With a boop on the nose and a flick of an imaginary zipper, return!!!! from whence you came!!!!!!
Exert your Mind and spend 2 Actions. If you are at your house, you may choose a target Location within your line of sight; otherwise, your target may only be your house.
You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.
After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.
You may only use this Effect once per day.
The booster boots are able to create thrust for a limited amount of time. They are Rocket Boots, so generate exhaust & noise, though expert craftsmanship reduces the sound to manageable levels (about the same as a vacuum) - the nature of the exhaust will reflect the Source of the wielder.
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 and may hover in place mid-air. 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 may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
Takes out the Mk VI and waving around the Mk VI after entering in the hume reading of the area, It starts showing the object on the screen and on the side of the screen is a arrow that points towards it.
Exert your Mind and spend at least two Actions performing the following ritual: Takes out a Mk 6 and must enter the area base hume reading. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect the closest of any An Object Bending Reality within 300 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards the detected item. You get details of what each detected item is, as if you've glanced at each object.
Even if there are no An Object Bending Reality within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
A golden ring covered in runes, imbued with the spirit of Odin himself, which upon command will yield a great spear.
This spear has a golden glow to it, almost as if it is Gungnir itself, it has a sharp point and two curved prongs on either side. Laced with an intricate nordic design.
Rings are something that Henry has never tempered in, but this time is different. He received a package at home with plans for a mighty ring. The return address? Valhalla.
So he got to work, followed the plans and as he did the metal started to glow, not with the heat, but the spirit of Odin himself
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
By manipulating the timepiece, the user can peer through time itself and find an alternate version of themselves to mirror. While transforming, reality itself distorts and breaks around them as their visage is replaced by a new one-- their body itself convulsing as if undergoing a seizure.
Basically looks like they're Spider-Verse glitching or having a Bocchi the Rock moment https://tenor.com/view/bocchi-bocchi-the-rock-non-linear-gif-27023528
Exert your Mind and spend a half hour. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user's body convulsing, glitched out, and shifting shape over an extended period.
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.
The user looks into the mirror and imagines the form they wish to take. Their reflection changes to match, and their body becomes hazy. Eventually solidifying into the imagined form.
The user's apperance does not ever actually change. Instead, the artifact plugs into the Noosphere and alters how others percive you. This effect is able to imprint onto recordings of the subject, relying on the idea that, to any observer, the subject looked that way at the time. Therefore, the recording captured how they appeared.
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You cannot alter your clothes. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Effect ends if you take an Injury or are stunned or incapacitated.
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: