The booster boots are able to create thrust for a limited amount of time. The boots are blue and white and use thruster to stay in the air. In the background you can hear a Dodger's game.
Exert your Mind and spend an Action. This Effect remains active for two hours.
As long as you are conscious, you are immune to falling Damage. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You are subject to the following effects while gliding:
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.
I raise my hand to the sky and click the side of the watch as I shout my catch phrase. The watch glows brightly as a teal coloured energy field start to form.
Expend a point of Battery and spend an Action or Reaction. Roll Intellect + Technology 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. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. 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.
They see shadows start to swirl around me and absorb me into the shadows and all that is left. is a faint shadowy figure.
Exert your Mind and spend an Action.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you phase out, you may bring up to 1 additional target in arm's reach with you.
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.
You leave shadowy figure(blends with the shadows) at your location.
Possession of this Power grants the following Battle Scar: black scar twisting up the arm.
The consumable appears to be two chemical vials. Pour them upon an object or pile of items, and watch as it shifts and molds. This normally takes months or years to research and produce, but who are you to complain? It's food.
After a minute you'll get your requested food item, whose output weight matches that of the input. The taste of the food will depend on the value of the object. Make sure it's exactly 1 minute (not that you can tell if it takes a bit longer than that). Who knows what'll happen if it isn't.
On alchemy:
Here comes the alchemist chef. Does Delphyrion need to specify that this is a transformation from one object to another? Not really. Do they really like the law of conservation of mass and matter? Nope. Do they know they don't have to do all this stuff to limit themselves? Debatable. They'll just insist that this is for the science, the discovery, the suspense, the funny shenanigans.
On the vials:
They appear to be generic vials of clear liquid when unused, though that's questionable enough in and of itself if Delphyrion ever needs to get it past TSA (not that it's much of an issue anymore, considering the availability of their little stash). Hopefully Delph has labeled these correctly, lest they try to chuck this at someone instead of their signature piranha solution. What is the liquid called, anyway? ...Schrodinger's solution. It either exists or it doesn't. Or maybe it's somewhere in between...
On the backpack:
This consumable used to be a backpack. It was easy enough to mistake for any backpack at all, and Delphyrion had not put a label on it. They have lost quite a few beakers and pens to it whenever they mused about their next experiment, as they often reach epiphanies by saying, "If only I had [food item]". Perhaps that's why the artifact works this way.
On food quality:
For some reason the output quality directly ties to the price of food in Orlando. So, use a 5-cent pencil, and you'll get a 5-cent quality potato fry*.
Also, yeah, make sure it's 1 minute exactly. This is a theoretical number; no one has tried to test its limits, hence its reference to Schrodinger.
*Food will vanish from your stomach after 2 hours.
Use up this pair of chemical vials and spend 1 minute. Roll 7 dice Difficulty 6, dice penalties do not apply.
Choose a specific type of Food which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You may end this Effect prematurely as a Free Action.
Teef
Exert your Mind and spend an Action to activate.
You transform into Giant Rat for 3 minutes. You have access to all of your Powers while you are Giant Rat, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Brawn is increased by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Bonus Damage (instead of the typical -2).
You do not suffer any Penalty while in your Alternate Form.
As the Gift takes effect, the clown's eyes appear to tear up with a dark, red fluid that trails down his face, slowly streaking his cheeks. A crimson line spreads at the corners of his mouth, curving into a wide, unnatural grin that seems to stretch and twist. His movements shift, becoming disturbingly fluid yet jerky while he breaks down in wild nearly screaming laughter, each motion carrying an unsettling, otherworldly presence. Observers feel a visceral sense of horror, a primal urge to look away, as though they're witnessing a waking nightmare brought to life.
Exert your Mind and spend one minute. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
You transform into Nightmare (a more evil/scarry looking Mcnugget) for 30 minutes. You have access to all of your Powers while you are Nightmare (a more evil/scarry looking Mcnugget), 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 Brawn is increased by 2, your Dexterity is increased by 2, your Charisma is increased by 2, and your Intellect is increased by 2. You do not suffer any Stress while transformed.
Your body is adapted to Instilling fear. You receive +3 dice on non-attack rolls related to Instilling fear.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
While transformed, instead of your normal clothes and equipment, you are equipped with: Daggers and clown toys also his clothing/Make up changes to red and white
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the clown covers himself with his own blood coming out of his eyes and his mouth.
Possession of this Power grants the following Battle Scar: Weak stomach.
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.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Possession of this Power grants the following Trauma at all times: Nightmare.
The Thief casts a container's worth of fine powder into the air. The particulates are drawn to any sort of object that is designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc. The powder will not trigger these devices or interfere with their operation, but it does reveal their presence to the Thief.
The cloud drifts and swirls, subtly following the Thief for a minute.
Exert your Mind and spend an Action. You must use up a container of fine powder in order to activate this Effect.
You automatically detect all object that are designed to detect people, including tripwires, security cameras, detection lasers, heat sensors, etc within 50 feet of you for the next hour. You have a clear sense of both the distance and direction towards any detected items. When you detect objects, instead of learning nothing about them, you may observe each object with all of your senses.
The toon shouts a catchphrase, strikes a pose, and then zips away at a high speed, leaving a cloud of dust behind. While moving, they look like a blur.
Exert your Mind and spend an Action.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
The time-twister spins a dial on one of her watches, slowing time for everyone but her and one other person.
Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.
Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.
Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).
While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any 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.
You leave a golden glow shaped like yourself at your location.