These batteries are the size and shape of a Mobile cellphone charger, made of a dense silver metal alloy, full of some glowing green liquid. When activated the cracks and breaks melt gently glowing back into place. These devices disperse no radiation and are extremely stable that the energy stabilizes when the container is broken, so it is completely safe environmentally.
Exert your Mind and spend 10 minutes. Select a Object within arm's reach that is of any size. You may target Alien technology, so long as you have an understanding of its intended function. More than half the target object must be present in order to begin repairs. Roll Intellect + Science at Difficulty 6.
If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target. If your target only requires fuel or power and is otherwise in working order, this Effect costs no Exertion, and the target is fueled/powered for the next 24 hours.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: a compulsion to protect the environment. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
A custom rifle designed to be used with James Sutton's exosuit. Double the size of a standard rifle, the firearm can configure into different ammo types depending on the situation, hot swapping between standard semi auto rifle ammo, shotgun shells and slugs, and armor penetrating sniper ammo.
This Artifact can be used as a rifle. It is roughly at least twice as large as a rifle and cannot be concealed on your person or disassembled for storage. Unless Wepon can only be used with the exosuit, this Artifact behaves as its mundane counterpart.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
Opening the adventuring bag reveals a cavern of interior pockets, nets, and subsections.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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Expend a point of Battery and spend an Action.
Your Stress from Injuries is reduced to 0. Lasts three hours. Does not reduce Stress from Mind Damage.
The creature, once imprinted with the genetic makeup of its host, is able to seamlessly replicate the look, feel, and functionality of a regular human arm, with the added ability of sprouting a jagged blade from the palm. The creature will subconsciously drive its host to consume more than the average person in order to glean some sustenance and sustain itself.
The creature requires a genetic imprint of the original limb that it is replacing, and must entirely consume the limb that it replaces. If the original limb is regained, it ceases to function, reverting to an amorphous wad of fleshy substance.
If the artifact this gift is attached to has the Sultende Klo gift as well, it may be used as the grindhouse weapon in place of a regular knife.
Disfiguring - Host
You are the host to an exceptionally ravenous creature that drives you to consume more than the average person. Every 24 hours, you must consume at least 4 pounds of meat in addition to your body's regular needs.
You gain the following benefits as long as you allow the creature to consume and replace your arm and 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 be used to attack in exactly the same manner as a knife.
You may turn this Effect on and off at will during its duration.
Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Host. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Your Extra Appendage is incapable of fine object manipulation.
A pendant that upon wearing, will inject nanites into the body through the pores if the pendant doesn't identify nanites in the body. It will generate more nanite and inject them into the until it is sufficient amount
These nanites are special nanites that through advanced research and technology, takes the spot of certain cells. it perfectly recycles the cells within the body, creating what is considered impossible, a infinite energy loop cycle. The pendant acting as a central motherboard. When the pendant is removed, the nanites in the body deactivates.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any food, water, or sleep in order to survive. Any roll to resist an Effect dependent on any affected requirement automatically succeeds.
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: