The Henna marking unfolds from underneath the bracelet, crawling across the skin to form matching patterns on both the prospective client & the wielder of R.I.S.H.I. - this process is not fast, & is easy to avoid should someone wish to do so.
The quantum connection provided by the Ferro Fluid marking transmits telemetry including vitals, distance & direction.
Expend a point of Battery and spend an Action to activate. Select a target within arm's reach. The target may Resist.
Your target is marked with a Henna marking until it is removed or until you choose to end the Effect. Your mark can be discovered if the target is inspected visually. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. You can have up to 3 marks active.
You may use any Awareness Powers on a marked target at any range.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
When delta radiation is nearby, it buzzes and lights up. There is also a little compass on the top that whirs around. When the device is positioned in a delta ray connection, the compass will point towards the source (north is the stronger side, south is the “receiver”).
Exert your Mind (unless you win a coin flip) and spend an Action.
You automatically detect all actively psychic beings within 50 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 actively psychic beings targets are within 50 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.
Spend an Action.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
The user sprinkles a packet of human bone meal over the target as they flip through the ledger's pages to initiate the ritual. During the resurrection, the target's soul begins to manifest in the form of a faint, wispy silhouette above their corpse-- before proceeding to drift towards the chosen shackle like water flowing down a stream.
Exert your Mind, spend one minute, and select a specific place, person, or item within arm’s reach. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must use up a packet of human bone meal in order to activate this Effect.
Your target rises as an Animate being. They remember their past life and retain their same personality. They can communicate as they would have been able to in life. They may roll Mind, Difficulty 8, to resist any commands you give them.
The creature lasts until it strays at least 80 feet from the chosen place, person, or item or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Attributes are all the same as they were in life. Raised creatures have access to any Effects they had in life.
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.
The phone scans the target and shoots a beem changing their body's from the inside.
Expend a point of Battery and spend 30 minutes. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The user grips the necklace (either while it is in their hand or on their neck), and whisper out loud the name of the person they're treating. Afterwards shadows wrap around the two and put them into a room with complete silence, the peace within the shadowy room is amplified to console the target and heal them.
When used to heal mental exhaustion the shadows instead wrap around the target's head and give them a darkened face mask that isolates them from outside noise, all the while whispering reassurances to their ear.
Exert your Mind to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Occult at Difficulty 6.
If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
You may attempt to treat an unwilling patient. They may choose to resist by rolling Mind at Difficulty 7.
Once per day per target, you may choose to use this Effect to stabilize a target's Mind. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically 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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do 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.