The Driver claws open a rift in reality with a free hand and dives into it. Drifting through the realm in between timelines they re-emerge with another forceful clawing motion at their location.
Exert your Mind and spend an Action. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may activate this Effect while in free-fall, as long as your target Location is a surface on which you can land. You are immune to fall damage.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls.
The user fixes their arm to act as if they are starting a car and turns the key. Black mist starts forming around the user. The user then falls backwards and immediately they are in a car. Unfathomable to the human eye. One blink there is nothing, another blink there is a car. The car MUST BE a 2013 Shelby GT500. JET BLACK.
This Artifact can be used as a Car. It is roughly the same size as a Car but can be collapsed into Key! and concealed. Collapsing or expanding it costs a Quick Action.
This Car has 4.5 seats 2 front 2 back, 1 middle. 9.6 cubic feet trunk space. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The gift initially is a silver whistle connected to a string vita where is around her neck but once blown a light breeze begins to start as the fox bus starts to materialize in front of her
Picture a whimsical fox bus with a sleek, elongated body with soft bright orange and white fur. Instead of tires, it has twelve spindly legs that elegantly stride along the road, each moving with a graceful rhythm. Its large, round eyes, glowing-in-the-dark like bright headlights. Perky ears stand tall on the roof , twitching with excitement, as a fluffy, bushy tail trails behind,
This Artifact can be used as a fox bus. It is roughly the same size as a fox bus but can be collapsed into A fox shape whistle on a necklace and concealed. Collapsing or expanding it costs a Quick Action.
This fox bus has 12 legs 6 on each side with the face of a fox’s and eyes that work like head like. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
The holographic technology of the crystalline aliens has been incorporated into the Karra Bracelet. When under a Close Protection Contract, Amarjeet is capable of creating a prismatic field of shimmering light protecting her Client.
This technology is not without it's flaws, however - the target of the shield will suffer burns matching the prismatic lotus pattern created by the field. This damage pales to that suffered by would be attackers, however - a feedback mechanism causes a backlash of energies to strike down those who would attempt to pierce the field.
To count as "Under Contract" the target must have an active Binding Oath negotiating a Close Protection Contract with Inderpal & the target must either a) be in close enough proximity for those services to be rendered or b) Inderpal must be attempting to regain such proximity at all costs.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. This Effect cannot be used unless the target is under a Close Protection Contract. When you Activate this Effect, roll a single d10. If the result is 5 or lower, your target receives a Minor Battle Scar. Roll Perception + Technology at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 6. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Vein grants the wielder borrowed knowledge of the their form and function, and masterfully repairs and replaces their living fibres instantaneously, effectively rendering themself indestructible.
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. While it is upgraded, the item cannot be destroyed.
Virtuoso's Vessel: When using this Device for its primary purpose, you always roll a minimum of 8 dice. Excludes Effect activation rolls.
It is simply not your time to be hit. Reality itself sees you as the main character and assigns you plot armor. Rendering most attacks ineffective. An obvious warm glow radiates out from your person, softening blows or having them redirected away from you.
The user radiates Causal Diction to the point where it begins to interact with the world around them. On paper, this might seem like a barrier that blocks incoming attacks against the user. However, it would be more accurate to state that objects drawing close to this radiated energy become filled with the desire to miss the intended target and deviate from their chosen course. If more than will the user is exerting is put into an attack, not all of its force will be diverted. It is imperative to understand that this is not a shield. It is merely an interaction between fundamental forces of the universe.
Spend an Action or Reaction. Select a Animate target within 20 feet. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may have up to 3 barriers active at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
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: Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 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 airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
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.