The user draws a small piece of paper in which this artifact has been imbued onto and begins to rhythmically fold, unfold, and ultimately shape the paper into a form which resembles their surroundings. During this process, the user's mind is flooded with visions of the past, guiding their hands as they fold the paper at the risk of permanently damaging their psyche.
Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. At the end of your investigation, roll Intellect + Crafts at Difficulty 6.
You learn the following information about the area:
You cannot investigate the same area more than once per day.
When activating this effect, a little finagling is required to get the prototype to actually work - but once it's active, the artifact uses prediction technology to put itself in the way of danger, and actively protects the wearer: Either moving them out of the way or blocking hits for them with the light shimmer that outlines the exo-skeleton under their clothes.
Exert your Mind and spend an Action. Roll Intellect + Crafts 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.
This blade will never leave its owner's side. It rebukes those responsible for the first evil that its owner ever witnessed.
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.
Foundation Employees cannot hold or use this Artifact. They take a Severity 1 Injury each Round they touch or possess of the Artifact. It cannot be prevented or healed by any means until one day after they relinquish possession.
Whenever this Artifact is unattended and within 300 feet of its true owner, it will fly back to them. When not held or stowed, it floats beside its true owner, moving with them. While within 10 feet, the true owner does not need to touch it to use it.
The user writes in the journal using a writing implement that has been fully doused in a bottle of ink, manifesting a connection between their dreams and a target. As they do so, wisps of otherworldly color momentarily surround the target, beckoning them to fall into the dream. When they do so, they are enveloped into a dream world of the user's choosing, where a version of themselves exists as a guide for the target.
Exert your Mind (unless the target is already drowsy) and spend an Action. Select a single Living or Animate target or a Location within 300 feet. If you select a Location, all Living or Animate targets within 20 feet of the chosen Location, besides yourself, are affected. You must use up a bottle of ink in order to activate this Effect. Roll Charisma + Culture at Difficulty 6. Affected targets may resist by rolling Mind at Difficulty 6.
If you succeed, affected targets becomes drowsy for the next 30 minutes, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.
Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.
You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.
When activating this Effect you may attempt a knockout. If you do and your Contested Outcome exceeds 4, the target falls asleep immediately. Otherwise, they suffer the drowsy penalty for 2 Rounds.
The target can be compelled to take physical actions and use their senses by other Effects, and they will still remain asleep throughout. If this occurs, they will be obviously sleepwalking to anyone who observes them.
When an affected target wakes up, they remain drowsy for the next minute, and suffer a -3 dice penalty. If an affected target successfully resists being put to sleep, they will still become drowsy for the next minute, and will suffer the same penalty.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Tortured Poet: Your vitality is sapped by the journal, amplifying any pain you feel. Any Stress from your Body score is multiplied by 2. Hurt becomes -2, Wounded becomes -4, Maimed becomes -8, etc., Hand Of The Author: Writing in the dream journal has taken its toll over time. Called shots against your left hand do +2 damage. If an attack hits you which could conceivably hit your stomach, roll 1d10 at Difficulty 6. If you fail, the attack hits your soft spot and does +2 damage., and Day Dreamer: (You suffer a form of minor narcolepsy, as the dream journal beckons. Every hour, if you do not rest for at least thirty minutes, roll Mind at Difficulty 7. On a failure, you become drowsy and suffer a -2 dice penalty until you rest. If you fail this check again without resting or botch, you fall asleep. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
The user rips out a page from the journal which animates and protects them. The page is surrounded by an ethereal, dreamy mist which absorbs the power of incoming damage and sends it back in an intensified light.
Exert your Mind and spend an Action or Reaction. Roll Charisma + Culture at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 6 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of the Barrier Strength Parameter’s bonus. 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.
The user can manipulate people through weaving a story for them in the dream journal. To begin, the user douses their writing utensil of choice (such as their pen, quill, or finger) into a bottle of ink, which is then absorbed into it. Afterwards, they can spend a minute writing into the pages of the journal that creates a suggestion for a target, which they must communicate by the end.
Exert your Mind (unless the target is asleep) and spend one minute. Select a Sapient target within 20 feet. You must use up a bottle of ink in order to activate this Effect. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Culture 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, a conditional request, and an abstract goal. 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.
By sparking conversation while holding the journal, the user is able to ascertain a mystical insight into the target's inner dreams. While talking, the user subconsciously interprets the information by writing in the journal, using a utensil that has been imbued with a full bottle of ink.
Spend one minute. Select a Sapient target within 20 feet. You must actively converse with the individual in question for one minute in order to gather any information. You must use up a bottle of ink in order to activate this Effect. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
You cannot investigate the same target more than once per day.
Infused with the dreams, imaginations, and aspirations of the user, the journal maintains its binding, pages, and words no matter what damage it receives. Moreover, its connection to the user's dreams allow for them to manifest the journal no matter where they are.
Intended Use: Creative Writing
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.
If this Artifact is in no one else’s possession, its true owner may Exert their Mind and spend two Actions to bring it to themselves.
The gun is made of a few things that Ashley has made using a strange creature that has festered within her alongside a few things.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into Ring 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.
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.
Jason always had an interest in technology and making it better. Now he makes small spiders that can attach to technology and do his bidding. The technology is draining and takes to to complete. The small spiders will attach to the piece of technology and integrate into the tech by moving it or forming together to plug into it.
What makes the spiders creepy is that it is a small swarm of spider bots they have dark red eyes and brown and black fur.
(NSFW) https://www.latestly.com/socially/social-viral/spiders-swarm-australian-homes-to-escape-nsw-floods-viral-videos-will-give-you-nightmare-2387658.html (NSFW)
The spiders are small and integrate into the technology. Jason keeps the spiders in a small black box that he uses to operate.
Exert your Mind and spend 1 minute to activate. Select a Device within 20 feet. Does not work on Alien technology. Roll Intellect + Technology, with the Difficulty set by the GM depending on the security of the system you are hacking. Sapient targets can resist by rolling Mind at Difficulty 6. The hacking roll and their defensive roll are both Difficulty 6.
If you succeed, you may issue a single command to the targeted system. This command must have a specific outcome or be a request for specific login credentials. The command you issue must be within the machine's current capabilities. For example, you cannot order a standard security camera to grow legs and walk around.
When targeting non-computer devices, you may operate switches, buttons, dials, levers, and latches.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Creepy spider.
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.
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: