Days wedding ring is a simple ring of braided metal, Palladium, Brass and Titanium. Day wears the ring on her left hand, but does not need to draw attention to it. Day will often flourish her hand (Turn it over and suddenly have a book for example), but doing so is not required.
Day inscribed the safehold glyph on the middle finger of her left hand, the glyph is intended to create a small storage space that is safe from the ravages of time, or safe from easy theft, in order to store small magical items, a grimoire, a wand or similar. Day did not find the full glyph, but managed to compensate by using her three-fold wedding ring as a physical stabilizer, with sympathetic magic between the three braided strands and the "opening" in the ring standing in for the physical portion of the glyph that was missing. as day learns more runes, and more about glyphs, she hopes to complete the glyph and fully stabilize her pocket space to no longer require a physical focus
Spend an Action. You must actively and obviously use Days Wedding Ring to activate this Effect.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
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.
The dogtor moves out of sight. When she is seen again, she is wearing, carrying, dragging, or otherwise touching the item (or the thing she was already interacting with has vanished).
Spend a Quick Action. This Effect cannot be used unless you are hidden from the sight of all Sapient beings.
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 things made specifically for dogs in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 15 of them at a time.
You may choose to equip any equipment you withdraw at no additional cost.
Possession of this Power grants the following Trauma at all times: Bark Bark! Roll Roll Self-Control when you hear any noise that dogs commonly bark at (e.g., door knocking, dog barks, loud sudden noises).
Objects turn into ethereal fog before condensing and disappearing into the user's hand.
Spend a Quick Action.
You may withdraw an item from your stash, or add an item that is within 30 feet of you to your stash. You may only stash targets which are not possessed by someone else, and are freestanding and unattached.
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.
Neil generates a portal of miasma in front of him, and reaches in, either depositing or withdrawing a corpse.
Spend an 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 Corpses in your stash, each no larger than something which could fit inside a briefcase (15 liters), and you may store up to 5 of them at a time.
Time is effectively frozen in your Stash. Sapient targets still experience a local passage of time inside the stash, and this does not extend the duration of Effects inside the stash.
Animate targets may Resist being stashed. You must Exert your Mind to stash Sapient targets.
When activated, the bloodstone pendant radiates a warm crimson light, pulsing rhythmically. Its glow envelops the user, mending wounds and regenerating their tissue.
During a stakeout in Transylvania, Soren confronted a vampire coven led by a local count who wore a powerful bloodstone pendant. After a fierce battle, Soren disarmed Viktor, claiming the pendant. He discovered its healing properties, but learned it was weak to silver.
You gain the following benefits as long as you are wearing this Artifact.
Any Injury you receive from a source other than Silver heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
You may Exert your Mind and spend a Quick Action to reduce the Severity of one of your Injuries by 4. Does not affect Injuries suffered as an activation cost for Effects.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Injuries you receive from Silver are increased in Severity by 1.
The cultist's gaze meets its target as he blinks-
And suddenly as it met his gaze, it has now become a part of it, now barely able to be seen swirling behind one of his eyes.
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 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.
Whenever you withdraw an Object from your Stash, you must immediately Stash another object to replace it. You may only stash objects you are attuned to. Attuning an object requires one minute of physical contact.
The Thief has a stash in which they can store a few objects. It can be accessed through any burlap sack.
Spend a Quick Action. You must actively and obviously use a burlap sack 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.
The magician waves a handkerchief over an item, and it disappears! They may produce the object later by fluttering a scarf.
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.
The aquamancer has internal reserves of water that they may call upon when needed, and it will gush out of the pores in their skin wherever it is directed.
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.