Day copies a glyph of "sooth mind" from her Grimoire onto the head of her patient, the upper ring of the glyph includes details about the Trauma, when it was recieved and how (in runic form). The lower ring of the glyph is the upper ring, written in reverse. Over the downtime, the rings slowly twist into each other, with each rune self-destructing with its negative form. When the last rune self-annihilates with its negative version, the mental trauma is healed.
Exert your Mind (unless you win a coin flip) to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Crafts at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
Day draws (with her finger, or her mage hand) a series of runes over where the injury is, days finger leaves behind faintly glowing lines as she works, the runes describe health, a lack of infection, healing etc. Once day has finished drawing the runes, they stop glowing, but form a series of tattoos over where the injury was, and the injury flows back together. Day must reference her grimoire while drawing, the runes she is drawing will show in her grimoire, and will glow faintly while she is drawing them.
The runes must remain uncovered, this includes cloth, makeup, paint and armor. Hiding the runes is allowed (Holding a briefcase by your leg so that the runes cant be seen is allowed). Generally, if the person who is marked could be considered to be "wearing" the covering, it is not allowed.
Day has some control over where the runes end up, if she is healing a lot of minor injuries, she can concentrate the runes somewhat, and she can move the runes slightly from the original position (to avoid situations that would be...pornographic).
Exert your Mind and spend 1 minute. Select a Living or Animate target within arm's reach. Choose a specific Injury on your target that has not yet been treated with this Effect and roll Intellect + Crafts at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain. Your patient is required to The healing leaves runes that appear to be tattoos where the injury was. These markings con not be covered for the next month. If they violate this rule, your treatment is immediately reversed.
The Cape is a dramatic, flowing garment made from a mysterious fabric that appears to be a blend of deep, shadowy black and dark crimson. The outer surface is silky smooth and reflective, glinting ominously in the light, while the inner lining is a rich, blood-red velvet that feels both warm and comforting to the touch. The collar is high and stiff, reminiscent of classic vampire attire, and it clasps at the neck with an ornate, silver brooch shaped like a bat with ruby eyes.
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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
This Artifact's creator must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
When Lucas activates the barrier, the cape undergoes a dramatic transformation. The outer fabric darkens significantly, absorbing surrounding light and casting a shadowy aura around Lucas. Spectral, gnashing teeth appear along the edges of the cape, moving and clamping as if eager to bite. A faint, sinister hissing sound accompanies the visual, enhancing the eerie atmosphere.
As an attack comes towards Lucas, the cape responds by flaring out, the spectral teeth gnashing more fiercely. The attack is visibly absorbed by an invisible barrier that forms around Lucas, the impact creating a ripple effect through the darkened fabric. Observers would see the attacker’s blow deflected and feel the supernatural force of the cape’s defense.
Expend a point of Battery and spend an Action. Roll Dexterity + Alertness at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
The barrier will fall after two hours, 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.
Ambergris is a once living horse empowered by Billy's fire, and either takes its original form, a flaming horse, or that given to it by Tommy Morse, a motorcycle with an explosive exhaust.
This Artifact can be used as a motorcycle or horse. It is roughly the same size as a motorcycle or horse but can be collapsed into a whistle and concealed. Collapsing or expanding it costs a Quick Action.
This motorcycle or horse has flaming accents and a malleable form. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
This item is a living thing. It counts as a Creature when targeted. If destroyed or abandoned for more than two days, it dies and becomes unusable.
I read an incantation from my tome, becoming enwreathed in a redish orange energy and expel dragonic fire from my mouth
Exert your Mind and spend an Action. Select a Location no further than 40 feet from you and in your line of sight. The area within 25 feet of the chosen Location immediately and obviously becomes imminently dangerous. Roll Intellect + Occult 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 25 feet of the chosen Location with Damage equal to your Outcome + 4.
Any flammable Objects within the radius during the blast will catch fire, and any being who takes at least 4 Damage will catch fire. Starting the Round after they caught fire, flaming targets take 2 Damage per Round until the fire is extinguished.
Julian Vasquez lays on the black top, spit on his forehead as Jason and Jessica walk away laughing. The need for justice fills his heart and he looks down at his Amulet, Paranoias amulet. he grabs it and red light glimmers through his hands. He calls out for Paranoia and his calls are returned. A demonic figure blood across his body bursts from the floor grabbing Jessica by the throat and using its twisted claws to shape Jessica's face into that of a pigs. Julian smiles, justice is served.
Exert your Mind and Spend an Action to activate. Select a Living target within arm's reach. Roll a single d10, Difficulty 4. If you fail or botch, the Effect fails and you cannot activate it again for an hour. Roll Charisma + Influence at Difficulty 6. The target may roll Body, Difficulty 7, as a Free Action to resist.
If you succeed, the target receives a new Battle Scar of your choosing, limited by the contested Outcome:
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 spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
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 +4 Weapon Damage. The target's Armor is fully effective against this Damage.
You also gain the following effects:
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 can be used as a container. It is roughly the same size as a 80 liter backpacking pack and just as difficult to conceal.
Your 80 liter backpacking pack holds 5 times what it normally could. Objects stored inside are weightless.
Living things can be stored in your 80 liter backpacking pack. They will have access to anything else inside and may attempt to break free, damaging or destroying the 80 liter backpacking pack in the process.
If your 80 liter backpacking pack is destroyed, things inside may get out, and it will cease to function until it is repaired.
Only you may open and close the container. 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.
This Artifact's creator is always aware of the direction and distance to this Artifact.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).