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.
A badge displaying the symbol and Acronym for the Bikers against child abuse. It is a sign against the wickedness of people who think that what they do to these poor children is allowed.
You hold the badge to your heart and remember what you are fighting for. The badge begins to slightly glow before filling you with determination.
Seeing a child be abused is unforgivable.
It is our duty to make sure these kids stay safe, no matter what it takes.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
a rune-carved stone is worn on a necklace around the Dragon Slayers neck, allowing them to create a defensive layer of glowing multi-coloured light around themselves, warding off attacks and reducing the damage the Dragon Slayer receives. The Dragon Slayer can focus on their Ward Stone in order to amplify the effect, at the cost of a further supply of Mana.
Edit: After further refinement, the Ward stone now provides a constant level of protection, though it can still be amplified by channelling more mana into it, causing a glow of Octarine light.
You gain the following benefits as long as you are wearing this Artifact.
You have 3 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 penetration. It cannot be circumvented with Called Shots.
When you act,
the fursuit moves with you — seamless, alive —
and your presence rips the center of gravity out of the world.
It isn’t rage.
It isn’t fear.
It’s gravity.
Every motion — the flex of your paws, the slight ripple of your fur, the glint of your gaze —
pulls the senses inward.
To predators, you are a rival too strong to ignore.
To prey, you are the storm on the horizon.
To the lost, you are the guide through the dark.
To the angry, you are the challenge that cannot be resisted.
It doesn’t matter why they fixate — only that they do.
Their eyes lock.
Their minds narrow.
The world collapses into you —
and for a few heartbeats,
you are everything.
Exert your Mind and spend an Action. A number of Sapient, Living targets within 50 feet who can perceive you through no greater than your Charisma rating are affected. Audiences or mobs with a singular focus count as one target. Roll Charisma + Influence at Difficulty 6. All affected targets may resist by rolling Mind at Difficulty 7.
If you succeed, the targets will keep their full attention focused on you for as long as you maintain Concentration. They will automatically fail any rolls related to noticing anything other than you.
If you pass from their perception and they are unable to pursue you, the Effect ends. If they can follow you, they must do so for 2 Rounds or the Effect will end. The Effect ends early if the target is Injured or violence occurs nearby.
This does not affect the target’s opinion of you or their mood, and they may take any Actions while affected (including attacking), as long as that action centers on you. Fascinated targets cannot Concentrate.
A small sphere resembling the full moon. The artifact emits a faint light and is cold to the touch. It feels like a bumpy stone with a few craters here and there.
When activated, the Portable Moon will grow brighter, bathing the targeted device in ghostly moonlight. The object will start to grow fur and claws, slightly increasing in size and displaying symptoms of lycanthropy. Upon being fully transformed, the object will snarl, growl, or howl whenever being used for its intended purpose.
Exert your Mind and spend a minute. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.
Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see the object gain the attributes of a werewolf (Monsters).
Wearer feels their mind to wrap around their pain and blocks it. The eyes of an observer can see an assortment of glyphs surging across the body to where a blow was easing the pain into nothing.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries is reduced to 0. Does not reduce Stress from Mind Damage.
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: Illusion of pain: You can convince yourself everything was a glancing blow. Every time you take damage, roll a Self-control roll. If you fail you act like there is no harm done to you. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
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 +0 dice to any Mind resistance rolls you make. You also gain the following effects:
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: