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You gain the following benefits as long as you are wearing this Artifact.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Danile has always liked computers. Now he can use them easily without having a problem. He creates a small USB device and hands it over to the user.
Expend a point of Battery and spend 2 Actions to activate. Select a Device within arm's reach. Does not work 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. The hacking roll and their defensive roll are both 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.
If your command does not require bypassing the security of the target (for example, typing on a computer that is unlocked), you do not need to Exert your Mind to activate this Effect, and activation only takes a single Action.
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.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Must be helpful to anyone with a Kevin bracelet. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
These days, being smart is hardly enough to solve mysteries. Sometimes you have to shoot them in the face. Sometimes you want to shoot them in the face, because forgiveness is a learned weakness.
Upon you, we bestow knowledge accrued from three minds past. Never thought you'd become an ammunitions expert, did you?
Well?
You have everything you need.
What are you waiting for?
On shooting:
Shooting a gun is very much like deductive reasoning. At least, that's how Koriol imagines it'd be - he's barely held a gun his entire life, and suddenly he finds that he needs it more than ever. Ready, aim, shoot - you'd have to be pretty accurate in both cases.
On schematics:
As the 4th Knobbler, Koriol has gained access to schematics that allow him to forge certain weapons. While the Knoblobber is far from a normal gun, all he really needs to do is change up the size and shape of the barrel and cylinder. The mechanics can't be that different. Now, you have a revolver... hey, who else used revolvers, again? No, not that guy, the other one...
This Artifact can be used as a crossbow. It is roughly the same size as a crossbow and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +2 Weapon Damage. Attacks do not require a successful called shot to do 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: Doorknob Compulsion: Anytime that you come across a doorknob or doorknob-shaped object, you must succeed a Self-Control roll to resist the urge to steal it. If you fail, you may Exert your Mind to overcome the urge. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
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. This will not open security doors on its own.
This armor is projected outward from a smaller object (such as a ring or bracer). It appears as a slight shimmer in the air, with a purple color whenever it reflects damage.
This armor is infused with the idea of protection and the Hippocratic oath. The armor must have an image which resembles a shield, likely wings that look like a shield.
It is made with a ritual that uses
- Strong metals, titanium
- A write up of the Hippocratic oath
- Shield Iconography
- A shield pattern worked into the armor
You gain the following benefits as long as you are wearing this Artifact.
You have 8 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Your Armor’s rating is increased by 2. If you do something that Damages, restricts, or otherwise directly, negatively affects another being, your Armor’s rating is decreased by 3 for one minute. This penalty does not stack with itself.
You plant your feet — low, predatory — and your knees bend like you’re ready to lunge.
Your hands curl slightly, claws flexing out from the fursuit’s gauntlets, and the fur along your shoulders and arms rises sharply, standing on end like a living animal ready to strike.
As you draw in a deep, almost silent breath, the seams of the fursuit stretch over tightened muscle —
you seem to bulk up slightly, not supernatural growth, but like your entire body tenses in perfect readiness.
Then it happens:
You throw your head slightly forward, shoulders rolling, and you roar —
a brutal, guttural blast of sound that isn’t just heard — it hits.
The air distorts in a visible shockwave around your chest and mouth, like a concussive burst.
Spend an Action. Select a target within arm's reach. Roll Charisma + Influence Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 2.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 2.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
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:
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: