Deep Cover When you go deep undercover, sometimes you lose yourself

2
Requires Seasoned
This Artifact allows you to temporarily cease to exist.
Used by Bill Brenner, Created by BobDylan530.
On Signature Item Bill Brenner's US Passport.
(It is obvious that you disappear and reappear. You must use this Artifact obviously when activating this Effect.)

By flipping to a specific page near the back of his passport, Bill can temporarily phase his physical self into a small pocket realm contained within the passport. He cannot affect the real world while there, but is still able to perceive himself and his consciousness as existing, and may return to the location from which he vanished at any point (he will return automatically after a few minutes, as the pocket realm is unstable and cannot remain structurally sound much longer than that).


Exert your Mind and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect.

You phase out of reality for up to 10 minutes. During this time, you cannot perceive or affect the outside world but may take mental and self-targeting Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Community Activated Gifts

Exert your Mind and spend an Action to activate.

You and any clothes or equipment you are wearing are partially obscured from sight for the next minute. All attempts to detect you using sight are rolled at a -3 dice penalty.

Entering Combat or being Injured will end the Effect. When the Effect ends, it is disabled for 1 minute.

  • GMs should use their discretion when determining the exact impacts of this Effect, particularly in conjunction with environmental factors. Standing still against a complex background may render you impossible to detect, and footprints in snow may make it easy. A chance to detect you is not guaranteed.

This Effect activates whenever Short Fuse procs, or Trevor becomes angry. It does not require an Action or Exertion.

You transform into a red, hulking figure for 3 minutes. You have access to all of your Powers while you are a red, hulking figure, 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 2. 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 -2).

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.

While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.

If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend an Action.

You gain an additional limb that functions as a standard human arm and hand. Lasts two hours.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Whip.

You may dedicate your extra Quick Action to contest any attempt to escape your Grapples. If you do so, you roll your full dice pool to contest and retain your Action.

Your extra appendage is not connected to your nervous or circulatory systems, and you will not take damage if it is hit by an attack or destroyed.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Ghostly chains.

Your Extra Appendage is incapable of fine object manipulation.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.

Exert your Mind and spend an Action.

You automatically detect all ghosts and creatures with unstabilized wounds within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

If no ghosts or creatures with unstabilized wounds targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

All ghosts and creatures with unstabilized wounds who you can sense are equally able to sense you.

Exert your Mind (unless you win a coin flip) and spend at least two Actions performing the following ritual: Pieces of whatever lies around form the extra limb onto Leons body, objects broken into pieces and slammed together to make an elongated arm that can form into a giant sword. to activate. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You gain an additional limb that functions as a standard human arm and hand. Lasts one hour.

Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Any Battle Scars that affect or remove your additional limb will heal in a single week.

Your extra appendage can be used to attack in exactly the same manner as a Giant Sword.

Your appendage has a grip that is hard to shake. You may attempt a grapple with only your Extra Appendage at no penalty.

Stock Activated Gifts

Expend a point of Battery and spend an Action or Reaction.

You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.

When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.

You leave a golden glow shaped like yourself at your location.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.

Spend a Quick Action. You must actively and obviously use a burlap sack to activate this Effect.

You may withdraw an item from your stash, or add an item that is within arm’s reach to your stash. You may only stash targets which are in your possession, grappled, or otherwise controlled by you.

You may store Objects in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 3 things at a time.

You may choose to equip any equipment you withdraw at no additional cost.

  • "Equip" refers to drawing a gun, putting on a piece of armor, etc.
  • Containers which hold multiple things may count as a single item so long as the things within are generally packaged together. For instance, you may stash a clip full of bullets, a medical kit full of medical supplies, or a box of crackers, but you cannot stash a backpack full of miscellaneous equipment.
  • You may only attempt to store Objects which are free-standing and disconnected from other things. The use of this Effect will not allow you to sever any connections holding an Object in place.
  • The Maximum Object Size parameter is intended to roughly capture the weight / size restriction of items and isn’t intended to restrict shape. GM discretion is advised. A human being is level 4 in the Maximum Object Size parameter.

Exert your Mind and spend an Action.

You transform into a flowing pool of water for the next minute. You may end the effect early and return to your normal form at will. Your structure must remain relatively contiguous. Observers will view you as an unusual entity moving with a singular purpose.

While in this form, you can squeeze through any gap that is not water-tight.

Injuries from standard attacks are reduced to Severity 1, but Damage from AOE effects is increased by 1.

You cannot communicate or use equipment while transformed. Your equipment does not transform with you beyond basic body coverings. You cannot carry any items while transformed.

You have access to your Powers while transformed.

When you activate this Effect, roll a single D10. if the result is 5 or lower, you receive a Severity-1 Injury and a Minor Battle Scar.

  • The Severity-limiting effect from Squish does not stack with the Enhancement Tough from Mythic Brawn.

Exert your Mind and spend an Action. You must actively and obviously use a watch or clock to activate this Effect.

Lasts 1 minute. Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

While using this Effect, you may carry one other being without affecting your Encumbrance, so long as you maintain contact with them for the duration and they consent or are grappled.

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Exert your Mind and spend an Action. You must actively and obviously use a watch to activate this Effect.

Whenever you use your Movement, after all other calculations, the distance you may travel is doubled.

Outside of Combat, any non-Gift, non-movement Actions you attempt take drastically less time to complete, as long as your personal speed is a factor in the Action. Total time reduction is determined by the GM and capped at 90% (executing the Action takes no less than 1/10th the normal time).

  • The time reduction on non-Movement Actions applies only to the parts of actions when your personal speed is a factor,: pouring water or smoking a steak are not affected, but constructing a shelter or picking a lock would be. The GM will determine how much the total time is reduced based on how relevant personal speed is to the task.
  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.