Zak's new unlockerator devices will open any and all locks. Target the lock and open the unlockerator's interface and plays a small mini game to defeat the mechanism. Once the game is complete, the lock pops open.
Expend a point of Battery and spend at least two Actions performing the following ritual: operate the unlockerator's interface to activate. Select a door, lock, or locked target within arm's reach , which is no more complex than a personal safe door or a keycard reader. Cannot be used on Alien technology. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You may lock, unlock, and/or open your target.
A watch
The device is a portable library of intergalactic genetic data that allowed the wielder to alter their DNA at will and transform into a variety of different alien species, each with their own unique abilities.
Expend a point of Battery and spend an Action. This Effect cannot be used unless you hit the watch to activate it..
You transform into all, all, or any region-appropriate small or medium-sized animal for two hours.You are unable to revert to your original form at will and must wait for the duration to fully elapse before returning to normal. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you do not have access to any of your 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.
While transformed, you may speak and use any Influence or Communication Powers you posses.
A giant sword on its blade the word "Cometfell" is engraved in gold.
This Artifact can be used as a great sword / giant axe. It is roughly at least twice as large as a great sword / giant axe and cannot be concealed on your person or disassembled for storage.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
You turn on and turn up the volume of your wireless headphones and they surge with thick black shadows before dying down when the cast ends. For the next ten minutes your shadow will whisper translations from any sapient target around you as well as taking control of the motor control of your mouth when you speak, allowing you to speak flawlessly in whatever language your target speaks.
When concerning other facets of communication, your shadow will interpret anything you see to you in real time.
Exert your Mind and spend one minute.
You may understand and communicate to humans and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
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.
The Claw of Akhekh is an old Gauntlet that magically bonds to a host, taking the place of their right arm. It is made of a strange living metal, and is similar in shape to the claw of a dragon. It possesses numerous mystical abilities, including the power to stretch and warp its shape, extending over 30 feet from its wielder. It is intelligent, capable of independent action from its wielder, but can be controlled through the magical bond it creates, as well as feedback from the tendrils it extends into the body of its wielder. The Gauntlet can remove its tendrils from the Wielders body and be removed, but this removes the benefits it grants to the Wielder.
You gain the following benefits as long as 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. Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can stretch to reach an additional 30 feet.
Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.
The Claw of Akhekh is a powerful weapon, capable of tearing through flesh and armour with ease. The strengthened bond with its Wielder allows it to draw on arcane energies the Wielder isn't using to strengthen its strikes.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
Your unarmed attacks deal +4 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
A pinch of sand thrown upon the ground. Once imbued into the leylines it attracts other sand within the material it's on to bend to the casters will.
Exert your Mind (unless you are Sculpting) and spend an Action. Select a Location within 50 feet. This Effect cannot be used unless Inspected if the area contains sand. You must use up A pouch of freshly ground sand in order to activate this Effect.
Select one of the following alterations to create out of Sand (Silica) originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts three hours but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 6 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may sculpt your walls, domes, or tunnels as you create them, without any additional activation time or cost.
Anyone who tries to climb or move across your alterations takes 2 Damage each time they do so. Such alterations are obviously dangerous.
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: