Channeling the years of Quarterbacks that have worn this medal of luck, this giving them the luck to throw high and Score like a champion. Mason donning this is channeling all the experience and skills of Quarterbacks who have worn this Medal upon them. Allowing him to reach new feats in the throwing worlds.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with thrown weapons.
+2 dice to all rolls utilizing thrown weapons.
You also gain the following effects:
It appears almost effortless, as Ego bends the fundamental laws of the universe. There's no need for any physical motion or verbal components-- in fact, he doesn't even need look where he's casting to manipulate reality all the same. The space around him simply warps to his will, as if affected by an uncanny gravitational pull, or a glitch in the physics engine of the world.
Upon closer examination, it's clear that the raw source of this power comes from somewhere within Emile. The intense concentration needed to just conjure any of this ability would be enough to break any normal individual, crushing them under the weight of what they attempt to lift. But for Ego? There's no toll too high, no barrier too much for him to overcome.
"If I could just bend my environment to my whims, through the power of my mind alone..." Perhaps if Emile believed this was remotely possible for himself, then none of this would have ever happened.
Every action has an equal and opposite reaction. The same degree of force necessary for Distortion to take effect is applied to Emile's character in full, heightening his personality quirks to their natural extreme and afflicting his body with e̶l̴d̷r̸i̴t̸c̵h̶ consequences. To achieve this power fantasy in the way Emile deludes of, he must be shaped into something almost unrecognizable.
You gain the following benefits at all times.
As long as you maintain Concentration, you can take Actions and 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 4 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Possession of this Power grants the following Battle Scar: Incipient Corruption: The fingers of your left hand appear withered, as if undergoing the first stages of necrosis. A small price to pay for power, isn't it? You are at a -1 die penalty for any roll utilizing the affected hand, Mental Overload: Your brain is flooded with a sea of e̶l̴d̷r̸i̴t̸c̵h̶ knowledge, leaving it susceptible to being rattled by a well aimed attack. Called Shots to your head do +2 Damage [Requires Outcome 6]. Whenever you Exert your Mind, your eyes briefly flash a shimmering silver as if your Samson activated., and Smug Bastard: Your face has a chronic, detrimentally smug expression that makes any social interaction much more difficult. All social rolls are made at +1 Difficulty. The Beautiful Asset is suppressed as long as you have this Battle Scar.
Possession of this Power grants the following Trauma at all times: L'appel Du Vide: Its call beckons at every moment, and you must bring yourself closer to that edge to fill its v̷o̸i̵d̸. When faced with the opportunity to perform an action in a more dangerous or exciting way, you must roll Self-Control to resist the impulse., Savior Complex: Your inner desire to aid people and improve the world has been warped with your sense of worth as a person, and your need to seek approval from others. Whenever you have the opportunity to help someone in need, you must succeed a Self-Control roll to resist the impulse, and Vindicative Vindication: You tire of dealing with the senseless opinions of the masses, and refuse to take any shit from them lying down. Each time someone wrongs you or disrespects you in a major way, you must succeed a Self-Control roll to resist taking revenge.
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.
Non-Believers 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.
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.
This Artifact's true owner must have it with them to have restful sleep. They cannot regain Mind or Source while separated from this Artifact.
A light draft of air swirls around his body as he feels almost weightless, his body being that of a wind spirit allowing him to coast, walk, or even propel himself in any way he chooses with minimal effort through the air.
Additionally, he can 'enchant' anyone he touches to fly with him, so long as they remain in arms reach he can take them along and the velocity of the wind and movement doesn't seem to effect them.
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"Flight had been an aspect that I didn't think I'd get, I was just too heavy, much less not a full weasel like my friend. After jumping down a flight of steps because I was feeling energetic I ended up realizing something, I can glide. I was of course surprised and told Kazarisu the good news, he was more annoyed that it didn't come sooner but was happy for me."
"Later that day Kazarisu and I had some flying lessons together, it was odd trying to mentally deal with movement not related to the ground but my friend was a good teacher. Even started mimicking walking on air or floating around as it became so easy for me that I just do it unconsciously now, at least when I'm at home or no one's looking."
You gain the following benefits at all times.
As long as you are conscious, you are immune to falling Damage and may hover in place mid-air. Additionally, you may glide as you fall, traveling 35 feet horizontally for every 10 feet you fall. While gliding, you fall at a minimum speed of 10 feet per Round.
You may ascend into the air and fly using your mind. Your Free Movement is Mind x5 feet/Round, including vertically. You cannot Dash. When sprinting, roll Mind and add your rating in Mind plus 1 to the outcome, multiply by 5 to find your sprint speed. Your encumbrance limit is 10 lbs per point of Mind.
You are subject to the following effects while gliding or flying:
From the offset, nothing looks off about the user. However, as this Gift buffs the body, they will find that they need to be more careful. Pulling a towel off a bar might pull the towel off, or opening a car door might rip the door off the hinges. With enough raw power into the body, the world might even become closer and closer to cardboard, as the user gains increased amounts of strength and raw destructive power.
You gain the following benefits as long as you are engaged in unarmed combat.
+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +2 Weapon Damage (instead of -1).
You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.
Corpor seems to handle his gun with perfect care, a master in his craft. His movements look almost perfectly out of a western film.
You gain the following benefits as long as engaged in combat with Revolving Pistols.
+2 dice to all Revolving Pistols rolls.
You also gain the following effects:
The influencer is welcome at any event or social gathering, but they're easy to recognize, even when they'd rather not be.
You gain the following benefits at all times.
Your Charisma rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
Be amazed as the magician wields a deck of simple playing cards with all the poise and precision of a ninja's shurikens. Fear not, for they will not hit you, unless they want to.
You gain the following benefits as long as you are engaged in combat with playing cards.
+2 dice to all rolls utilizing playing cards.
You also gain the following effects:
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. 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.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
Years of scouting in dangerous areas has left the survivalist hyper-vigilant. They are impossible to catch in a trap.
You gain the following benefits at all times.
Your Perception rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Perception (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
The Ninja is so attuned to the sounds of their surroundings, they may focus their mind to "see" using the subtle acoustic vibrations.
You gain the following benefits at all times.
Your senses are enhanced in the following way.