The next in Louis's foray into computer science is a little cartridge for his SEAL units. Simply retrieve one from your pack, and slam it into the machine and it'll perform an automated hack of the targeted device! Though fingers that are too fast may find themselves encountering a slight bug, as mashing the input as you input the cartridge has been known to cause the device to encounter a null error and hack itself, but, we promise we're working on that!
Exert your Mind and spend 1 minute to activate. Select a Computer within arm's reach. Does not work on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you disable the artifact for a downtime as it hacks itself.. Roll Dexterity + 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.
You may issue a "self-destruct" command that leaves the hacked system's hardware inoperable, even if that machine had no such functionality previously.
Every hack you make leaves behind A gif of a seal clapping and arfing. in the system as a personal "calling card" that informs anyone who uses the system that the hack occurred.
With a little elbow grease and 21st century know how, this artifact can help you find all sorts of strange things while out on a journey. Through the science that founded radar combined with a little magic, this item can find all sorts of strange things hidden in the world around you and when you are out and about on the hunt you'll be glad you brought your SEAL.
Louis's introduction to the contracting world being so rife with artifacts has made him question what else may be out there, and curious to find more, he's begun digging into ways to do so. This gift is the harbinger's answer to his request for a way to sate that curiosity.
Exert your Mind and spend at least two Actions performing the following ritual: Transcribing details about the area into the scanner to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
You automatically detect all Artifacts and Supernatural Energy Concentrations within 50 feet of you for the next ten minutes. You have a clear sense of both the distance and direction towards any detected items. You get details of what each detected item is, as if you've glanced at each object.
Even if there are no Artifacts or Supernatural Energy Concentrations within 50 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
wip
Exert your Mind and spend an Action. This Effect cannot be used unless being injured..
You transform into an Aasimar for 30 minutes. You have access to all of your Powers while you are an Aasimar, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2. You do not suffer any Stress while transformed.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
A handbound leather notebook, with weathered pages and many leather carvings over its surface.
This Artifact is indestructible.
If this Artifact is lost, in tact, and in no one’s possession, it finds its way back to you during the next Downtime.
You are always aware of the direction and distance to this Artifact.
If this Artifact is touched by someone other than you, you are alerted and learn the toucher's appearance, direction, and distance at that moment. You may use a single investigation Effect on them once at any range.
From the outside, it just looks like the user is recording the target, however each glint and readjustment the lens makes magically sends a message to the target, only discernable by them.
you must get a full body scan of whoever you are recording as you do a stereotypical youtube click baiter intro like so: "Hey guys! So today I found these two guys and we see who gets to listen to my orders in a game of Simon Says!!! Make sure to like, comment and subscribe to see more videos from your favourite relevant YouTuber, YA BOI!!! And make sure to use the link below for 10% off your nearest (insert shill here)"
Exert your Mind and spend one minute. Select a number of targets equal to your Charisma within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Influence at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action, a conditional request, and an abstract goal. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. Commands may force a target to violate one of their Limits, and they will need to make a Trauma roll once the suggestion wears off.
You must have some means of communicating this command to your targets, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
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.
The zone is a pure white area of just cameras, mics, props and a massive studio set, from the outside, nothing is going on, it looks like a basic Hollywood or high-budget Mr Beast video. If noticed, the ridges of the dome gleam an unnatural domed-out white shape. The user is taking a landscape photo, refilling the camera with camera film as they do so. They also slightly knick their hand in their haste as they begin taking the shot from the camera's glass
They also slightly knick their hand in their haste as they begin taking the shot from the camera's metal seams as he quickly moves the camera around.
Take a Severity-1 Injury and spend an Action. You must use up camera film in order to activate this Effect.
You create a hemispherical dome of a large video set with bright white lights and mics and cameras hanging everywhere originating at your Location, with a radius of 60 feet. and lasting for 2 hours. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:
Your zone blends with the environment, seeming to arise naturally from local effects. Observers who roll Perception + Alertness and achieve an Outcome 4 or higher notice that it is unnatural.
You may only use this Effect once per day.
The user shoves a memory card in the camera as they take a picture of the area they plan on blowing up, and a very poorly edited explosion appears in that area, looking cropped and trimmed with a green screen effect. the explosion works as normal, this causes the memory card to burn up and fall out of the camera, no longer useful.
Funnily enough the green screen explosion doesn't make things burn though because it quite literally isn't even real.
Expend a point of Battery and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. You must use up memory card in order to activate this Effect. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Charisma + Influence at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total Damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Damage spreads to targets beyond the edge of the initial radius, decreasing by 2 Damage for every 5 feet traveled. For the next 3 Rounds following the initial blast, this Effect will deal a new blast of damage to any targets remaining within range of the chosen Location. The damage decays by 2 each Round.
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.
Gun with an eyeball on the side
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
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:
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: