A rock with a quarter sized diameter. It looks unremarkable. It tastes slightly sweet and makes your pain go away.
You gain the following benefits as long as The artifact is in the users mouth and you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
When “The Firm’s Uniform” is activated, the transformation it undergoes is both subtle and imbued with an air of professional gravitas. The artifact, perhaps initially resembling a nondescript piece of legal attire or accessory, begins to shimmer with an ethereal gloss reminiscent of the polished sheen on a lawyer’s briefcase or the gleam of a well-maintained courtroom. This visual cue is brief, serving as a prelude to the transformation, much like the opening remarks in a meticulously prepared legal argument.
As the item changes, its edges blur momentarily, mimicking the effect of pages flipping rapidly through a legal tome, searching for the right precedent or statute. This transition is smooth and deliberate, echoing the precision and confidence of a seasoned attorney presenting their case. The new form materializes with the precision of a well-drafted contract, each detail snapping into place with the finality of a judge’s gavel.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Clothing and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Clothing. 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.
The gift appears to be a large backpack. One can put any object inside and loudly declares, while holding the backpack, "If only I had [food item]". Be sure that there are no other items in the backpack, because they will be consumed.
(Note that one cannot request a whole dish; for example, they can order plain macaroni, but not mac and cheese).
Open the backpack after five minutes to reveal the 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 5 minutes. Who knows what'll happen if it isn't.
Black goo will always seep out from the bottom of the backpack when in use.
On the backpack:
It's easy enough to mistake for any backpack at all, and Delphyrion has 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, put a 5-cent pencil in the backpack, and you'll get a 5-cent quality potato fry.
Also, yeah, make sure it's 5 minutes exactly. This is a theoretical number; no one has tried to test its limits, hence its reference to Schrodinger.
(On a critical fail, one fails to retrieve the food in time and it is either underdeveloped or spoiled.)
On the black goo:
Delphyrion themself isn't sure what it is, nor do they ever remember to analyze it. It doesn't seem to leave any residue on the backpack itself, though it stains quite horribly on porous material including skin. With enough washes it should go away.
If consumed, call the Poison Control Center and pray.
(Also pray that you are not Dephyrion, the chemist who has had 0 interaction with any religion at all, and therefore still thinks priests can get pregnant.)
On Madness:
One gets uncontrollably angry at the sight or mention of any food that did not come out of the backpack. It feels as if one is running a state-of-the-art restaurant, yet people line up for the nearby McDonald's instead. Delphyrion feels this way towards content farms like 1-minute arts.
Expend a point of Battery and spend 1 minute. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you think the backpack has created the intended food item. In fact, it appears and smells more delightful than it should, to the point that you are urged to eat it right away no matter what. You will develop Vertigo upon eating the food as it turns out to be incredibly poisonous.
Choose an Object 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 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.
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: No Outside Food - upon sight or mention of food that you did not create, roll Self-Control to contain the urge to cannibalize yourself or the person who brought up the food. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The one bearing this map kneels, and holds it tightly in their hands. They close their eyes, and let out a breath.. and their mind slides into the Dreamlands. To people observing, the traveler appears to simply sleep kneeling.
To the one in the Dreamlands, they are in an unmapped part of the Dreamlands. The world around them is raw chaos, ever-shifting. It requires an incredible act of will to force this to resolve into something that can be understood. For not only are all potentials represented here, all times are. With focus, one can will the chaos into an image of something that happened in the past.
Spend a minute. Investigate an area with a radius of up to 20 feet At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn the following information about the area:
This Gift's Cost is capped at 2 and cannot be increased further.
As the user activate the program on the watch a bright light would appear from the watch for a brief second before dimming down as a light blue shimmer ingulfs the user and a timer on the watch starts ticking down it starts at "1 Hour, 59 Minutes, 48 Seconds."
The code itself is rather normal, but whatever the Protocol is placed into is supernaturally enhanced when the code is activated that causes a force field to expand from the user onto the person.
Expend a point of Battery and spend an Action. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a barrier around yourself, 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.
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.
I counter a opponent and swiftly explode them into another enemy.
You gain the following benefits as long as Can only be used while using my explosions., you are wearing this Artifact, and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
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 +1 dice to any Mind resistance rolls you make. You also gain the following effects:
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: