As the user activate the program on the watch a bright light would appear from the watch for a brief second before dimming down as a light blue shimmer ingulfs the user and a timer on the watch starts ticking down it starts at "1 Hour, 59 Minutes, 48 Seconds."
Expend a point of Battery and spend an Action. Roll Intellect + Technology at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 2 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
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.
Once attuned an nearly invisible mark is created on third eye of recipient. While communicating the third eye starts to glow faintly, thus becoming visible.
Every data channel is two sided. Remember which side are you on.
Spend an Action. Select a target within 300 feet of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are attuned to your target. You can attune by spending an action looking in the eye(s) of your target. You can have up to Itellect number of attuned targets.
You open up a line of communication to your target, and may converse with them as long as one of you maintains Concentration
The conversation will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
The contractor's consciousness at the moment of their death is inscribed upon layers of printed circuits, handily minimised (based on proprietary Maikendo™ technology!) for on-the-go hotswitching via a slot on MOLL(ⲩ)'s Dream Engine.
A contractor's work is, after all, never finished.
You gain the following benefits as long as you are wearing this Artifact.
You are permanently transformed into an Engram Cartridge.
You can use any Powers that do not require movement on your own. You must be wielded or equipped to use other Powers. You cannot use Artifacts or Consumables, but if you have transformed into a Legendary Artifact, you may use the other Effects attached to it.
If anyone wields, equips, wears, or uses you while you are transformed, you may take physical actions using their body. Your Action comes directly before theirs in Initiative, and all rolls are made with your stats. You may opt to utilize your Action to "help" your host, allowing them to use your dice pool for their chosen Action.
If you are broken, you cannot take any Actions until you are repaired.
You can perceive your surroundings as normal, and you may control the functioning of the object you have transformed into (for example, opening your doors if you are a car).
Your passive Powers affect anyone who wields you.
Bruno creates a bag by coating the inside of the bag with his blood. After a day, the bag absorbs the blood and comes to life. It requires raw meat to live. A new owner can bond to the bag by feeding it some of their blood over two days. The bag can't see, but it can purr, growl, and whine based on its mood.
This Artifact holds 3 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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.
You hold the badge to your head. You are able to quietly hear the sound of motorcycles as a door appears with the word B.A.C.A. on it. Three bikers wearing sunglasses and leather jackets with the B.A.C.A. Acronym on it step out. These are the ghost of three of the most devote B.A.C.A. Members who gave their lives, saving children.
Some of the things you see while on the job are truly gut wrenching. Some of those things can cause your body to physically revolt, leaving you with the feeling, that you could have done more.
“How about you pick on someone your own size!”
Exert your Mind and spend an Action.
Summon up to 3 Sapient B.A.C.A. Members at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
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 about child abuse. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
When activated, the badge will glow lightly and the shield will not appear unless attacked, which then the shield will appear as if the attack hit a glass window, and either bounce off or shatter the window.
Expend a point of Battery and spend an Action or Reaction to activate. This Effect cannot be used unless you are being attacked. Roll Dexterity + Firearms at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome Damage. The Damage reduction from the barrier is applied before Armor, and is treated like Armor by any effects such as Armor Penetration. You 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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: roll self-control to give someone this item. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
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:
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: