Marcus sets the item down, draws his gun, and presses the barrel to its surface like he’s taking its temperature. With a slow breath, he pulls the trigger—not to fire, but to open a thin, red slit in the air that hisses like steam and smells of rust and burnt paper. Without hesitation, he dips the object into the glowing wound, guiding it like a craftsman at work, his face unreadable. When he pulls it back out, the item looks exactly the same—no runes, no glow, just ordinary steel or plastic—but people still step back, uneasy, because they saw what it went through.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Can be used on 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. 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 , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see He bathes the items in hell portals.
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.
Possession of this Power grants the following Trauma at all times: Self Reliant- roll a self control roll to put your life in someone else’s hands.
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.
They look like a grey goo swarm.
Expend a point of Battery and spend a minute. Select a non-Alien Device within arm's reach. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The nano machines do not properly close the wound created by exiting the body leading to a sev-4 injury. Can be used on 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. If it is a piece of Armor, it instead receives half that amount as bonus armor rating, rounded up , and any armor penalty it causes is reduced by 1. If an upgraded shield and armor are both worn, the upgrade bonus does not stack with itself.
Upgraded items have half their normal weight, for the purposes of encumbrance.
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.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see nano machines rip out of his body, then repairing the gruesome wounds within seconds.
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.
While the original arms could be destroyed, after tinkered, they cannot be broken due to reinforced plating. They have central analyzers that scan their target before striking, adapting to their physiology and hurting them with whatever would kill them quicker.
This Artifact has been upgraded.
This Artifact 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 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.
Really, an upgrade is just another form of repair. The universal constructor is able to tweak an object to upgrade it.
Exert your Mind and spend a minute. Select a Device within arm's reach. Can be used on Alien technology. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you the item is broken. You must use up lithium-ion battery in order to activate this Effect. Can be used on Armor.
Lasts the next day. 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. 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.
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.
Despite the trauma to his body, Harold appears to have fallen into a coma. After a hour, he returns, the "killing" blow seemingly healed.
I awoke in a Victorian garden. Two mercury teacups sit on a table. The air smells like asbestos and something bitter. Sulphur? Across the table from me sits a skeleton, its eyes drilling holes into my soul. I know what it has come to tell me, even before wordless emotions tumble from its lipless mouth.
"Your time has come. Ashes to ashes, dust to dust"
I choke back my fear, then trembling, speak.
"Another few years, I beg of you. Am I not your most devoted servant? Have I not feared and revered you at every moment? How many have I sent into your arms?"
The skeleton sits emotionless, its jaw moving, speaking soundlessly.
"I have given you so many chances, Harold. But I must admit a sense of curiosity. Do you plan to evade me forever"
"Until death do we meet," I retort, half joking.
But it is already over. I am waking. Emotions begin to return to my body. Neurons fire randomly, an intricate web creating a tapestry of sparks. And so I return.
You gain the following benefits at all times.
If you would take an Injury that would kill you, you don’t die. Instead, you survive in an Incapacitated state. This state lasts for the next hour, at which point you fully return to life.
If, while you are unconscious, your wound level rises above your rating in Body + Charisma, or if you take an Injury with Severity greater than your rating in Charisma, you die. After you return, the Injury that would have killed you, as well as any Injuries sustained while Incapacitated, are healed. Battle scars obtained during this time remain.
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 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.