This kid's sci-fi toy blaster lights up and flashes and makes the same types of noises you'd expect from the original, but it also fires out a red energy beam at the target like from some cheesy sci-fi movie or TV show. Also noticeably the beam is very harmful to living beings.
Also, of note, being a toy, it seems more accurate the more dramatic you are rather than based on eye-hand coordination.
Exert your Mind and spend an Action. Select a Living target within 50 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 4.
Whether it be a needle or a small pad built onto another item, the Hydra Injector acts as an endlessly regenerating source of Morgan's hydra oligactis infestation. When properly utilized, various tendrils reach out into the body from the point of injection, letting loose a variety of small shocks to speed up the body's natural healing process.
Treatment wears the body out a bit, leading to some fatigue and general weakness. Recovery should only take an hour or so, after which you'll be good as new.
Expend a point of Battery and spend an hour. Select a Battle Scar on yourself to treat.
The treated Battle Scar heals as you finish activating this Effect.
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.
A two-handed sledgehammer usable not only for combat, but primarily its functionality on smithing and item-crafting/upgrading. Approximately 1.5m long, the hammer looks like a modern industrial dwarven contramption powered by steam.
Exert your Mind and spend a minute. Select a non-Alien Weapon within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target 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.
The deep red gem at the centre of the necklace releases a cloud of black miasma, which coalesces into the form of a horse, capable of running long distances without tiring, or needing food or water. It can be recalled into the necklace at will.
This Artifact can be used as a Shadow Horse. It is roughly the same size as a Shadow Horse but can be collapsed into a necklace with a deep red gem in the centre and concealed. Collapsing or expanding it costs a Quick Action.
This Shadow Horse has Plate Armour, Saddle, Reins. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Integrated into the helmet of whatever it may be that you are wearing, sending 'Mana' passed and all around the head area, creating some sort of Faraday Cage stopping outside influences from taking hold. seems to block incoming influences as well as limiting the impact of those that make it through.
Although it is to be known that it either fully stops the effect or it fully takes hold with the 'Mana' reinforcing whatever the effect is.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Mind resistance rolls you make. You also gain the following effects:
It is a rose gold watch which can tell the time. When the crown is held down with a wounded creature within range the tentacles shoot out from watch. The reach out and begin suturing the wounds back together. The process is long but painless. The effectiveness of the suturing is based on the users ability to convince the entity to help. Afterwards the recipient has an avoidance to seafood, especially calamari.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Charisma + Influence 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 they cannot eat seafood 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 The caster communes with an eldritch entity to heal the recipient.
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 +1 dice to any Mind resistance rolls you make. You also gain the following effects: