You place the windup key to the back of a toy, or similarly human representing golem. Twist for a minute until your hand begins to hurt. The toy will animate and grow in size to a friendly helper of the one holding the windup key.
This artifact relies on the cultural idea of toys, and the cultural idea of wind up toys, especially in the minds of children. The basic idea of these wind up toys is that you wind them up, then let them go and they move around doing toy things, seeming almost alive. This artifact takes that idea, and merges it with a few other ideas of ways to create useful servants to make an artifact capable of making useful friendly minions.
The ritual to create this artifact relies on a ritual involving
- A variety of children's toys which are popular in the shared imagination
- A collection of stories and myths about the Hebrew golumn
- Mary Shelly's frankenstein
- Carefully shaping the pattern of a wind up key while reading various relevant parts of these stories
Exert your Mind and spend one minute. This Effect cannot be used unless It is used on a toy with arms and legs which the artifact consumes.
Summon a single enlarged animated toy at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 1 minion active at a time.
An small orange, circular ‘chip’ with arachnid-like legs crawls and inserts itself in the target object, then lighting up with a ‘0u0’ expression as the object comes to life. When asked questions, it will respond in a robotic text-to-speech voice.
Exert your Mind and spend an Action. Select a household electronics within arm's reach which could fit inside a briefcase (15 liters).
Your target will become Animated for three hours. You may choose to end the effect at will, as a Free Action. This Artifact can only maintain one animated object at a time.
Animated Objects have the following restrictions and capabilities:
Asher's blades are the perfect prop for any movie set. They can be easily converted into any standard weapon to fit with the directors vision and the needs of the scene.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
A thin coating of nanite material has been applied to this plastic card, which can now change its outer form to become a driver's license, Passport card, government employee ID, security system badge, or any other form of ID or security pass the bearer wishes, including affecting the chip, mag stripe, or NFC components to generate valid responses on scanners.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Blank SLE4442 Chip Card and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Identification & Security cards. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.
A ball of living clay, moving about and responding to basic stimuli. If the user holds onto this ball and prays to those beyond for aid, their wish very well may be granted. From the clay emerges three steeds, clad with wings and patchwork flesh. They are bound to their creator, determined to keep them safe from any oncoming harm.
Expend a point of Battery and spend an Action.
Summon up to 3 Sapient Clay Pegasi at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
You may only use this Effect once per day.
You hold the badge to your head. You are able to quietly hear the sound of motorcycles as a door appears with the word B.A.C.A. on it. Three bikers wearing sunglasses and leather jackets with the B.A.C.A. Acronym on it step out. These are the ghost of three of the most devote B.A.C.A. Members who gave their lives, saving children.
Some of the things you see while on the job are truly gut wrenching. Some of those things can cause your body to physically revolt, leaving you with the feeling, that you could have done more.
“How about you pick on someone your own size!”
Exert your Mind and spend an Action.
Summon up to 3 Sapient B.A.C.A. Members at your location. They last for two hours or until they move more than 150 feet from you or are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Nightmares about child abuse. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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: