As the user begins to envision a blue print of the item in their minds Spindly Clockwork arms shoot forth from the item spinning, prodding and poking at a specific spot in the air. as these limbs continue their work a hole into a ghostly realm is forced open showing the infinite possibility of Perfected forms. They reach forward rapidly dragging out the items envisioned.
A Huge ghostly clockwork face using disconnected limbs can be seen crafting these perfected Forms, as it notices this breach it crushes it closed. the drone of gears grinding, scraping, almost pleading out for something can be heard as the rift is sealed.
Exert your Mind and spend an Action.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic but can include rare or complex materials (such as radium, gold, or drugs). You cannot create explosives. You may create firearms.
Roll Intellect + Crafts to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.
one of the tools on the multi tool is a simple rod that, while tapping against the object to be analyzed, can give the user a better understanding of the object.
Exert your Mind and spend 2 Actions to activate. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Crafts at Difficulty 6.
You learn all the following information about your target:
Heath's body immediately contorts and bends into a plane-like position as he moans and groans in agony and pain as he didn't want to have to resort to this: as his body becomes a fighter jet.
Exert your Mind and Spend an Action to activate. Make a Trauma roll when you activate this Effect.
You transform into Lockheed Martin F-35 Lightning no larger than a suburban home for one hour. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your body cracks and bends into the shape of a full-sized F-35 Lightning jet..
When driving fast electricity arks from the bike to the tires. As it surges with energy.
The power for the bike comes from the contractor's will to be free, but like the contractor is trapped to serve its purpose
This Artifact can be used as a Kawasaki H2R motorcycle. It is roughly the same size as a Kawasaki H2R motorcycle but can be collapsed into A black and blue backpack and concealed. Collapsing or expanding it costs a Quick Action.
This Kawasaki H2R motorcycle has A automatic License Plate adjuster and is fully electric. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The wheels cling to any surface with magnetic force . Regardless of the conductivity of the surface.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
With the right intent the bags insides extend far past there normal reaches. without it though the bag look empty.
I don't fly with pigs: you must make a self control roll to trust or respect the authority of police
This Artifact can be used as a container. It is roughly the same size as a backpack or motorcycle saddlebag and just as difficult to conceal.
Your backpack or motorcycle saddlebag holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your backpack or motorcycle saddlebag. They will have access to anything else inside but cannot break free.
If your backpack or motorcycle saddlebag 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 your 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.
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: I don't fly with pigs. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
Bankston Places a tuff of fur before himself and begins to write out a persuasive essay to the creatures soul that hes attempting to alter their mind. as he does so the pen draws upon his blood for ink draining him as he writes, after which he rolls up the tuff and starts to insert it into the persons body, there flesh seeming molding to accept the scrawled offering. while he's inserting the scroll he is forcefully bombarded with a flood of the creatures worst memories of crimes, requiring him to push past the flood.
Take a Severity-1 Injury and spend 1 minute. Select a Sapient target within arm's reach. You must use up Tuff of Fur in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Charisma + Culture 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, or you may remove all knowledge of one specific thing, regardless of time period, such as a loved one, a location, a prized possession, 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.
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.
Bankston Places a tuff of fur before himself and begins to write out a persuasive legal argument to the legal owner of the creatures soul, pressing the fur into the creature. as he does so a speeding flowing script of legal script flashes quickly across the furred document allowing those who speak the the law to parse the memories of the creature from the perspective of cold legal terminology.
Exert your Mind and spend 1 minute. Select an Animate target within arm's reach You may select a target at any range if you use up An object they used to perpetrate a major federal crime (I.e. Murder, Bank Robing, Drug trafficking.) of the target. You must use up Tuff of fur in order to activate this Effect. You must maintain Concentration while the effect is active. Roll Charisma + Culture at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.
You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but you cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each question you ask and memory you replay takes a single Round to read.
There's just something about a man in shades that is hard to pass by.
Exert your Mind (unless you win a coin flip) and spend at least one Action to activate. Select a Sapient, Living target within 20 feet. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Penalty ever exceeds 5.
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 +1 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: