Dawn
Exert your Mind and spend an Action. Select a target within 45 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.
When you die, you may activate this Effect targeting the person that killed you at any range and without any penalty. Its roll is at -1 Difficulty.
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.
Story lines appear in a circular pattern around the target and attempt to prevent them from escaping. If read, the story lines will dictate the events that would have happened had the target been allowed to continue as normal.
Words are power. That much is certain. Causal Diction utilizes this power to effect reality and bend it towards the user's will. This includes the prevention of action by others. If the user believes they are not meant to be there or take useful action, they simply will not be permitted to.
Spend an Action. Select a target within 45 feet. You must use up Bottle of Ink in order to activate this Effect. Roll Charisma + Influence at Difficulty 6. the target may resist by rolling Mind at Difficulty 7.
If you succeed, your target will be pushed or pulled towards a surface within 45 feet and is restricted at that location by an intangible, ethereal binding. They can still move their arms and use Effects, but cannot move to a new location.
Restricted targets may attempt to break the binding and escape by spending an Action and rolling Mind at Difficulty 7. Breaking free requires a total cumulative Outcome of twice the original Contested Outcome.
Your bindings affect intangible beings like ghosts.
You may end this Effect prematurely as a Free Action.
While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Indiscreet Maid's Talisman is an amulet that allows Maggie to understand all spoken and written languages, provided she takes a moment to concentrate on the pendant. The pendant, crafted from rose quartz and sculpted into the shape of a tongue, bears the image of a tower on between the tongue and upper lip. When activated, the amulet grants her the ability to decipher even the most obscure and forgotten tongues, unlocking secrets and hidden meanings. However, the power requires focus—without taking a moment to concentrate, the knowledge remains elusive, as if the languages are still shrouded in mystery.
Exert your Mind and spend one minute.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.
This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.
While active and speaking to a single individual, you may choose to use glib tongue. When you do, anything you say to them (even gibberish) will be exactly what they want to hear. You gain no understanding of what that might be.
Each time noda swings his blade he whispers a small prayer to the Seven Lucky Gods, it sounds like hes holding a one sided conversation with a gambling buddy. as he slashes and twists aiming for extremely risky decisive blows, a dumb smile is plastered on the mans face. as he gambles with the most important thing he owns, his life.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in combat with Japanese manufactured Swords.
+2 dice to all rolls with Japanese manufactured Swords. You may Defend against firearm attacks from any range using Japanese manufactured Swords.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Gamblers drive: Roll self control to not accept a wager, bet, or risky proposition's placed in front of you.. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You also gain the following effects:
Another Ben v.0.02.1 is basically Ben with a little uprgrades, no one has ever seen them twice... in battle and and on their rim jobs
Expend a point of Battery and spend an Action.
Summon the one and only Sapient Another Ben v.0.02.1 at your location. They last for two hours or until they are destroyed. They are controlled by you. This Artifact may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Exert your Mind and spend at least two Actions performing the following ritual: must hold up the belt with a chear and strap it on, then flex.. Select a number of Living targets equal to your Charisma within 45 feet as well as a specific emotion. You must maintain Concentration while activating this Effect, and it fails if you are interrupted. Roll Charisma + Athletics at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 8.
If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.
Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.
When your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.
If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.