Andrew Tate takes his microphone and starts a podcast.
Exert your Mind (unless you win a coin flip) and spend at least one Action to activate. Select a Sapient target within 20 feet. Communicate a command to your target. Roll Charisma + Alertness at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target will be fully aware that they are doing this task on your behalf and will inform anyone who they interact with that they were sent by you, though they may not view it as compulsory or against their will until the effect wears off. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-endangering or self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
The tool glitches the game, causing audible and visible subtitles to appear in the eyes of those the user speaks to. Their mouth goes blurry as they begin speaking universally to all people. The viewer can tell the subtitles are coming from the user, cause she's glitching.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
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.
A little electronic ball, when taken out and placed on an object, the ball uses the body energy to create a infinite cycle of feed for the nanites. Which will spread out from the ball and repair the object. On the flipside though, if it detects the object is in full working function, just missing fuel, it will absorb gravitational energy waves and latent signals, such as radio signals, xrays, UV rays, etc and turn it into a source of fuel for the machine. Though due to such exposure and change, the nanites within the machine will die out in 24 hours, requiring a re-establishment.
Exert your Mind and spend 60 minutes. 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 Intellect + Technology 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.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
If someone besides the driver enters the vehicle, a small silver button-like device drops onto their shoulder. it is only loosely attached and can be removed without much hassle, the adhesive only being strong enough that the device cannot just slide off or wash away (similar to a band-aid).
This piece of equipment sends all relevant information to the on-board computer of the vehicle where it can be read. At the same time the button can be pressed and will show direction and distance to the vehicle on a small display.
Each vehicle is able to connect to three targets to monitor at the same time and will replace the oldest first.
This Effect activates whenever someone gets into the vehicle. It does not require an Action or Exertion. Select a target within arm's reach. “Your target should be intuitively based on the triggering event. The target may Resist.
Your target is marked with a small silver button. The mark can be easily removed if it is discovered.
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. This Artifact can have up to 3 marks active.
Your Marked targets are all similarly aware of your direction and distance from them while the Mark is active.
The vehicle this advanced air filter is built into will try to filter and detect all toxins and similar out of the air.
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:
This looks and works like a VW Passat, an ordinary, but reliable car. It has been tinkered with and contains both enforced walls and the ability to be shrinked down to a keyring pendant that looks just like it.
Trust me, it's just very well optimized, nothing magical about it.
This Artifact can be used as a VW Passat. It is roughly the same size as a VW Passat but can be collapsed into a toy car keyring pendant and concealed. Collapsing or expanding it costs a Quick Action.
This VW Passat has armored walls. Any roll to pilot this vehicle receives +2 dice.
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: Responsible Driver (You have to roll Self Control if you want to disobey road traffic regulations). If they lose possession of this Artifact, the Trauma heals over the course of the next day.
A small flash of light travels from the Selenium glass to the Tellurium glass, as a ever-growing shadow grows on the targeted area. Depending on the wind, you might even hear a whistling noise.
Exert your Mind and spend an Action to activate. Select a Location no further than 50 feet from you and in your line of sight. This Effect cannot be used unless Must have a direct line of sight to the sky or be below a roof thin enough to be penetrated. The area within 20 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Brawn + Alertness at Difficulty 6. Targets inside the radius may attempt an appropriate Reaction at GM’s discretion. Finding a physical barrier to use as cover will cut total damage taken in half (applies after Reaction roll but before Armor).
If the Outcome is positive, your blast hits everything within 20 feet of the chosen Location with Damage equal to your Outcome + 3. Armor is fully effective against this damage.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. 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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
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.
The survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects: