Jason always had an interest in technology and making it better. Now he makes small spiders that can attach to technology and do his bidding. The technology is draining and takes to to complete. The small spiders will attach to the piece of technology and integrate into the tech by moving it or forming together to plug into it.
What makes the spiders creepy is that it is a small swarm of spider bots they have dark red eyes and brown and black fur.
(NSFW) https://www.latestly.com/socially/social-viral/spiders-swarm-australian-homes-to-escape-nsw-floods-viral-videos-will-give-you-nightmare-2387658.html (NSFW)
The spiders are small and integrate into the technology. Jason keeps the spiders in a small black box that he uses to operate.
Exert your Mind and spend 1 minute to activate. Select a Device within 20 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Creepy spider.
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.
Day copies a glyph of "sooth mind" from her Grimoire onto the head of her patient, the upper ring of the glyph includes details about the Trauma, when it was recieved and how (in runic form). The lower ring of the glyph is the upper ring, written in reverse. Over the downtime, the rings slowly twist into each other, with each rune self-destructing with its negative form. When the last rune self-annihilates with its negative version, the mental trauma is healed.
Exert your Mind (unless you win a coin flip) 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 + Crafts at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Day draws (with her finger, or her mage hand) a series of runes over where the injury is, days finger leaves behind faintly glowing lines as she works, the runes describe health, a lack of infection, healing etc. Once day has finished drawing the runes, they stop glowing, but form a series of tattoos over where the injury was, and the injury flows back together. Day must reference her grimoire while drawing, the runes she is drawing will show in her grimoire, and will glow faintly while she is drawing them.
The runes must remain uncovered, this includes cloth, makeup, paint and armor. Hiding the runes is allowed (Holding a briefcase by your leg so that the runes cant be seen is allowed). Generally, if the person who is marked could be considered to be "wearing" the covering, it is not allowed.
Day has some control over where the runes end up, if she is healing a lot of minor injuries, she can concentrate the runes somewhat, and she can move the runes slightly from the original position (to avoid situations that would be...pornographic).
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Crafts at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to The healing leaves runes that appear to be tattoos where the injury was. These markings con not be covered for the next month. If they violate this rule, your treatment is immediately reversed.
A large, seemingly unwieldy blade that, when held, feels light and even, like a leaf flowing through the wind
This Artifact can be used as a thrusting sword. It is roughly at least twice as large as a thrusting sword and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +8 Weapon Damage.
You also gain the following effects:
This is a small rivet gun implement, that injects a small Ceramic Stud into the targets spine, painlessly of course. relaying location and vitals to Devices small screen. It looks like a pail pink disk pressed against the skin.
The Screen on the Artifact shows the direction and distance to all Targets, well those targets gain a gut feeling as to where the artifact is.
The Trail is a visible Red ribbon of light left floating in the air from where the Mark target Heart or center of mass is. Marked targets are able to be "switch on" to allow them to see the trails, Cheslav having a permanent implant allowing this.
Spend an Action. Select a Animate target within arm's reach. The target may Resist.
Your target is marked with a Spinal Stud. The mark can only be discovered with a deep medical inspection or Effect. 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. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. This Artifact can have up to 3 marks active.
You receive +2 dice to any rolls made against a marked target.
Marked targets leave a trail wherever they go that is visible only to you and those you teach to see it. This trail shows how long ago the target was there and is followable even when they are in a vehicle.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
The Blood bracers can be activated to summon a blood Axe into the wearer's hand. Throwing these Axes makes an incredibly loud boom. Once an axe is in hand, the wearer can throw as many as they wish. The solidified blood from these axes will shatter on impact turning into jagged needles that jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a throwing axe. It is roughly the same size as a throwing axe and just as difficult to conceal. Unless when bleeding, this Artifact behaves as its mundane counterpart.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
Artifact appearance: A normal looking playing card, specifically the 3 of hearts
Throwing Weapon: The Cardist preforms the move Flick, launching the card in the air, the normal card will fall back into the hand. While in the air will spawn a ethereal card seeking out its target
This Artifact produces ephemeral projectiles that can be used as a shuriken.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage.
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:
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: