This plate armor, reminding one of a knight's, is a bit easier to maneuver in and gives off a silver glow whenever it blocks a particularly heavy shot.
[This is part of "Pink Power Mode"s Uniform]
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. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
Luminous takes his soul orb, where as before, with Light of Redemption, he would access a character sheet, tampering into their very soul and re-editing their sheet to restore their scars. Using Light magic as a conduit to access their soul, redeeming them... now, his inner darkness has come to the front.
Using his dark magic as a conduit, different from his normal character editing, he now directly floods a target sheet with darkness. The darkness slowly corrupting their mind, before he readjust them with light magic, putting himself in a superior position over them. Replacing any time the target has felt joy, an absolute bless, or any time they have felt happy or proud, Luminous was the reason for it. He was there for them.
Exert your Mind (unless Space-Time Grafting is active) and spend 1 minute. Select a Sapient or Animate target within arm's reach. This Effect cannot be used unless no one is actively watching luminous when he starts casting this, Luminous has command over the creature/revived being, and Used on a revived being/undead. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Traumatic Brain Injury. You must use up ink in order to activate this Effect. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.
If the contested Outcome is positive, a specific period of time (up to 1 week long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, etc.
You may use this Power to detect and repair any altered memories in the Target's mind.
Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Luminous is actively and obviously invading the being mind, intruding on it.
Whenever wearing the suit of armor, no one may truly pierce through you, beyond the ghosts of your past. If someone is in need of protection, the wearer my doff the suit in order to save said person.
You gain the following benefits as long as you are wearing this Artifact.
You have 3 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may transfer your Armor to another target within 30 feet once per Round as a Free Action. You may transfer it back to yourself at any range.
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.
McKenna has been chosen, Her name is carved into the Watch.
I have chosen it's Zealot.
There will not be another.
Seek me in the skies.
Beyond the blurry lies.
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
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: Red Desire: If someone takes an injury, Roll self control, If failed you must check their injury and attempt or request any amount of their blood. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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.
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 Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours 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 Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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 "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.
"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.