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. She got a Purple Heart for all of her troubles and the war continued as if nothing happened.

Years later Gladys found the veil in a chest containing all of her old equipment from the war. She knew of the possibilityโ€™s such an artifact could bring but she decided against using it herself and gave it to her son Freddy knowing that he would use it to make the world a better place.

She still sometimes gets letters from some of the p.o.w.โ€™s telling her about their life and thanking her for the service she did.


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.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

  • 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.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

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 2 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 cannot deal damage through unarmed combat or thrown objects with this Effect, though you may still grapple with targets.
  • Weapons: You are able to effectively wield weapons to Attack, Defend, and Clash with this Effect.
  • 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 may control 2 total objects at the same time.

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

You gain the following benefits as long as engaged in combat with Bey Launchers.

You receive +2 dice to all rolls using Bey Launchers. Reloading is a Free Action, and drawing your weapon does not require a Quick Action as long as it is on your person.

You also gain the following effects:

  • All-Terrain Archer: Your attacks made with Bey Launchers never suffer penalties due to movement or environmental conditions. This includes sprinting, climbing, firing in the rain, etc.
  • Bullet Parry: You may use a Reaction to Defend against any Melee, thrown, or projectile Attack in range of your Attacks.
  • Hail Storm: You may Exert your Mind to make an attack with Bey Launchers against all targets within a 120 degree arc in front of you. Your full attack Outcome applies to each of them, but they may attempt to Dodge or Defend if they are aware of the attack.

You gain the following benefits at all times.

Any Injury you receive heals quickly, reducing its Severity by one level every three days, starting once it becomes stabilized. Battle Scars caused by your Injuries will remain. Any Injuries you receive stabilize automatically and do not deteriorate further.

Possession of this Power grants the following Trauma at all times: Spread the Alien Spore.

You gain the following benefits at all times.

You are permanently and visibly transformed: ________. You are considered to be a Sapient, Living being when targeted. Your Dexterity is increased by 1.

Your body is adapted to Alertness. You receive +3 dice on non-attack rolls related to Alertness.

The Severity of any Injury caused by Divine magic or dmg is increased by 2.

You gain the following benefits at all times.

You can run at three times your normal movement speed.

If you move faster than your normal move speed, the world around you turns to a blur, and Perception rolls are made at -3 dice.

  • Any Encumbrance penalty to your movement still applies, but you do not suffer from any sort of exhaustion.
  • Damage from a collision depends on your speed at the time, as well as what you hit. GM's discretion, but generally moving faster than a car on the freeway and hitting a dense, solid object like a wall or a tree should be lethal. Mundane armor will not apply, but any supernatural forms of protection will.

Stock Passive Gifts

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.

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 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.

Your Intellect rating is increased by 1. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Intellect (Cannot be used on combat rolls or Power activations).

You also gain the following effects:

  • Brilliant Deduction: You may spend five minutes pondering an enigma, puzzle, or mystery, and roll Intellect at Difficulty 8. Success will reveal a clue or other tidbit that you have otherwise missed. Limit once per enigma.
  • Insufferable Know-It-All: Any social rolls you make are at +1 Difficulty, and if someone else can answer an informational question or solve a puzzle before you do, make a Trauma roll. The Difficulty of this Trauma roll cannot be reduced by any means.

  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

You gain the following benefits at all times.

You may move easily and without a roll in any of the following situations.

  • Amphibious: You are able to move about in liquids using standard Movement rules rather than any special swimming rules.