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.
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.
Dr. Grayson is an experienced cyberneticist. She can create and cure many ailments associated with lost limbs. After an hour of surgery most limbs can be replaced. The addition of the replaced body part can possibly be rejected by the patient and can be quite traumatic to their homeostasis.
Exert your Mind and spend an hour to activate. Select a Living target within arm's reach. Your target must make a Trauma roll when you activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar will heal immediately.
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.
The neckerchief, unrolled, is designed to be the perfect size for use as a triangular bandage for first aid. This neckerchief, well seasoned with being near Bu Fang when he was cooking with Squid and cuttlefish, this leads it to developing and taking on the aspects of such creatures. Allowing one to suck on the artifact while using it to wrap around the wound. Within a minute, the scar starts to restore itself...
Edit: Fine support power, needs a better name & flavor as you can & no doubt will be adding it to artifacts that are not neckerchiefs
Exert your Mind and spend a minute. 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 thin coating of nanite material has been applied to this plastic card, which can now change its outer form to become a driver's license, Passport card, government employee ID, security system badge, or any other form of ID or security pass the bearer wishes, including affecting the chip, mag stripe, or NFC components to generate valid responses on scanners.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Blank SLE4442 Chip Card and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Identification & Security cards. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results.
The finger that the ring is applied too has the skin peel back around the ring and is fleenced all the way to the palm. In the opening thousands of tiny insects (nanomachines) flood out of the ring and into the opening created in the hand. Tiny lumps can be seen under the skin traveling into the body of the one they are healing. While healing the target the nanobots can be felt crawling within the targets body and are puked out upon completion
A simple silver ring with a single blue box with the number 0 etched into it. Uses Ram to power uses of it.
Expend a point of Battery and spend 2 Actions. Select a Living or Dead target within arm's reach. Your target must also Exert their Mind to activate this Effect. 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. Choose a specific Injury on your target 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. Your patient is required to Healed person can't share true name for the next month. If they violate this rule, your treatment is immediately reversed.
If you begin healing an Injury on a target that has been dead for less than a minute, and your healing reduces their Wound Level to a non-lethal level, their life is restored.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Finger bugs.
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:
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: