Henry takes a seat in front of the workbench, letting out a breath. The materials assembled, there was only the last step. Transferring control over to Lith, he tried to relax.
Activating the AAIA protocols requires embedded complicated arrays of nanotechnology into the item in question, and the only good source is currently the forges inside of Henry's bones. It's an unpleasant process, having your bones mined. But one must grit their teeth and tolerate it. Occasionally, various tools from the workbench are used, using copper and silicon in the place of missing pieces.
At the end, assuming the process worked as intended, the item lifts off, emitting an ultrasonic burst identifying its serial number and the fact it's currently slaved to Lith.
Stellar Navy regulations strictly prohibit the allowance of artificial intelligence operating independently of its master. However, as with all regulations, they can be bent, or broken, in emergency situations. AAIA Protocols are a set of protocols that allow such independent operation.
Typically Henry could activate them verbally, but a malfunction in one of the coproceessors in his suit leaves it unwilling to activate the protocols automatically. A manual process is... unpleasant.
Take a Severity-1 Injury and an Action. Select a Inanimate target within arm's reach which could fit inside a rolling luggage bag (50 liters). This Effect cannot be used unless the user is in front of an electronics workbench. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you you suffer the 'lost hand (left) battle scar, and the item you are attempting to animate is damaged. You must use up a set of carbon rods, along with a small pile of copper and silicon in order to activate this Effect.
Your target will become Animated indefinitely. You may choose to end the effect at will, as a Free Action. This Artifact can maintain a max of 4 targets animated at once.
Animated Objects have the following restrictions and capabilities:
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the user's left hand is disassembled with a set of lasers, exposing the bone. They then begin to remove some marrow from inside, fusing it into the item being animated. This is an exceedingly painful process.
With the Connection Hal has to his bike now, it has transcended into a spiritual level now to where the thing can never be broken and will always tell Hal where to find her, nothing can break their bond.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
the user touches the chess piece and shadows expand from the point of contact and cover the users hand, the user can then swing their arm to fire a pitch black Needle towards their target that disappears on impact.
When using "not quite flying" the users fires the needle and it stays connected to their arm dragging them along with it until it hits its target, during this the user is coated in a faint veil of shadows
This Artifact produces ephemeral projectiles that 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 +3 Weapon Damage. The target's Armor is fully effective against this damage. Attacks
You also gain the following effects:
I through dust on them and when activated it makes the target look visibly older for a second then affects appear
Exert your Mind and spend one minute. Select a Living target within 25 feet. This Effect cannot be used unless the dust must cover them a good amount. You must use up items made from downtime in order to activate this Effect. Roll Intellect + Occult at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by priest's prayer.
You may cure any target you’ve afflicted at any range as a Quick Action.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
You may only use this Effect once per day.
Sora takes the mask from his belt as places it on his face. Chains then erupt from the mask, wrapping around the target as they are forced to face their weaknesses. After which they recieve their augment in the form of a spectral being assisting them. (Flavor of being decided by target but must match effect)
Exert your Mind and spend 30 minutes. Select a Living or Animate target within arm's reach. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Trauma and can have exactly one of the following Effects:
By transplanting a body part from an Alien being, you can grant an intrinsic Effect from that part to the subject. Its power level should be limited to one Gift Point or less.
The augmentations you provide are not outwardly visible nor obvious.
When drawn from the pocket its a small squared device, pressing a button on top makes it unfold and reveal a screen and the ray casting part on the other side making it like a triagle. When used to scan an object a ray is casted from top to bottom covering the surface of the scanned object, after some time the data is processed and shown on the screen with a three dimmensional representation of the object
The casted ray will bounce on the surface revealing fingerprints or any trail left from the previous user, this is digitalized, processed and analyzed to determine who its previous user was based on a databased maintained with the people linked to current contract
Expend a point of Battery and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Intellect + Technology at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin. It is roughly the same size as a javelin but can be collapsed into a pair of bronze bracers and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks
You also gain the following effects:
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. Others can still destroy it to get at the contents
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.