A tinge of brine and the scent of saltwater hits the air as the tip of the trident forms, compresses and fires out a compressed shot of high-intensity saltwater at the target
Spend an Action. Select a Living target within 45 feet. Roll Brawn + Occult Difficulty 6. The target may contest by rolling Body, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6.
Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
If the target receives an Injury, they are knocked back 5 * Severity feet.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
Extracting a bloody lump of meat from the tome and hurling it to a nearby location, it bubbles in place for a few seconds before expanding into a fleshy sphere covered in gnashing teeth, claws, matted hair, and curved horns.
Expend a point of Battery and spend an Action. Select a Location within 50 feet.
Select one of the following alterations to create out of flesh originating at the target:
The alteration begins to form when you activate this Effect and finishes forming on your initiative in the next Round. Until it finishes forming, it is not guaranteed to function.
This alteration lasts one minute but may be prematurely destroyed or altered. Your alterations may be broken through with appropriate tools. Anyone attempting to break through must roll Brawn + a relevant Ability. A cumulative Outcome of 3 across all attempts breaks a hole large enough to move through. See the extended system text for GM guidance on various tools.
You may end this Effect prematurely as a Free Action.
His Mama makes him Talens that he brings on missions
Spend 2 Actions.
You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.
The new appearance must have a similar sex, age, and race to your own. You cannot significantly change your height and weight. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.
You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
To know means to understand. We successfully extracted the archetype and materialized it, and the observer reshaped it into a weapon.
This is why we highly regarded the act of observation.
The eye sockets of the hollow skull stare into sins, and the crown of thorns casts blame. Those who are willing to spill blood for the greater good will be readily given approval for its use.
This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
"The people you love will remember you as yet another victim that lost their head. This is still a battlefield."
You gain the following benefits as long as you are wearing this Artifact.
You have 4, which reduces incoming damage from all sources of physical attack except PALE 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.
"I... didn't want to remember the people I loved anymore..."
This Artifact can be used as a shotgun. It is roughly the same size as a shotgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +10 Weapon Damage.
You also gain the following effects:
"Further experiments were canceled. Scientific ethics decree that all footage of those who participated in the experiment is to be kept sealed. However, the incident left us no choice but to review the footage of the Containment Unit."
Exert your Mind and spend 1 Action. This Effect cannot be used unless Penitence weapon is equipped.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may use this effect to sanitize a 15-foot radius, destroying all poisons, toxins, diseases such that they are inert and cannot affect any new targets
You may only use this Effect once per day.
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This Effect activates whenever Targeted for more than 2 rounds.. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into Gazed for 3 Rounds. You have access to all of your Powers while you are Gazed, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 3. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into Face disfigures into a lock with an eye on it, much like the abnormality.. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
Your alternate form renders you unable to speak any human language and incapable of fine object manipulation. You can only hold or grasp objects in a crude, clumsy way.
Whenever you enter Combat, roll Self-Control. If you fail, you cannot choose which targets to attack and cannot stop fighting until there are no targets remaining.
SPEND 3 PHYSICAL SEVERITY TO ACTIVATE THIS EFFECT; DOES FULL DAMAGE TO ALLIES IN THE BLAST ZONE.
"A single bullet ain't enough… Until echoes of gunshots and plumes of smoke bury all that I've ever remembered…!"
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Location within 150 feet. This Effect cannot be used unless FELL BULLET EGO IS FULLY WORN & AGENT OF DISCIPLINARY. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma. The area within 50 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Dexterity + Firearms 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 50 feet of the chosen Location with Damage equal to your Outcome + 10.
If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
"The gaze from the keyhole is fixed on its target without ever stopping. No one knows what it wanted to peep at so dearly. As long as this is equipped, ambush won't be a concern."
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The user verbally communicate with the target and induces a value shifting effect that forces the target to see you as a trusted friend. The wood on the bracelet shifts and vibrates when the communication happens.
While it is difficult to exert one's own will upon another Sapient being utilizing Causal Diction alone; this cluster of interwoven living wood allows the user to encapsulate that Will in a more enticing manner. It is not so much mind control as it is bending the victim's values to align with the user. Thus, making sentient beings more pliable for manipulation. The wood bracelet itself reverberates when Causal Diction emanates outward in close proximity. Producing a kind of boosting affect against minds that would withstand such a Will under normal circumstances. This is not however, a guaranteed success. As the target(s) may still overcome its mind-altering effects given enough mental fortitude. Be wary of your surroundings and intended audience before use.
Exert your Mind and spend at least one Action. Select a Sapient target within 20 feet. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence 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 Contested Outcome in hours. 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 is unaware that they are under supernatural influence and feel they are acting of their own free will. 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. 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-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 may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action. This interrupts Concentration.
You are equally bound to follow any command you issue.
It is simply not your time to be hit. Reality itself sees you as the main character and assigns you plot armor. Rendering most attacks ineffective. An obvious warm glow radiates out from your person, softening blows or having them redirected away from you.
The user radiates Causal Diction to the point where it begins to interact with the world around them. On paper, this might seem like a barrier that blocks incoming attacks against the user. However, it would be more accurate to state that objects drawing close to this radiated energy become filled with the desire to miss the intended target and deviate from their chosen course. If more than will the user is exerting is put into an attack, not all of its force will be diverted. It is imperative to understand that this is not a shield. It is merely an interaction between fundamental forces of the universe.
Spend an Action or Reaction. Select a Animate target within arm's reach. Roll Charisma + Influence at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
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. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
The mountain top is surrounded and being carried by a collection of clouds. Edible plants are abundant as the ground is overflowing with vitality. The mountain top becomes alive and manifests a nature spirit, they must drink 5000 gallons of water once a week. This fuels the clouds, plants, and pond.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a two inch diameter orb of clouds and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has a grocery store aisle's worth of fresh produce, water purifying pond, and cloud camouflage. 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.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.
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 and just as difficult to conceal.
Whenever you show this Artifact to someone, you may give a general description of an Object within the category of forms of identification, and anyone who hears the description and sees the Artifact will have their mind fill in the details to complete the illusion.
The way the Artifact is seen 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.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You are obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you from other, additional senses fails automatically. If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Take a Severity-1 Injury and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
Spend an Action.
You may lock, unlock, and/or open any number of doors, locks, or locked targets within arm's reach of you. Cannot be used on Alien technology.
If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.