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.
It looks fairly normal, upclose and far away. But it’s easily collapsable, and has many more uses and powers then it’s normal counterpart.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into It folds over into a handheld metal square. and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
Shelly wears a locket with pictures of her lost children enclosed inside it. She is able to clutch this locket to remind herself what is important, allowing her to power through the pain.
You gain the following benefits as long as you are wearing this Artifact.
Your Body and Mind Penalties are reduced to 0.
If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.
The user takes the device composed of 4 separate Large werewolf K9s connected to a small computer, and plunges the teeth rapidity into the skin of their target following the instructions on the small hand held to micro-inflecting the target with lycanthropy to induce a complete body restructure. this process is excruciatingly painful and straining as the body is forcefully contorted and bones are snapped into place. the target suffers feverous hallucinations of a full blood moon, as they fight back the urge to hunt.
Exert your Mind and spend a minute. 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 may directly mimic the appearance of a specific individual. You cannot alter your clothes. You may add inhuman features to your disguise. 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.
You may Exert your Mind and spend a minute to apply a disguise to a target. The target can Resist your attempt. The disguise lasts until you choose to end the Effect and counts as a Battle Scar. All the same restrictions on the disguise’s appearance apply.
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.
Zak's new unlockerator devices will open any and all locks. Target the lock and open the unlockerator's interface and plays a small mini game to defeat the mechanism. Once the game is complete, the lock pops open.
Expend a point of Battery and spend at least two Actions performing the following ritual: operate the unlockerator's interface to activate. Select a door, lock, or locked target within arm's reach , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
A pale blue sword made of an unknown metal, seems to always be surrounded by a small cold aura that surrounds the sharp blade. The handle is decorated with silver leather etched in runes as the crossguard has the shape of two silver stag horns.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword but can be collapsed into a sword shaped pendant and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage. The target's fully effective
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: True Colors: Holding e from the winter courtonto the blade for long causes your appearance to turn into the one of a Fas, making you stand out as non human, your skin turning ice blue with long sharp ears and silver hair.. If you lose possession of this Artifact, the Battle Scar heals over the course of the next month.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Fae's Word: You must make a Self Control Roll to lie, break a promise you have made, or otherwise go back on a deal, bargain, or similar.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
The skins starts violently shifting and changed surrounded by a faint blue mist like glow surroudning their body, the faint laughter of the fae being heard to those close them.
Spend 2 Actions.
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. A disguise cannot affect your Attributes or other stats.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the fae magic violently warping and shifting the skin of the wielder to adapt to another look.
This Gift's Cost is capped at 2 and cannot be increased further.
This Effect ends if you take an Injury or are stunned or incapacitated.
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: