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.
Johnny raises his fiddle, drawing the bow across it’s strings, shining golden in the light, and using his expert fiddling-skills he distracts the audience.
Spend an Action. Select a Animate target within 50 feet who can perceive you through. This Effect cannot be used unless Johnny must be able to play his fiddle.. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If you succeed, the target will keep their full attention focused on you for Contested Outcome in minutes. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
You may Exert your mind to compel a Fascinated target to begin moving towards you.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
The soles of these things are actually, like, smooth to the nearest micrometer. No friction, no fuss. You're running over stuff like it's hot butter. This is less useful than it sounds, though.
You gain the following benefits as long as you have not used an action for anything besides an All-Out Sprint this round and you are wearing this Artifact.
Whenever you use your Movement, after all other calculations, the distance you may travel is increased by 25 feet.
If you were moving quicker than you could without super speed and go a Round without using your Movement, you collapse and must remain immobile and resting for two Rounds.
A loud, heavily modified Triumph motorbike, the Thunderhog rolls down the road at tremendous speeds. Yuria drives this bike with consummate skill, able to steer and play her guitar at the same time.
This Artifact can be used as a Triumph Bonneville T140. It is roughly the same size as a Triumph Bonneville T140 and just as difficult to conceal.
This Triumph Bonneville T140 has all the features of a regular motorbike. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Any time you need transport, you focus for a second, and you hear a loud revving. The Thunderhog rolls on forwards from out of the black, flames bursting from its tailpipe
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
The injection site is located at the most damaged section of the patient. Once injected the site turns into a flesh slurry, sloping down the injury site until it suddenly firms up taking on the original undamaged shape.
Exert your Mind and spend 2 Actions to activate. Select a Living or Dead target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Medicine 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 Cannot betray any contractors. for the next month. If they violate this rule, your treatment is immediately reversed.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As they feel their blood boil inside their veins, causing them intense agony.
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Expend a point of Battery and spend an Action. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect. Your patient is required to Avoid betraying any contractors. for the next month. If they violate this rule, your treatment is immediately reversed.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see As the scarred area bubbles and overflows with cancerous growths in the shape of screaming faces..
He basically does a Johnny Cage by pushing back his shades and gets into a fighting stance
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +0 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
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: