The tips of the wearers fingers gain static charge during day to day actions. Their sense of touch is fine tuned to the point of instant recognition based of the electrical flow leaving their fingers. They also receive stimuli from the passive electrical fields in their surroundings through their hands. all they need to endure is a little bit of makeshift ECT from the artifact itself, light work.
You gain the following benefits as long as you are wearing this Artifact.
Your senses are enhanced in the following way.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Electroconvulsive therapy: you have -1 die to Mind rolls. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
If someone besides the driver enters the vehicle, a small silver button-like device drops onto their shoulder. it is only loosely attached and can be removed without much hassle, the adhesive only being strong enough that the device cannot just slide off or wash away (similar to a band-aid).
This piece of equipment sends all relevant information to the on-board computer of the vehicle where it can be read. At the same time the button can be pressed and will show direction and distance to the vehicle on a small display.
Each vehicle is able to connect to three targets to monitor at the same time and will replace the oldest first.
This Effect activates whenever someone gets into the vehicle. It does not require an Action or Exertion. Select a target within arm's reach. “Your target should be intuitively based on the triggering event. The target may Resist.
Your target is marked with a small silver button. The mark can be easily removed if it is discovered.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
JPM has the ability to create purchasable protection for the rich elite upper-class: these items can be a suit, can be shoes, can be anything, but to anyone who'se not of Rich stock... their mundane, and useless.
You gain the following benefits as long as you are Rich. and you are wearing this Artifact.
You have 4 Armor, which reduces incoming Damage. Armor from multiple sources does not stack. Called Shots may circumvent your Armor, depending on its coverage.
The rod glows with red light, and the injury being targeted glows the same color.
The one who wields it feels the power of the symbol of Asclepius compel them to move towards the compulsions of the Hippocratic oath.
If the target is dead, and the wound is treated by this, the wound is restored.
The rod is focused on the wound in question. The participant gets a deep sense of the wound, and can stitch together flesh, and restore lost blood.
This rod was made by drawing on the symbolic power of the Asclepius, and the promises and powers inherent in that symbol.
The ritual making it involves
- The symbol of the Asclepius
- The Hippocratic oath
- Several references to healing miracles
- Images of people whose lives have been saved by the wielder
The ritual leans heavily on the power, and obligations associated with the Hippocratic oath. It forces the wielder to adopt the tenants and behaviors associated with healers and doctors in the shared cultural understanding.
Do no harm.
Help all who come.
The power of this rod draws on the individual, and when reversing the pain forces the user to experience it.
Exert your Mind and spend 2 Actions. Select a Living or Dead target within arm's reach. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on the same patient.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak Stomach: The rod draws on the vitality of the one wielding it, causing them to have strong reactions to smells.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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.
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: Passivist: You must make a self control roll to directly attack anyone in a way which will cause harm and Committed to life: Whenever you see someone die, who you could bring back to life, you must make a self control roll to not immediately attempt to save them using this rod. This is rolled every someone dies near you. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Yessir! This is my horse! She's been with me since the very beginning. For some reason my Nightmare here just cannot be quite! No matter what I do to the muffler, she just has to let everyone know we're here. That's ok though, makes for a great entrance.
And y'know the best part? Y'Don't have to pay for parking'! Watch this! 'Come here girl!' (claps hands twice in quickly, and it shrinks down and lands in his hands.) I can make you one too! If you got the soul of a loyal steed laying around somewhere! And it'll come in any color you want, as long as it's black.
This Artifact can be used as a Motorcycle. It is roughly the same size as a Motorcycle but can be collapsed into A matchbox motorcycle of matching YM&M and concealed. Collapsing or expanding it costs a Quick Action.
This Motorcycle has saddle bags, rifle holster x2. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. It can be detected with a roll and destroyed through mundane means.
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: