves you would see them smack their gloves together before a glowing blue light, seems to come from the metal platting on the palm.
Expend a point of Battery and spend an Action.
You may move easily and without a roll in any of the following situations. Lasts 2 hours.
You only gain the benefits of this effect if you are in Urban Environment.
The car appears as the car of choice, and functions as such but with the following additions.
Foldable worktable in the front seat, AI assistant named Pandora (It's Alive! drawback), Self-Adjusting suspension system, heated steering wheel and chairs, as well as fully functioning A/C, A hybrid engine that relies on an alternator system to drive for extremely long periods of time without needing to stop. Chairs can fold down to be made into a bed, Built-in GPS. Extra battery that charges from the alternator system. Built-in refrigerator and freezer system, with a microwave too. Built-in clock with digital alarm. The car also has a blue tooth function. In the trunk there is a replacement tire and jack.
This Artifact can be used as a a car. It is roughly the same size as a a car but can be collapsed into a plastic toy car and concealed. Collapsing or expanding it costs a Quick Action.
This a car has Storage compartments that can contain items. Top speed of 150 mph, and an acceleration of 0-60 in 5.5 seconds. Further features in extended description. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
The finger that the ring is applied too has the skin peel back around the ring and is fleenced all the way to the palm. In the opening thousands of tiny insects (nanomachines) flood out of the ring and into the opening created in the hand. Tiny lumps can be seen under the skin traveling into the body of the one they are healing. While healing the target the nanobots can be felt crawling within the targets body and are puked out upon completion
A simple silver ring with a single blue box with the number 0 etched into it. Uses Ram to power uses of it.
Expend a point of Battery and spend 2 Actions. Select a Living or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. 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 + Technology at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. 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. Your patient is required to Healed person can't share true name for the next month. If they violate this rule, your treatment is immediately reversed.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Finger bugs.
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 +0 dice to any Mind resistance rolls you make. You also gain the following effects: