Weaponized Angst Cthulhu's Sleeping Pill

1
Requires Seasoned
This Artifact grants you the power to put a target to sleep.
Created by Riley.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see an echo of the user's past- or at least how it is presented to anyone nearby. The user may be able to control how this power interacts with their target, but the runoff that results from firing this weapon always has a random negative effect on those unseasoned in the supernatural world. Anyone that witnesses this power activation will very briefly gain a context-less supposition of the user based on the user's regrets and shames. For example, if the user once had to kill a child for whatever reason, normal passersby will gain an impression of that knowledge (typically a biased one against the user) and will tend to react negatively; usually with fear, outrage, or disappointment. You must use this Artifact obviously when activating this Effect.)

A manifestation of the user's regret and shame, per the Maddening on Umbra's Spite, is cultivated and weaponized. It pools from the hands and infests the next shot in the chamber of the gun. It wraps around, subsumes, and completely coats the round until it's barely recognizable- only as a silhouette.

The bullet becomes so changed that it will no longer be capable of dealing damage, but instead becomes a tranq round that paralyzes targets by temporarily stealing all energy from the target's physical form and rendering them unable to move.

After being hit, the target will hallucinate a brief flash of one of the user's regrets, shames, or most disappointing moments during the few moments of paralysis.


Exert your Mind and spend an Action. Select a Living or Animate target within 300 feet. Roll Perception + Firearms at Difficulty 6. Affected targets may resist by rolling Body at Difficulty 6.

If you succeed, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall into a state of sleep paralysis for Outcome x 3 rounds. During this time, they remain fully conscious and aware of their surroundings but are incapable of taking any actions.

Sleeping targets will not prematurely wake up on their own, but may still be woken up by sudden loud noises, being jarred or splashed with water, taking Damage, or similar rousing events. They will also awaken before dying of hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

You may determine the content of an affected target's dreams while they are asleep, but they must involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them. By maintaining Concentration, you may enter their dreams and converse with them directly.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see an echo of the user's past- or at least how it is presented to anyone nearby. The user may be able to control how this power interacts with their target, but the runoff that results from firing this weapon always has a random negative effect on those unseasoned in the supernatural world. Anyone that witnesses this power activation will very briefly gain a context-less supposition of the user based on the user's regrets and shames. For example, if the user once had to kill a child for whatever reason, normal passersby will gain an impression of that knowledge (typically a biased one against the user) and will tend to react negatively; usually with fear, outrage, or disappointment.

You may only use this Effect once per day.

  • You do not physically enter a target's dreams; your body stays in place while you are Concentrating.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Community Artifact Crafting Gifts

The Travel Plaza in the Dreamlands is an expansive area, consisting of a large plaza with mirrors around the outside. These mirrors reflect various things in various worlds. Above is a nebula, roiling with purples and reds and yellows. In the distance is a sea, made of mercury that reflects the lights from above.

A path leads from the Plaza to a large castle in the distance, and a city surrounding it.

Notes:
Items cannot be removed from the Dreamlands without other gifts - they collapse into dreamstuff when coming out.

Exert your Mind and spend 1 minute. If you are at The Travel Plaza in Minerva's Castle in the Dreamlands, you may choose a target Location which you can perceive and pinpoint in some way - through sight, GPS coordinates, etc; otherwise, your target may only be The Travel Plaza in Minerva's Castle in the Dreamlands.

You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait an hour before activating this effect again.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Traveling through a sense other than sight does not guarantee a safe landing; traveling purely by GPS to the top of a mountain which had been forecast to undergo volcanic activity, for example, may not be a wise move.
  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action.

You automatically detect the closest of any Monsters within 50 feet of you for the next hour. This includes any who come within range during the duration. You have a sense their direction and distance.

Expend a point of Battery and spend 1 minute. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Athletics at Difficulty 8.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind and spend an Action. Select a target within 300 feet. Roll Intellect + Occult 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 4.

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 choose to have this Effect Damage all targets in a perfectly straight line up to its maximum range.

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: tinnitus, Weak stomach, and Chronic pain. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

The plasma thrower has its own power source which is used not just to create the plasma itself, but also as a beacon for Ware's Extra-Dimensional Translator device - allowing the rest of the artifact to be Translated to her personal space until it is called for again.

This Artifact produces ephemeral projectiles that can be used as a shuriken. It is roughly the same size as a shuriken but can be collapsed into a bracelet and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +0 Weapon Damage.

You also gain the following effects:

  • Magic Quiver: Instead of throwing this Artifact, it is an object that produces an endless supply of temporary throwable objects. For example, bracers that allow you to throw ethereal javelins, or a sack of throwing rocks that doesn’t shrink when you withdraw one.
  • Shredder: If you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Created projectiles last only until they strike their target and cannot be shared or stockpiled.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Stock Artifact Crafting Gifts

You gain the following benefits as long as you are wearing this Artifact.

You get +0 dice to any Mind resistance rolls you make. You also gain the following effects:

  • Naturally Resistant: Any time you make a Mind resistance roll, the individual who you are resisting must Exert their Mind, or your resistance succeeds automatically.
  • Clash Of Wills: If you fail to fully resist an Effect, your Outcome is considered to be 0.

  • These bonuses apply only to Mind rolls made to resist Effects and other supernatural phenomena. They do not apply to Trauma rolls or self-control rolls.

You gain the following benefits as long as you are wearing this Artifact.

You get +2 dice to any Body resistance rolls you make. You also gain the following effects:

  • Survivor: You are immune to all non-Alien diseases.
  • All Brawn No Brain: You suffer a -2 dice penalty on Mind resistance rolls.

  • These bonuses apply only to Body rolls made to resist Effects and other supernatural phenomena. They do not apply to other contexts such as attacks made while under the Creature Transformation Effect.