Burst Coming forth in a shower of blood.

1
This Artifact allows you to temporarily manifest an extra appendage.
Used by Lilith (Lily) Weider, Created by TheSuperChrisb.
On Legendary Artifact The Passenger.

The Passenger rips forward out of the host's flesh, spraying the ground and anyone near with warm blood. It surges forward, carrying all of its malice and anger to pierce straight through any who stand before it. Though The Passenger itself is about a liter of crimson, the activation of this ability releases a torrent of blood that can be easily controlled and manipulated by its host. The dark red stays close to the host, not usually moving beyond five feet from the host, but the extra manifested blood can be controlled up to 30 feet away.

While the host remains competent and capable, The Passenger will behave, being as vicious or soft as its controller requires. It does not, however, tolerate failures, and when its host cannot meet its demands, it attempt to find another, more suitable host to augment.

The Passenger can be destroyed or stolen in a number of ways:

* Injecting the host with anticoagulants.
* Sucking it out of the part of the body that it inhabits.
* Severing the limb that it inhabits.
* Something able to grapple incorporeal creatures should be able to pull The Passenger out of its host.
* Once dead, The Passenger will burst out of the host's body to find a new host.


Take a Severity-1 Injury and spend an Action to activate.

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 Fencing Sword.

Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.

Your extra appendage can stretch to reach an additional 30 feet.

You may turn this Effect on and off at will during its duration.

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.

Your appendage has its own agenda (to Find a Better Host), which it will attempt to follow. You must roll Mind, Difficulty 7 to re-assert control when this occurs. If it chooses to act counter to your desires in combat, controlling it costs your entire Action.

  • You may stretch or retract your limbs once per Round on your Initiative.
  • You may only switch this Effect on or off once per Round on your initiative as a Free Action.

Community Activated Gifts

On gift conception:
It was a night with a full moon, as she walked along the shores of Miami trying to think of a gift. On a regular night the stars would be nigh invisible from light pollution, but she noticed they were twinkling as brightly as if she were out camping in the wilderness. Suddenly there was a woman standing beside her; any normal person wouldn't bat an eye, but Cassiopeia saw a strange blue aura around her. The woman looked up at the moon and asked if she believed in Artemis. She asked if Cassiopeia would want to join the Hunt. Cassiopeia knew where this was going. She knew what she was in for, and there was one aspect that concerned her the most. Thus, she told the woman, "I would, but only if I can continue to age." There was a long silence, as if Artemis waited for Cassiopeia to change her mind, but after a few hours' long standoff, the goddess was intrigued enough to accept Cassiopeia's terms.

On Artemis' oath:
"I, Cassiopeia, pledge myself to the goddess Artemis. I turn my back on the company of men, accept eternal maidenhood without immortality, and join the hunt."

On semantics:
Cassiopeia has always been wary of wording in agreements, and this one was no different. Did "men" refer to people in general, or just... men?

On romance:
So long as Cassiopeia swears off of romantic love, she will be protected by Artemis. Is it cruel? Cassiopeia can't tell. But she doesn't see it as much of an obstacle because she's lived so long without the need for it (or any kind of affection at all). It makes for a good experiment to see if love is really powerful enough to make her turn against the gods.

Exert your Mind and spend an Action. Roll Charisma + Influence 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. You 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 Effect is not obvious, and the only sign you are using an Effect is Cassiopeia whispers prayers to Artemis. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

  • Effects which circumvent Armor completely also circumvent your barrier.

Essentially Lucci's Leapord transformation

Exert your Mind and spend a Quick Action.

You transform into Primal Ren for 3 minutes. You have access to all of your Powers while you are Primal Ren, 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 1. You do not suffer any Stress while transformed.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

Possession of this Power grants the following Trauma at all times: Sympathy with Monsters: Ren has a soft spot for creatures of monstrous nature. (You must roll self-control to harm a "monster" for any reason outside of immediate self-defence).

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Exert your Mind and spend 2 Actions. You must actively and obviously use a robe or cape to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

This Effect ends if you take an Injury or are stunned or incapacitated.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Exert your Mind and spend an Action or Reaction. Roll Intellect + Alertness at Difficulty 6.

If you succeed, you create a Barrier extending out 15 feet from yourself, which absorbs 2 times the next (Outcome +4) Damage. Only applies to attacks which originated outside the 15 foot radius, and protects anyone who is within that radius. You may choose to create a bubble barrier. If you do, no physical objects or entities can pass into your bubble until the barrier is broken, but you and the barrier cannot move. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. 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.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see while the clocks taking when she pulls the stopwatch and clicks it, everything slows inside of it as it glows a shining pink, and it looks like a giant clock starts to appear on the outside of the shield as everything begins to break down and anyone seeing this from the outside, sees people grow old and dying.

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

Exert your Mind and spend 1 minute. You must use up item of equivalent mass in order to activate this Effect.

Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You may create firearms.

Roll Dexterity + Crafts to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).
  • If you are able to activate this Effect as a Reaction, its roll contests the incoming Attack.

Stock Activated Gifts

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.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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

Exert your Mind and spend 2 Actions. You must actively and obviously use a piece of clothing you wouldn't normally wear to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts for two hours, or you may end it early at will.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise cannot directly mimic an existing person. You may change the appearance of your outfit. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

This Effect ends if you take an Injury or are stunned or incapacitated.

While disguised, you cannot use any Activated or Targeted Powers.

  • While you may alter your outfit's appearance, this does not grant or store equipment. This does not allow you to change the appearance of Artifacts or conceal their Alien appearance.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Expend a point of Battery and spend an Action.

You automatically detect all people wielding weapons 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.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Spend a Quick Action.

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 units of water 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. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • 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.

Spend a Quick Action. You must actively and obviously use a scarf, sheet, or handkerchief 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. You may store or withdraw a maximum of 6 items in a given Round. Reminder: you may perform up to two Quick Actions for -2 dice each or 3 if you use up your Action, unless a different Effect grants you additional Quick Actions.
  • 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.