These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes to activate. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
The serpent extends from Lau's hand, whispering dark things to the target, forcing knowledge from their lips.
Spend 2 Actions to activate. Select a Sapient target or a Creature within arm's reach. At the end of your investigation, roll Charisma + Influence at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
Any information you gather is spoken aloud by the target and made publicly available.
This Gift's Cost is capped at 2 and cannot be increased further.
While using the ranger cloak he is capable of understanding most if not any kind of creatures magically, all of which are from the enchanted nature of the cloak he wears.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
The user of this cloak's charm attributes increase by multiple stages, so much so that they receive a new skill:
Charm Offensive: Inflict such insufferable sweetness with your scolding, compliments, and greetings that they cause the target to care greatly for animals.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. Roll Charisma + Influence Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 7. If they are incapacitated or unconscious, they fail automatically.
If your Contested Outcome is positive, your target takes 1 point of Mind Damage and gains a new Trauma of your choice. The Trauma should be general and not specifically mention you. You should not have to be involved to trigger the Trauma.
This Trauma may be removed by Effects or mundane therapy, as normal. Targets that receive a new Trauma are aware that you are interacting with them but they do not view it as an attack or view the resulting Trauma as malicious. If their Trauma is treated, they will be able to see the reality of the situation.
While using the cloak a person may change their features to anything they can imagine, from gender to age and race. Allowing them to blend into the surrounding environment by adopting an appearance that could better fit into the region.
Spend a minute.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
This Effect ends if you take an Injury or are stunned or incapacitated.
A normal arm with skin over the robotic inside
Expend a point of Battery and spend an Action.
You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may turn this Effect on and off at will during its duration.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
The muzzle of the Rail Cannon pulses with energy as a small marble flies from the muzzle. Sparks and electricity arc off of it as it flies through the air.
This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The artifact holds at least one demon bound to obey the commands and will of the wielder and advance their interests. When used a demon crawl's its way out of the object, and leap out, looking for enemies.
The demon in this iteration looks like a small creature of shadow, about the proportions of a human 10-year-old, but stretched upwards to be thin and lanky with dark scales, blank white eyes, clawed fingers and thin leathery wings. When firing at range, they shoot dark blades that dissipate after impact.
The demon can speak, reporting on anything it sees, and apply a level of intelligence to understanding the world around it.
This artifact is made by summoning a demon, making a deal with it, and binding it to the object in a long ritual.
Expend a point of Battery and spend an Action.
Summon a single Sapient Bound shadow Imp at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.
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: