nรณi lฦฐแปกi nghe tai (Speaking tongue hearing ear) All the humans and animals are connected with each other through the love of the mother goddess. Tapping into that love makes you able to communicate with all animals and all the people under the grace of the mother goddess.

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This Artifact grants you the ability to communicate with Creatures and humans.
Used by Freddy Newman, Created by Lord_of_Clueless.
(It is clear that you are communicating with the target. You must wear or wield this Artifact plainly to receive these benefits.)

Freddy wears it around his neck like a bandana and he can pull it up to cover his face.

Using the ability of the veil makes the voice sound a bit distorted but still easily understood. The veil emits a soothing warmth reminiscent of a warm hug filled with love while the user talks.

While being deployed in Vietnam, Gladys Newman was send ahead of her squad in a reconnaissance to scout out the exact location of the enemy camp harboring prisoners of war.

While on her way to the lookout spot she crashed through old wooden boards covering the entrance to an old forgotten Vietnamese grace site. The stone cave was filled with strange symbols carved into the stone , with the only other thing of notice being a stone pedestal with a red veil on it. Gladys felt the veil almost calling her to pick it up. Falling to temptation Gladys decided to pick up the veil uncovering a horrific site to behold. The thing that was being covered by the veil was a head that was cut off long ago.

Once she had the red veil in her possession she noticed something change. She was able to understand the text carved into stone walls. A part of them were prayers to the mother goddess , another part of them were protection spells trying to protect the grave site from evil spirits and the last part regarding the previous owner of the red veil , the shaman giao. That must have been the person whose skull was underneath the veil.

With the veil in her possession Gladys decided to climb out of the gave site and go on with her mission. After a couple of hours she was able to locate the enemyโ€™s location. She got a close as possible to a building that seemed to have been the cabin of the officer in charge. Inside of the cabin were the officer and the captains discussing their plan of operation. To her surprise she was able to perfectly understand the words theyโ€™ve said without having spoken a single word of Vietnamese her whole life. It must have been because of the veil she carried with her!

Listening closely to every word spoken Gladys uncovered that the camp was actually a decoy leading into an ambush which would lead to a high amount of casualties on the Americans sides. The location where the p.o.w. were relocated to was also one of the topics . Hearing this Gladys headed back to her squad and reported her findings to her sergeant, only leaving out the part about the red veil and its abilityโ€™s.

Her discovery led to the US Army being able to take out the decoy camp with minimal soldier casualties and also able to rescue the p.o.w.โ€™s from their actual prison.


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

You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.

Community Passive Gifts

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

You can interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 6 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.

Telekinetic actions have the following restrictions and behaviors:

  • Line of Sight: You must be able to visually observe anything you interact with, and any actions that you are taking will end if their target moves out of sight.
  • Unarmed Combat: You can use this Effect to deal damage through unarmed attacks, grapples, and thrown objects. Attacks deal +1 Damage. Unarmed Mastery does not apply.
  • Weapons: You cannot wield weapons effectively in combat.
  • Fine Tools: You are otherwise limited to actions that a normal human could do with their bare hands.
  • Maintaining Focus: You must maintain Concentration while taking Actions in this way. If you are Injured or interrupted, you must roll Mind at Difficulty 9 to maintain Concentration. If you fail, you cannot engage in telekinetic actions for the next 6 - Intellect rounds.
  • Levitation: If you are strong enough to lift yourself, you may levitate up to within 75 feet away from the ground. Movement is limited to 5 feet per Round.
  • Multiple Items: You can only interact with one thing or take one Action at a time.

Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Out of Shape (Enervated). If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

  • Any telekinetic actions which interact with Animate targets may require contested rolls at GMs discretion.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. 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.

As long as at least half your body remains intact, you cannot die and remain at Incapacitated, regardless of how many Injuries you take. It is clear to observers that you are still alive.

If you do die, as long as a piece the size of a finger remains, you may fully regrow back to life from it. This takes a full month and you must be in a habitable environment.

You may Exert your Mind and spend an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Once an Injury has been reduced in Severity by two levels, it no longer benefits from this effect and instead heals as normal.

Possession of this Power grants the following Battle Scar: Feels every wound even when healed.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits at all times.

You are permanently and visibly transformed: Black hair and a lingering shadow along his body. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1 and your Intellect is increased by 1.

You may make a +2 Weapon Damage Black sword ( Brawn + Melee (Sword)) attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Gambling Addiction.

The Severity of any Injury caused by Holy Material is increased by 2.

  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

Any Injury you receive 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 an Action to reduce the Severity of one of your Injuries by 2. 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.

Queen is the copied consciousness of a player living inside of Nia's mind granting her consciousness. (Nia dislikes this greatly)
-Murder
-Atrocities

You gain the following benefits at all times.

You are permanently and visibly transformed: Heartless (shadow kh1). You are considered to be a Sapient, Non-Living being when targeted..

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You can squeeze through any cracks and passageways a cat would be able to.

You may make a +2 Weapon Damage Shadow Claws attack without additional equipment.

Possession of this Power grants the following Trauma at all times: Split Mind: If ever Nia would like to take an action that would violate one of Queen's limits (see extended description), they must roll self control. Failing this roll doesn't proc the mind damage/traumas of normal limits and Split Mind: Second stack.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Passive Gifts

You gain the following benefits at all times.

Any Injury you receive 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.

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.

Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.

You gain the following benefits at all times.

All Stabilizations you attempt are considered Proper Stabilizations.

You also gain the following effects:

  • In-Network Coverage: Any rolls to provide medical treatment to treating an Injury, including Effect activations, receive +2 dice.

  • All stabilizations being proper stabilizations applies to stabilizations from other Effects such as Heal Wound.

You gain the following benefits as long as you are engaged in combat with melee ninja weapons.

+2 dice to all rolls with melee ninja weapons. You may Defend against firearm attacks from any range using melee ninja weapons.

You also gain the following effects:

  • Assassin: If your attack Injures your target, they cannot make a sound, even incidentally, for a single Round. Even the sound of their body and equipment dropping to the ground is silenced.
  • Falling Crane Strike: If you move and then make a successful attack against a target closer than the full distance you could have moved, you may choose to travel the excess movement in a straight line beyond the target.

You gain the following benefits at all times.

Any Injury you receive from a source other than silver or fire. 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 an Action to reduce the Severity of one of your Injuries by 2. Does not affect Injuries suffered as an activation cost for Effects.

Injuries you receive from silver or fire. are increased in Severity by 1.

  • The increase in Injury Severity stacks with any similar effects, such as the Vulnerable drawback on Inhuman Physiology.

You gain the following benefits as long as engaged in combat with firearms made in your home country.

+2 dice to all firearms made in your home country rolls.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Quick Fingers: Drawing your weapon is a Free Action as long as it is on your person. You may reload or swap ammo as a Free Action.