After using the device's camera to "scan" yourself, the device will extend a tiny needle from its headphone jack, and instruct you to deposit a DNA sample. Pricking your finger with the needle, will cause it to retract, and after a moment of displaying "Analyzing..." the device prompts you to describe the affliction to be repaired. Once Described, the item dispenses from its charging port an amount of green-grey putty with the instruction "Please apply to affected area, and remain still." Applying the putty will cause it to animate, forming the understructure of whatever missing or damaged tissues are present (for internal battle scars, it seeps into the pores and can be felt moving inside the body.) The putty is a mass of loosely connected nanites, which set to work reconstructing the affected tissues and organs over the course of an hour as the device displays "Nanotic reconstruction in progress. Do not move", until "Repair Complete!" and cheerful smiley face appear on screen. The battery indicator on the screen will then decrease by 33%. This indicator will charge by 33% each day. Any attempt to use the device at below 33% will result in an "Insufficient charge" message.
With his Mind/machine interface in place, Doctor Lazcowicz is now experimenting with new functions. In this case, after extruding a small number of nanites into an existing computer, smartphone, or smartwatch he can use them to reconstruct the internals of the device. Enhancing onboard cameras into medical scanners and using the raw materials of the circuit boards within to construct a nanite factory, the device now acts as a controller and dispenser for specialized nanite piles that will reconstruct scarred and damaged body parts at a cellular level to make them good as new! Sadly the device's original functions are no longer present, but this is a great way to recycle ewaste!
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.
The grooves of the wooden crook glow, emanating outwards until it appears to explode out and cover a 15ft radius with a golden bubble.
Exert your Mind and spend an Action or Reaction. Roll Brawn + Alertness at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
Exert your Mind and spend 1 minute.
Choose a specific type of Water which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Brawn + Athletics to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You may produce Fresh water with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
The iniator becomes to glue and pulsate with a churning red-energy blast at it's barrel: before promptly firing, and given the correct operations / calibration, results in corrected-cancerous "Healing".
Exert your Mind (unless the target has cancer) and spend 2 Actions. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you give them, instead, un-reversed fast-acting cancer.. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Intellect + Technology 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.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the inator fire a ray of pure cancer, stimulating cancerous growths and bulbous flesh-melting which very quickly "rolls" and "melds" back into the body to return one to normalcy..
The Primordial chooses the form of a small cyclone, wind and water converging to make up its most harmless form.
Exert your Mind and spend one minute.
You transform into a small, swirling cyclone of water and wind that shifts from the size of a basketball to a person for the next day. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.
While in this form, you can squeeze through any gap that a rodent could fit through. You may fly at your standard movement speed.
Damage from standard attacks is halved, but Damage from AOE effects is increased by 1. You may spend an Action to reduce one of your Injuries’ Severity by 2, as long as you obtained the Injury while transformed and the separated pieces could reasonably be rejoined. If you would die from Injuries sustained while transformed, you instead live, but the only action you can take is Reforming.
You cannot communicate, use equipment, or use Gifts while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
Possession of this Power grants the following Trauma at all times: Of Nature - You have a fascination with nature and its creatures. (Whenever you would see a wild animal, roll Self-Control or be forced to interact with it out of curiosity).
A beautiful low-pitched G String piece of classical music is played with The Golden Fiddle (the piece being played is Air on G String by Johann Sebastian Bach). This produces a giant transparent-ish shield, with a clef insignia in the middle, to form from the fiddle.
Exert your Mind and spend an Action or Reaction. Roll Charisma + Performance at Difficulty 6.
If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next Outcome + 2 Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival 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.
The survivalist is an expert at wildlife survival in any natural environment. Even in the harshest climates, they have the capacity to find food, water, and shelter.
Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.
Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Survival 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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store units of water in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief to activate this Effect.
You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.
You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.
You may choose to equip any equipment you withdraw at no additional cost.