When a Quantum Battery is attached, the Mechanical Forks pressed into the wearers skin synchronies vibrations on an atomic level, allowing their body and worn items to phase through anything that tries to bisect them.
Well this happens light seems to react strangely, making the wearer semi transparent, and making visible sporadic imagery of each layer of the users organs, moving from: skeleton with organs, cross sections of bones, muscles, fats, organs, brain, eyes, blood vessels and all the like.
The whole time clearly displaying the location the user is and will be 'returning' to.
Well in this state the users worn items are vibrated in sync with the user allowing use of self sufficient activities.
Removal of the Battery ends the Phasing.
Expend a point of Battery and spend an Action. You must use up Quantum Cell in order to activate this Effect.
You phase out of reality for up to 10 minutes. During this time, you cannot affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see sporadic imagery of each layer of the users organs.
You leave Vision of user at your location.
A glimmering energy flows from the gem into Vergil, and a gust of wind carries the voices of those in need on the wind to him. In addition, the goddess within the gem can detect other beings of divine origin or those imbued with divine power. Allowing him to know when the agents of the orthodoxy of ruin are nearby. If he needs more specific information, he calls on Odessa to unite her powers with the goddess of the wind, and dispensing the sand of sleep onto the wind it flows in a trail that directs him to the person in need.
Odessa's closest friend, and a goddess trapped in a similar situation to her own. Luckily Odessa and her had known of each other's locations before they were sealed into crystal form to protect the world from the powers of ruin, yet now with ruin having infiltrated the world the Goddesses are returning to imbue their chosen hero with the power to set things to right!
Exert your Mind and spend two Actions performing the following ritual: A prayer to Thalassa the Goddess of Wind. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Beings imbued with divine power and Beings in dire need of help within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
If no Beings imbued with divine power or Beings in dire need of help targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Even if there are no Beings imbued with divine power or Beings in dire need of help 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.
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: A hero's duty: Roll self control to use lethal means as a first resort in combat.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
John presses a small button on the side of the watch face, and turns invisible. The invisibility propagates from the back of the watch face and wraps around his body. The same happens when the duration elapses, with visibility beginning in the same spot and wrapping around.
Exert your Mind and spend an Action.
You are obscured in one of the following manners. Lasts 30 minutes.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
Held at gunpoint by Ozz.
TL;DR: Feed Elmo cigarettes, become big flamethrower
Exert your Mind and spend an Action. Select a target within 300 feet. You must use up an entire pack of cigarettes in order to activate this Effect. Roll Dexterity + Occult Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
You may choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
You may only use this Effect once per day.
Through binding scraps of his soul to the object, it's granted the potential to make his dreams into a reality. The process itself is torturous, involving Phillip pouring his blood, sweat, and tears all into its very being. Maybe now, with the right equipment, he'll finally be recognized.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
After attaching the frame to their torso, the user must activate and sync the arm's internal operative systems with the neurological activity responsible for their own limbs-- requiring extensive input from the mind, voice, and body. The golden circuitry running across the chassis ripple with energy during this process. While in use, its origami folds are able to stretch, bend, and morph to fit the user's desired movements.
The calibration sequence to connect the arm requires the user to move around their joints (shoulders, elbows, and wrists) and read aloud a pangram (ex: "The quick brown fox jumps over the lazy dog").
The systems powering and controlling the arm are an intricate mix of various power sources all synchronizing together. Specifically, they are the culmination of its creator taking influence from his peers, a spatial mage and technomancer, to achieve the final result of a fully functional additional limb.
These include arm's handcrafted, moving folds (of which three are responsible for the core joint movement of a shoulder/elbow/wrist), the golden circuits that connect to the user's mind (branching into a sprawling, fractal pattern across the arm and acting as a signal booster/receiver for all the energy), and the internal technological programming (which are carefully integrated to run with the rest of the arm's systems).
The use of a pangram enables the internal systems to more easily find specific parts of the brain to connect to and the movement of the joints calibrate the arm's motions as well.
The arm's three primary folds, alongside the three sources of power (magic, technology, and clockwork-level crafting), serve as a double entendre inspiring the gift's final name.
Expend a point of Battery and spend two Actions performing the following ritual: activating and calibrating the arms with the user. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.