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.
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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.
The lucky charm is grasped with one hand, and a glow emanates from in between the user's fingers, which brightens until it is blinding. After a moment, the light dims, and the transformation is complete.
Exert your Mind and spend a Quick Action.
You transform into a humanoid made of magical flame, cycling through the colors of a washed-out rainbow for 30 minutes. You have access to all of your Powers while you are a humanoid made of magical flame, cycling through the colors of a washed-out rainbow, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2. You do not suffer any Stress while transformed.
You hold out the imbued coin and chant the trigger phrase and blood seeps out of your nails. The blood pools and boils until 3 seemingly human butlers rise from the puddle. They are servants of the god of ultraviolence, they despise all those which cannot bleed for they cannot pay the red tithe. The butlers all appear middle aged, with bald heads and well groomed mustaches. They wear red and black tuxedos and carry an era of professionalism, despite their love for bloodlust.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon up to 3 Sapient Battle Butlers at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. They will attack any nonliving, Animate targets they encounter immediately and will ignore your commands to do otherwise. This Artifact may have at most 3 minions active at a time.
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: hemophilia: Unstablized wounds worsen in half the time.. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
When “The Firm’s Uniform” is activated, the transformation it undergoes is both subtle and imbued with an air of professional gravitas. The artifact, perhaps initially resembling a nondescript piece of legal attire or accessory, begins to shimmer with an ethereal gloss reminiscent of the polished sheen on a lawyer’s briefcase or the gleam of a well-maintained courtroom. This visual cue is brief, serving as a prelude to the transformation, much like the opening remarks in a meticulously prepared legal argument.
As the item changes, its edges blur momentarily, mimicking the effect of pages flipping rapidly through a legal tome, searching for the right precedent or statute. This transition is smooth and deliberate, echoing the precision and confidence of a seasoned attorney presenting their case. The new form materializes with the precision of a well-drafted contract, each detail snapping into place with the finality of a judge’s gavel.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Clothing and just as difficult to conceal.
Exert your Mind and spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Clothing. 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.
The knife is so well maintained that, at just the right angle, even space in front of it seem like but for moments. Splitting apart and revealing the otherside.
Edit: Good enough as is
Spend an Action or Reaction. Select a Location which is at most 75 feet away horizontally or 15 feet away vertically. If you are using this Effect as a Reaction, you must travel at least 10 feet.
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.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
When you use this Effect as a Reaction to dodge, if you Exert your Mind to activate the Effect, you do not need to roll; your dodge is automatically successful.
A knife that Bu Fang maintains carefully, a chef knife that while simple, has stuck with bu Fang since his old restaurant. It's nothing special, not from heritage, from some deep adventure, just from a stall that he bought from in his teen.
Yet it grew with him, witnessed his skills, his emotions and sweats, effort poured into the blade until it decided to repay him back his efforts, becoming a knife that is specifically from Bu Fang, by Bu fang, for Bu fang.
Edit: Fine, but will see some changes with the update
This Artifact can be used as a knife. It is roughly the same size as a knife and just as difficult to conceal.
Attack by rolling (Dexterity or Brawn) + (Melee or Brawl), Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is reduced to 1/2, rounded up against this Damage.
You also gain the following effects:
Edit: Knife is invulnerable, enchanted, & gains +damage to both modes thrown/melee without needing to buy them up separately.
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.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Edit: Return is superior to Mjolnir & they both can stack. 2 extra points that could be used here, bought down damage in favor of the damage bonus from functional upgrade, as it applies to both thrown & melee
This Artifact can be used as a throwing knife. It is roughly the same size as a throwing knife and just as difficult to conceal.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +1 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks
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:
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: