The mad scientist produces thorium cores that can be used to upgrade tools and other devices. The core supercharges the item, increasing its quality and rendering it indestructible for a period. However, once the core runs dry, the object is rendered less useful than it was before. The core crackles with blue electricity while active.
Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The creations of humanity bend to Nikki's will. Car doors open, locks find themselves unlocked, all to enable her unstoppable drive.
Spend an Action. Select a Non-Alien door, container, knot, or lock within arm's reach.
You may lock, unlock, and/or open your target.
Paula places her hand on her ride and smiles "Lets pimp this ride." She then takes a small motor engine and places it in the back of her skateboard motorizing it.
Exert your Mind and spend 1 Action. Select a non-Alien Device within arm's reach. You must actively and obviously use vehicle to activate this Effect. Cannot be used to improve Armor.
Lasts the next day. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
You may choose a second valid Device target while activating this Effect and splice both targets into a single new Device. The newly created item has the same size as the larger of the two initial targets, and can be used to perform the same actions as either of the original items. It receives 2 to those actions for the next day.
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.
Carlyle calls to the slumbering spirits that rest within the ancient weapons he spent so long restoring. Carlyle takes his hands and covers the weapon he desires to restore to its former glory. It takes about a minute for him to awaken the specter that waits for the day that it can rise again. He slides his hand across the blade as the rust, wear, and tear from all the years of lack of use just disappear. The weapon is as powerful and glorious as the day it was forged. For the next hour, it is even more powerful than it was before. But, after this hour, the weapon tries to catch up to this use and ends up in even worse condition than when it was restored.
Exert your Mind and spend a minute to activate. Select a non-Alien Weapons created at least 200 years ago within arm's reach. Cannot be used to improve Armor.
For the next hour, your target receives 2 extra dice to all actions taken with its intended use.
Upgraded items have half their normal weight, for the purposes of encumbrance.
After the Effect ends, any upgraded targets suffer a -2 extra dice dice penalty until they are either repaired or upgraded again.
Hammer in Hand Eldrienne imprints her will onto an object with each strike. An etheral energy moves around her arm to the hammer and back again. She takes the object's potential and unlocks it in the way only a true master can.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must actively and obviously use a Jeweller's Hammer to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Upgraded weapons count as any material your opponent might be particularly vulnerable to. Upgraded Armor cannot be circumvented by called shots. Upgraded Devices do not run out of fuel or energy.
Reinforced siding with micron-scale thaumaturgic reinforcement on every surface, from the air hose to the muffler not a single part of this beauty is going to be anything less than perfect by the time Cleatus is done and he's not about to have his lovely lady Bessie in anything less than the most pristine shape so he's snagged some of those repair nanites from the foundation so even when it gets blasted it puts itself back together again before you can blink.
This Artifact has been upgraded.
This Artifact receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.
The aristocrat knows a ritual that allows them to rent the best version of any item. They set $10,000 worth of cash on fire and place the item to be upgraded in the fire as well. While in the flame, the item morphs into a high-end version of itself. After a while, it reverts.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. You must use up $10,000 cash (or equivalent) in order to activate this Effect. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 3 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +3 Weapon Damage instead of additional dice.