When wearing these shades which are not courtroom appropriate attire. If staring directly at an individual when they lie to you there’s a good chance they will feel nerve wracking guilt.
This Effect activates whenever When An Individual Lies to the wearer. It does not require an Action or Exertion. Select a Living target within 45 feet. “Your target should be intuitively based on the triggering event. Roll Charisma + Influence at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.
If you succeed, for the next minute, your target will do things they otherwise wouldn’t have done, inspired by Guilt. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
If any affected target takes or deals Damage, this Effect ends.
The clown takes aim at a target with his peculiar gun. When he pulls the triger, a bullet doesn´t come out. Instead, what comes out is a flag with the word "bang" on it. The experience may scar the victims mind and leave them traumatised.
Exert your Mind and spend an Action. Select a Sapient or Creature target within 20 feet. This Effect cannot be used unless The target looks at the gun while it is firing. Roll Charisma + Influence at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 8 with a -3 dice penalty. If they are incapacitated or unconscious, they fail automatically and their Outcome is 0.
If the Contested Outcome is positive, the target takes Mind damage equal to the Contested Outcome. If you deal at least 3 Mind damage, the target will gain a new Trauma selected by you (the GM can overrule you at their discretion). This Trauma may be removed by Effects or mundane therapy, as normal. Affected targets are aware that they are being attacked and can generally tell who did it.
Left for her by her father, who she believes possesses the truck, the tow truck has been made into her livelihood and home.
This Artifact can be used as a tow truck. It is roughly the same size as a tow truck but can be collapsed into set of keys. and concealed. Collapsing or expanding it costs a Quick Action.
This tow truck has ________. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Nice Guy complex: must make a Self control roll not to stop and help someone who has broken down.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
While Route Witches usually only listen to the road, Faira also listens to her truck.
This Artifact cannot be broken.
If this Artifact is lost and in no one’s possession, it finds its way back to its creator during the next Downtime.
Anyone but this Artifact's creator must Exert their Mind to wear this artifact or activate any of its Effects.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
An object brandishing these neuron-like engravings infuses the wearer with a magical energy that let's them stay mentally active for 24 hours a day. The user can also decide to put themselves into a sleep-like full body stasis, making them independent from any need for resources, while keeping their mind awake.
If you want to study faster, 30% more waking hours are a very efficient way to do it.
These magical markings let the body synthesize an unknown chemical which keeps the glymphatic system active during waking hours, so body and mind are able to keep functioning without restriction.
You gain the following benefits as long as you are wearing this Artifact.
You no longer require any sleep in order to survive. You no longer age naturally, and supernatural attempts to age you fail.
You may spend one minute entering a state of hibernation, during which you are inanimate and unaffected by any requirements for life. You may still perceive the outside world and may spend 3 Rounds ‘waking up’ to end it.
An array of metal wires shoot out from the gauntlet, lodging themselves in a surface to allow extraordinary movements.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
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 +1 dice to any Mind resistance rolls you make. You also gain the following effects: