As the user stands still the face of opposition, the wind seems to pick up. Heavy gusts seem to circle , and the necklace shines. As projectiles throw themselves at the user the wind shifts, knocking the projectile off its course. It does not stop it, but it seemingly just throws it to the wayside so it cannot do harm
Exert your Mind (unless you win a coin flip) and spend an Action to activate. This Effect cannot be used unless Must be in combat with Firearms and not taking cover. Roll Charisma + Firearms at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
While exceeding mundane capabilities, the bike leaves a trail of glowing green light behind it, which fades after a few seconds.
Formerly an ordinary electric motorcycle, this bike has been modified with technology so advanced it might as well be magic. Because it actually is.
This Artifact can be used as a electric motorcycle. It is roughly the same size as a electric motorcycle but can be collapsed into computer chip and concealed. Collapsing or expanding it costs a Quick Action.
This electric motorcycle has a kevlar reinforced body, extended capacity battery, and off-road suspension. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
applies invisible field that doesn't allow bullets and shrapnel through
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which only reduces damage taken from bullets and shrapnel. Any armor piercing effects from bullets and shrapnel are ignored. Armor from multiple sources does not stack.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
Your Armor cannot be destroyed or shredded, and it always provides a minimum of 2 Armor regardless of any Armor penetration. Your Armor 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.
Raising the slice of pizza to his face in both hands in a particularly murine fashion, Luci gnaws his way through the strange edible necklace that he typically only nibbles at in order to survive.
Eventually finishing the slice after a minute, tentacles at once begin to sprout their way from under his shoulder-blades and coil around him in a fashion that has grown comforting as of late, growing in number until enwreathing him fully in an almost swaddling fashion — leaving only his serene and dozing expression visible.
When after quite some time he finally decides to leave his warm and familiar embrace, a half dozen cherubim swarm around the empty necklace, standing only 4 inches tall and adorned in old Roman garb as Lares reattach tiny globules of dough and sauce to the thread: one piece at a time by hand.
I left the face open on the cocoon since from a visual standpoint I pictured it as looking better and it also better explains being able to perceive his environment. Please do not blast him in the face with a flamethrower
(Cocoon stuff is probably normally done with transparent forcefield energy stuff, so just explain the face part as that if needed)
Original thought was for fairies to be rebuilding the pizza, but Contract fey would sooner kill and eat an unattended child than help him in any way, so based it on old Roman house spirits since he has Italian heritage and those are probably less evil
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or air in order to survive. You no longer age naturally, and supernatural attempts to age you fail. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
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. While cocooned you can take a maximum of 1 Damage from any attack, and are impervious to environmental conditions.
Ever since his life-changing injury, of being skinned, Tachibana has looked for inventing new ways of protecting himself by any means necessary. He’s landed on a semi-permanent solution of his own making.
You gain the following benefits as long as you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any Injury received from Damage that was reduced by this Armor is considered Makeshift Stabilized and will not degrade further, and any Battle Scar caused by them is reduced by 1 level. You may attempt a single Proper Stabilization on such Injuries.
When you take Damage from a source which is within 5 feet, deal back as much Damage as your Armor prevented.
When the Artifact owner decides to embody their grief, they and everything that was equipped by them - except for the Artifact itself - suddenly turns to water, which naturally splashes to the ground. The Artifact falls down as well, always landing in at least some of the water created by this. Slowly, the water begins to pull itself towards the Artifact, the gemstone eye of which had started to glow with increasing brightness, and soon even the water itself lights up with a cyan shimmer as if filled with bioluminescent algae. The longer the Artifact has been accumulating this phantasmal glow-water, the greater its shimmer becomes, and the more the Artifact's undulations quicken.
Eventually, the Artifact owner and the Artifact itself complete their merger. The result is an otherworldly, ephemeral centipede the size of a scarf, wearing the now-enlarged, dark purple-brown Artifact as its exoskeleton and having equally-dark gray metallic mandibles, legs and antennae made up of the cyan phosphorescent water which was finally collected fully, and a mint-colored, glowing, lantern-esque eye. The main body of it is covered by a thin film of glow-water as well.
When returning back to human form, the Artifact portion of the creature simply coils up and begins to gradually shrink, while the water loses all glow and collapses. The latter progressively coalesces over time, loosely forming the Artifact owner in their fetal position, equipped with everything they were equipped with originally. Then, the shrunken Artifact uncoils and swims through the watery figure, ending up curled around the left hand's ring finger. As it locks into place, a glowing wave spreads from that point all across the figure's surface and reverts all the water back into its original materials.
If anything attempts to interrupt either transformation before it finishes, the waters involved in it lash out at the target with shining, piercing stabs.
The Artifact owner remains transformed even beyond this Effect's duration, reverting only when they elect to end the Effect manually as a Free Action. Instead, this Effect's duration simply dictates how long the Artifact owner is able use to their Active, Targeted, and Trap Powers while transformed. To regain access to the usage of the aforementioned Power types, the Effect must be reactivated.
Exert your Mind (unless you win a coin flip) and spend an Action.
You transform into an abyssal centipede for 30 minutes. You have access to all of your Powers while you are an abyssal centipede, 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 Perception is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
You may end this Effect prematurely as a Free Action.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a growing, undulating, supernatural centipede.
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: Whispering Waves. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.