The artifact holds at least one demon bound to obey the commands and will of the wielder and advance their interests. When used a demon wearing a human form crawl's its way out of the object, and leaps out, looking for enemies.
The demon in this iteration looks like a beautiful human with dark eyes, black hair, and dark nail polish. When not attempting to hide it, they trail little bits of shadowy smoke, and bend shadows and light around them oddly. They have thin leathery wings that peel out from their back when they take flight. When firing at range, claws from their hand break off becoming needle like knives in the air.
The demon can speak, reporting on anything it sees, and apply a level of intelligence to understanding the world around it. It will die defending anyone it is ordered to defend.
This artifact is made by summoning a demon, making a deal with it, and binding it to the object in a long ritual.
Expend a point of Battery and spend an Action.
Summon a single Sapient Human seeming Bound greater shadow deceiver at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most one active at a time.
An attachment consisting of an injector node, capsule case, spring loader and inscribed with hunter sigils, designed to pump anointed blood into the system and purge impurity.
Exert your Mind and spend 1 minute. Select a Living target within arm's reach. This Effect cannot be used unless the target does not use an Alien effect sourced from their body for a number of Rounds equal to the Severity of the Injury healed and you load a blood capsule (requires a quarter pint of mammal blood and a quarter pint of salt and iron mix, plus an hour of time at a workshop). 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.
Tiny electronic robots emerge from the ring and burrow under the users skin. They crawl along under the dermis creating quickly moving bulges that travel into the users fingers, down their hand, past their wrist, and into the forearm before ballooning outward and spreading all over the body. The feels like their nerves are on fire as the tiny insects crawl along the internals of the body before finally arriving at the nerve receptors for the eyes and nose respectively. Once at the eye the user would see their tiny legs begin to snake into the their vision from the periphery. The nanite needs the eye to be looking forward so as the cornea moves to the side to see the legs they retract while legs on the opposite side continue to snake forward. Once the eye is stationary enough the bug legs lock it into place and another nanite crawls from the back of the eye and enlarges over the cornea. Once in place it's tiny legs inject past the cornea and into the optic nerve behind it. Afterwards the user sees a thin HUD outline of what the other nanites have already found relayed back to the user. As for the nose once the nanites are in place at the nerve ending the user would have a sudden drop where they couldn't smell anything for a few seconds followed by the smell of metal and burning plastic for a bit, then the new senses would be online. The nasal cavities become filled with tiny nanites buzzing and humming from inside.
Tiny nanomachines begin to pour out of the ring and skitter around the user in an outwardly growing sphere. They burrow into floors, walls, roofs and doors and continue to move unnoticed with the user for the duration of the ability before dissolving. While active the bots scout slightly ahead and ping back information to the ring that they emerged from, mainly focusing on electronic items but also recording interesting smells and cataloguing them for investigation.
Expend a point of Battery and spend an Action. This Effect cannot be used unless Nanites require area with active power or enough to last them the duration of the ability(at minimum car battery).
Your senses are enhanced in the following way. Lasts for three hours.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Cornea HUD, Nose Hive..
"Wevill unroll the large tool from it's bandages,and retrieves an unusual weapon, some type of javelin adorned with strange twisted lines as they were resembling spines, and at it's tip, lied an intimidating skull of a sword fish, at normal distance, it actually looks if it were out of bones,but if you look closer it's was solid and sharp,made out of pure steel.
He pins the weapon to the ground,soon after several identical but translucent copies of the weapon take form around him.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
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: fear of underwater. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
a code is entered into the keypad, to determine the injectors effect, and then the syringe is plunged into the target, causing their body to warp as they are rapidly mutated into a hypothetically evolved state.
Expend a point of Battery and Spend an Action. Select a Living target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you create an effect opposite of what was intended. A negative battlescar becomes a beneficial mutation, and vice versa. Roll Intellect + Science at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
Your alteration "heals" over the course of the next month, after which it is fully cured.
A shiny, glistening handgun that appears to hold sentence. The colour of the handgun changes based on the user's current emotion.
After exerting a significant amount of time and mystical energy into this handgun. It has been imbued with a life of its own and cooperates with its owner to prevent any harm coming their way. It seems to be able to speak telepathically with its wielder yet cannot be heard by others.
This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal 6 Weapon Damage. The target's Armor is fully effective against this damage.
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
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: