The user crosses their arms in an X shape as a field of low-frequency soundwaves is produced from the artefact and emits a wave of inaudible but heavy vibrations to push objects away, with the user being able to tweak which animate objects can and cannot be repelled. The participants feel an intense vibration passing through them regardless of whether or not it repels them, however, when it does repel them, the vibrations feel like an intense wall of weight pushing them back.
Originally a prototype for hearing tech that could amplify the user's hearing, it had the major side effect of sending out intense sound waves to the user, deafening some, so it was scrapped. One day, while running away from home, Jarret had come across the tech in one of the many trashcans he had come across, did a little tweaking and made this gear usable... Well usable in a different manner at least.
Exert your Mind and spend an Action. Roll Brawn + Alertness at Difficulty 6. Any Animate targets may resist by rolling Mind at Difficulty 7.
Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.
Iryna’s skin begins to crack and pull apart as sickly, dangerous light is allowed to escape. Her essence, the source of her life and change is laid bare to the world and allowed to be free. Penetrating any wall or barrier and ignoring most armor as it flows out, wave after wave of toxic light.
Take a Severity-1 Injury and spend an Action. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. The area within 45 feet of you immediately and obviously becomes imminently dangerous. Anyone in the area has 1 Round to attempt to escape. During the next Round, on your Initiative, roll Brawn + Athletics at Difficulty 6.
If the Outcome is positive, your blast hits everything within 45 feet of you with Damage equal to your Outcome + 2. If you botched the activation roll, you will also take full Damage from the blast, otherwise it will not hurt you.
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 you. The damage decays by 2 each Round.
Anyone who takes damage from the blast is knocked back away from you by a distance equal to the radius. They must succeed a Body roll, Difficulty 9, or be stunned for 1 round.
You may only use this Effect once per day.
N@N0, until recently, was not capable of much, but now imbued with the power of the contracts, they can move from one technological device to another to gather information and record.
When moving to a device like a computer or phone, a person looking for them will find N@N0's avatar. On something without a screen, they will find a small, harmless color-changing arc of lightning.
Exert your Mind and spend an Action. Select a Location within 10 feet. Make a Trauma roll when you activate this Effect.
You place a ward, which is fixed to its initial location. You can hear and see through the ward as though you were standing at its location. You may have at most 1 wards running at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.
An extremely small black dot appears on a point in the body of Thomas' choosing. While this is happening, Thomas' pupils go red like a photograph with flash.
Exert your Mind and spend an Action. Select a target within 20 feet.
Your target is marked with black dot on the skin. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's vital status, injuries, direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 3 marks active.
You may activate another Effect through your Mark as though you were standing at its location. This destroys the Mark.
You receive +2 dice to any rolls made against a marked target.
After his first contract Jack found himself with a terrible battle scar. After being unable to find others to help him, he took matters into his own hands. He got himself a ring, The Ring of Promise, to heal his major battle scar and any other battle scars in the future.
Expend a point of Battery and spend an hour. Select a Living or Animate target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
A tiny blackberry, slightly smaller than a fingernail. When pressed and smeared onto an object, a small, thorny blackberry bush immediately grows through the object and reinforces it, holding it together with sturdy, winding vines. Unfortunately, the plant tends to penetrate aggressively, and once it withers away, it leaves a handful of thin punctures in its wake.
Marcielle's fifth attempt at cultivating the perfect crop. Its initial growing circumstances have caused the cultivar to experience dwarfism as a whole, unfortunately making it not viable as a mass crop. Thankfully, the berries are very sweet and safe to consume by living things.
Spend a minute and use up this tiny blackberry. Select a non-Alien Device within arm's reach. Can be used on 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. Upgraded Armor is shredded by half the normal amount. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.
The Ninja always prepares a few smoke bombs ahead of time to get out of sticky situations. They can fill a room with smoke in an instant and last long enough for the Ninja to make an escape or find an opening for attack.
Spend an Action and use up this smoke bomb.
You create a hemispherical dome of smoke originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:
Who wouldn't want one of the mad scientist's famous implants? All it takes is a little time and a few terrifying experiments, and you too could be a better you!
Warning: not fully tested on humans. Risk of dry mouth, upset stomach, or lost limbs. Do not consult your doctor before signing the liability release.
Exert your Mind and spend eight hours. Select a Living or Animate target within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you cause a major Battle Scar instead of an augmentation. Your target must make a Trauma roll to reap the benefits of this Effect. They may choose to Resist the Effect and not make the roll. The target can easily Resist.
You may add one augmentation to your target. Each augmentation counts as a Battle Scar and can have exactly one of the following Effects:
The augmentations you provide are not outwardly visible nor obvious.
The hacker is capable of crafting bottles of nanites. When poured on a broken object, the nanites go to work restoring it to a functioning state. The goop shimmers and crawls, sparking with blue electricity as it reforms broken parts.
Spend 10 Rounds and use up this a bottle of metallic fluid. Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, dice penalties do not apply.
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.
The aquamancer shifts into their elemental form and melds into a nearby collection of water, only to reform shortly out of a different source of water within line of sight.
Exert your Mind and spend 2 Actions. Select a Location within your line of sight , and which is directly adjacent to water. You must be within arm's reach of water to activate this Effect.
You are transported directly to the chosen Location. You must wait an hour before activating this effect again.
All it takes is a flick of your hair and a bat of your eyelashes, and you’ve got their attention.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Performance at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for Contested Outcome in Rounds. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.