Liam shares a bit of the fiery Islay scotch in his hip flask - it burns all the way down, & brings welcome relief to any poisoning or illness.
Expend a point of Battery and spend 1 Action. Select a Living target within arm's reach.
You may cure any Non-Alien diseases, toxins, or poisons afflicting your target so long as you have fully diagnosed or understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
You may attempt to treat Alien maladies and curses. Instead of curing them outright on a success, you learn how to cure them.
Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: It's Five Somewhere: You must roll Self Control to not accept any drink offered, even if visibly poisoned.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
The user focuses up, taking a moment to breathe as the simple existence of the devil's contract weighs on their mind.
THIS EFFECT REQUIRES USER TO EXERT 2 MIND
"When a marksman received a gun from the Devil, the Devil proposed a childish contract: The last bullet would puncture the head of his beloved. The moment he heard that, he sought and shot all the people he loved. Then he told the Devil, "This magical bullet can truly hit anyone just like you say."
Exert your Mind and spend an Action. Select a target within 45 feet. This Effect cannot be used unless using Magic Bullet Weapon and wearing Magic Bullet suit. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you apply friendly fire. Roll Dexterity + Firearms Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.
If the Contested Outcome is positive, the target takes that much Damage plus 6.
You may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.
The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.
If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.
When activated the suit projects two small, metal arms that end in needle like crystals. These project beams of blue light that bends and warps like string, covering the wearers body. After a moment the laser string forms to the contours of the new appearance, then fade, showing off the new look.
The module links to the user's mind and uses your thoughts to control and design your new appearance. The strength of the mind determines its effectiveness.
[Roll Intellect + Technology to make this hologram more beautiful.]
Exert your Mind and spend 2 Actions.
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 he sits there with the mask on, he looks at his enemy and says run away as the person’s eyes turned completely gray as they turn around running not breathing just running
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. This Effect cannot be used unless The enemy respond. Your target may be actively engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
They will be unaware that they are under any sort of compulsion until the effect wears off, but they will appear obviously mind-controlled the entire time to anyone observing them. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Ppimperton gives a tap of his Pimp-Cane or a snap of his fingers, and he concentrates a moment. He names which Bitch he wishes to summon, and then with a growl he reminds her aloud that he *owns* her and threatens/cajoles/something her. She obediently steps out from behind him, appearing from within his shadow.
Alternatively, he might concentrate a few moments before tossing a roll of cash off toward a corner, and the hand of one of his Bitches pops out of a shadow to catch the money. Ppimperton then demands she get her ass out here, and she pulls the rest of her body out of the shadow.
Bitches have the following equipment:
* Extremely revealing clothing and hugely impractical shoes that don't hinder them at all
* Kevlar-reinforced fur long-coat
* Pistol with extra mags
* Switchblade for cuttin' Jive Tricks
* Personal amount of cocaine
* Smartphone
* Smartwatch
* Skye: Suitcase/Backpack with Various Survival Gear: Poptent, water filtration equipment, rations, canteen, survival knife, basic fishing gear, etc.
* Moxy: Stuffed-Animal Backpack with Various Investigatory Equipment: Magnifying glass, telescope, basic mirrored microscope, Farmer's Almanac, etc.
Exert your Mind and spend two Actions performing the following ritual: Naming, Reminder of Ownership. You must use up Money in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.
Summon a single Bitch at your location. They will last until they are destroyed. They are controlled by the GM but will follow any commands you give. This Artifact may have at most 2 minions active at a time.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Demonic Shadow and Green-Glinting Eyes. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Tam has lined the gloves with a psionicly active material - the gloves glow a purplish glow when in use, but she can feel them from whatever distance. And pull them to her.
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.
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.
The airship of solitude is the mad scientist's lair and preferred mode of travel. Not only does it include a full science laboratory, it can be collapsed into an incredibly small canvas cube and easily transported. The mad scientist may pilot the ship alone or rely on its autopilot features for ultimate convenience.
This Artifact can be used as a blimp. It is roughly the same size as a blimp but can be collapsed into a phone-sized canvas cube and concealed. Collapsing or expanding it costs a Quick Action.
This blimp has full science laboratory, bullet-proof envelope, and ample parachutes. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
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.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
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.