A container filled with a glowing orange substance called Estus, restoring their health.
Expend a point of Battery and spend 15 minutes. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics at Difficulty 8.
If you succeed, the Injury is reduced in Severity by your Outcome, unless it had Severity 4 or higher, in which case its Severity remains the same. 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.
Anyone wearing an artifact with this Tengri shaman enchantment will have the ability to sprout an additional arm from their back, as long as the arm is able to immediately get a hold of a melee weapon. In the blink of an eye the item will send out veins and skin, made from the same material as the weapon it will grab, to the location on the body where a new arm will bulge out.
This complex set of anorganic and organic parts works like an archaic magical computer and destroying the limb will result in it needing to be fixed by a shaman with the help of divine powers.
It is said that great warriors in past times wore many of these enchantments at the same time, a sword in each additional arm, appearing as if they grew wings made from wood and steel, which led to the spell receiving its name: The Iron Wings.
You gain the following benefits as long as the limb only operates a melee weapon and you are wearing this Artifact.
You gain an additional limb that functions as a standard human arm and hand.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
You may turn this Effect on and off at will during its duration.
Your Extra Appendage counts as an object and can be hacked or targeted by any Powers that affect objects or machines. Injuries to your Extra Appendage cannot be healed by Powers that affect living things but may be repaired during Downtime.
The nano bots from out of specialized entities and exits to create a defense bubble around something forming a barrier from incoming attacks of course they are still machines which can and will break given enough damage.
Exert your Mind and spend an Action. Roll Intellect + Technology 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. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
"Please think carefully before you use this."
The Portable Sun appears to be a small sphere (slightly larger than a tennis ball) that resembles a miniature sun. The artifact emits a faint light and is warm to the touch. The Portable Sun's texture is weirdly fuzzy and glass-like, feeling similar to how one would expect television static to feel.
When activated, the artifact will glow brighter for a moment, before quickly launching a fiery solar flare at the target. The flames dance through the open air, fizzling out into nothing if they fail to find a suitable target. Upon colliding with a target, the solar flare sets it ablaze.
Having learned about the possibility of crafting magical items during the events of Don't Look Up, Andromeda sought to craft something of her own. By channelling her mind, magic, and passion, she was able to create the first Portable Sun.
Spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire).
You may start a new fire as large as a torch's flame at your target. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 2 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the target’s Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
A small silver ring with linked blue boxes engraved into it.
The user extends their hand towards the target. When they do thin tendrils extend from the ring and search for purchase on the wearer. The tendrils attach and start sucking small amounts of power from the user as they continue to crawl along their body before retreating after the hack is done.
The user's packaged will and commands are transmitted through the ring and then antenna tendrils towards the target.
Expend a point of Battery and spend 1 Action. Select a Device within 300 feet. Can be used 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.
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 Ring tendrils.
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: Irrational anger and disrespect of people who have truly shoddy security setups.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The data gathered from Laz's age changes have now allowed a greater understanding of cellular reconstruction. Laz's device now secretes nanites constantly into the user's bloodstream through dermal absorption. Activation reads brainwave patterns to determine the envisioned form and adjusts smoothly, preventing the tearing, gore, and nudity of the previous system. Yes, bones still shift under the skin, and clothing is reconstructed but in a much less disturbing display. Further, the reconstruction need no longer be actively maintained. Once complete, it remains until changed. Releasing a form, however, does still cost the wearer an exhaustive amount of energy that must be recovered.
After the events of a previous Contract, Laz wanted to be anyone else. Eliza helped him work out how he can be. Now he finds himself doing business with another face
Exert your Mind and spend a minute.
You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.
The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
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.
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 +0 dice to any Mind resistance rolls you make. You also gain the following effects: