Kevins Friends call to him and ask him for his support. He steps from a portal behind them and lifts them up on his back and they ride him as he gallops forward bringing his friends to safety.
Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: They grip the braclet and shout "Kevin Help me." to activate. This Effect cannot be used unless This power can only to flee from danger. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You can run at four times your normal movement speed for the next minute.
While running, you may climb, jump, and roll without breaking stride, but you are at 1/2 speed while doing so.
If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Inability to harm someone wearing one of Kevins Friendship Bracelets. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
Kevin has begun crafting protection into his friends bracelets. The weilder of these bracelets now carry their own sword of equestria allowing them to slay evil and protect friendship wherever they are.
This Artifact can be used as a Sword/Axe. It is roughly the same size as a Sword/Axe but can be collapsed into Friendship Bracelet Sword Charm the size of a lighter and concealed. Collapsing or expanding it costs a Free Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal 1 Weapon Damage +1 Bonus Damage. The target's Armor is fully effective against this damage.
Activated from a briefcase, RAZ-II proceeds to transform, a small (just a little bit smaller than a human being), almost mech-like form will take form, a gun barrel making the cockpit, essentially a gun with legs, however, if needed, RAZ-II can take flight using its legs, which will transform into gyroscopic thrusters.
Exert your Mind and spend an Action to activate.
Summon a single Weaponized Mech at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll Self Control if you ever willingly hand this artifact off to someone. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
A pair of aviator shades built to keep in contact with RAZ-II, interlinked to RAZ-II's systems.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
RAZ-II, the flying mech machine will immediately dash/fly to the user, very quickly transforming into a suit of armor that will properly conform around his body, the armor will completely cover the user's body, a suit of mechanical wonders, the thrusters of which RAZ-II used to fly will strap themselves to the shins of the user, granting them an enhanced dexterity, and the turret that is now strapped to the back of the armor from RAZ-II is accessible via remote control.
Exert your Mind and spend an Action to activate.
You transform into Cybernetic Armor for 3 minutes. You have access to all of your Powers while you are Cybernetic Armor, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. While transformed, your Dexterity is increased by 1.
You do not suffer any Penalty while in your Alternate Form.
While transformed, instead of your normal clothes and equipment, you are equipped with: Flack Jacket & Helmet + Shotgun
You may end this Effect prematurely as a Free Action.
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 is given enhanced speed while wearing RAZ-II
You gain the following benefits as long as you are in this artifact’s alternate form and you are wearing this Artifact.
You can run at three times your normal movement speed.
You may bring another being along without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.
As the card drive along the road, one small red vehicle can be noticed, with a red body and a black underbelly, it just drives along the road, until a turn comes up, that's when it flips up the headlights and drifts, picking up speed as it passes the other cars on the road.
This Artifact can be used as a Red Toyota AE86 Trueno. It is roughly the same size as a Red Toyota AE86 Trueno but can be collapsed into a Toy Car and concealed. Collapsing or expanding it costs a Quick Action.
This Red Toyota AE86 Trueno has Racing Seats and a Modified Engine. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Tinnitus. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
With effort, and time, Hudson can create a special rifle bullet which tears the flesh much more than is standard. In addition to bypassing armor as a regular round does, it shreds it as well, leaving gaping wounds in the armor of targets....and if a target finds themselves soft and unprotected, they are quickly destroyed.
Cherry Rounds are visually similar to the .950 JDJ, only made by Hudson in a custom press and
This Artifact can be used as a heavy sniper rifle. It is roughly at least twice as large as a heavy sniper rifle and cannot be concealed on your person or disassembled for storage.Unless you load a round of .950 Cherry, each taking around 2 hours to craft with hand tools or with an appropriate machine time varies, typically less than an hour, but costing $50 in raw materials, you succeed on a Difficulty 7 Brawn + Firearms roll to fire it (Difficulty 5 with a stand), and on a failure you suffer a Severity-3 Injury, or a Severity-4 on a Botch, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The User unfurls a Search warrant from the device and clearly states that they have the authority to be where they want to be due to the powers invested to them by the company they work for. all locks with in range obey the the commands of the user because "The Firms" word is the law.
Spend an Action.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within 300 feet of you. Cannot be used on Alien technology.
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: