The user inserts 2 American $1 coins into the slot on the radio, which disappears in a quick second as the slot dimly, briefly glows green. The radio begins to spit out quiet static, as the user sees through their clouded eyes the memory of the target.
The target experiences the wandering dead spirits of the world accepting their offer of currency, and showing them a memory they have witnessed in the world in exchange.
If David showcases something with emotional resonance to the target’s soul to the wandering spirits, they may use that resonance to find/track the target in the world and glean some secrets. The spirits may even comment on the item in question, whispering opinions on it into the user’s ears (ex: “Quite a large painting. This one you send us to look into must be quite gaudy…I almost don’t want to bother. But I suppose the toll is paid”)
David, while repairing the Thomas Edison Spirit Cellphone, managed to reverse engineer some of its more…unique components. He even found a small manual hidden inside, which described that, according to Spectrum S, wandering spirits in the world can make a great fuel source. David was disgusted at this discovery, and wondered what would happen if one instead offered them a coin of value for their troubles and aid, the way the Greeks did in the days of old. A modern day way of giving them Charon’s obol. So he set about constructing the Spirit Box, and soon the wandering spirits of the world became aware of his offer of coin.
Exert your Mind and spend an Action. Select an Animate target within 200 feet You may select a target at any range if you use up an Object of sentimental value to the target of the target. You must use up 2 American $1 coins in order to activate this Effect. You must maintain Concentration while the effect is active. Roll Perception + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.
You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”
Each memory takes as long to read as it takes to answer the question. When replaying a full memory, it is replayed in double time.
The brown fedora glows a soft white for the duration, slowly loosing brightness and fading to brown.
Expend a point of Battery and spend an Action. Select a Sapient being, human, Creature, or Dead target within 50 feet. Dead targets must have died within the past week, and you must have their remains in your possession.
The target can communicate in your language for the next 30 seconds.
You may only use this Effect once per target per day.
Its pendant form is a chain necklace, with an ornate sword being the centerpiece. This pendant can be enlarged into a broadsword, with a slight golden glow. The sword itself is well made, with olde English engraved into the blade, with the values of the knight's chivalric code. The scabbard is dark brown leather, but the overall silhouette of the sword is a simple European broadsword.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe but can be collapsed into A chain necklace, with a small pendant that looks like a sheathed sword and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
With the Connection Hal has to his bike now, it has transcended into a spiritual level now to where the thing can never be broken and will always tell Hal where to find her, nothing can break their bond.
This Artifact cannot be broken.
This Artifact's creator is always aware of the direction and distance to this Artifact.
An aura of mystical energy exudes out of the ring and envelopes the target, allowing the user to manipulate the set target within the space relative to the user's range.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
You gain the following benefits as long as must be unable to use sight. and you are wearing this Artifact.
Your senses are enhanced in the following way.
Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses. If one of these senses does become suppressed, you may Exert your Mind to end the effect.
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, containers, knots, or locks 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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.
You also gain the following effects:
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 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 shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
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”).
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). Your target should be intuitively based on the triggering event. 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.