JPM is able to weave and smith the protection of the rich and upper class, and the privilege of the rich and upper class, into suits he crafts of fine Scottish tweed wool... unfortunately, like many things in life, these only benefit the rich and wealthy.
You gain the following benefits as long as you are rich (Rich Asset) and you are wearing this Artifact.
You have 5 Armor, which only reduces damage taken from bullets. Any armor piercing effects from bullets are ignored. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
Meant to be worn as a technological Armband: he presses onto a button and with a fiery burst of sparks, forged armor-plates forms into some sort of steampunk-fantasy-esque power armor.
Unreliable? I haven't field tested it yet.
Draining? There's a hear and air-circulation issue I'm working on it right now.
Metal Automechanical: (Flak Jacket 3 Armor)
Battle-Axe: (Great-Axe +3 Damage)
Expend a point of Battery and spend a Quick Action.
You transform into the Dwarven Sentinal for 3 minutes. You have access to all of your Powers while you are the Dwarven Sentinal, 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 Attributes are the same. Your Stress is reduced by 2.
While transformed, instead of your normal clothes and equipment, you are equipped with: 6 ft Tall Automechanical with a battle-axe.
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.
Inhale the spirits and blow out the the smoke. The Artifact is a Wooden Smoking Pipe, with tribal carvings. Both parties start "Tripping Balls"
The Tribal carvings stolen from Ancient Knowledge burn the combustion fuel of herbs and transmutes them into a healing aura
Expend a point of Battery and spend 15 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Occult 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see The spirits of Dead Indegious Tribals that dance creepily, tearing away at each other's ghostly flash and replacing the wound's of the chosen with the vitality of their own..
When opened by its owner, this item actually accesses the inside of a small pocket of the underworld.
The connection is made using a small piece of the soul of the owner, and tricks reality into thinking it should be taking the owner's soul. If kept too far away from the owner for too long, it will stop functioning - probably dispersing their things throughout the underworld.
This Artifact holds 3 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact 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 this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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.
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.
Rob signs his stage name on the object and imbues it with Jazz Magic, hardening the exterior so it can not be destroyed.
This Artifact cannot be broken.
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: