When making a deal, the power from the person using it comes out of their eyes, and it goes down their hand and the hand of the victim Will instantly become fully attached to each other until all the energy has rushed through
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind (unless you win a coin flip) and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see when people are looking at him while he is using this ability, he looks like he is growing horns and becoming some sort of demonic creature.
The Call has grown forceful. although it cannot control the user mentally, it attempts to jostle and tug at the user to prevent their injury and increase their ability to acquire new flavors.
In car form, The call morphs and whips the vehicle to allow for increased mobility. Using blood and flesh from the card interior, melding itself and churning for optimal mobility.
You gain the following benefits as long as you are wearing this Artifact.
You may move easily and without a roll in any of the following situations.
Loosing a translucent arrow of inky blackness from your technical marvel of a weapon, you resist the urge to smile as you hit your mark dead-on. And dead really is the operating word, as your former obstacle crumples soundlessly to the floor. The satisfaction of a job well done almost overrides the stinging marks on your face. The shadows need more from you than just competence.
[Disfiguring]: Possession of this artefact causes the wielder to manifest inky-purplish-black pockmarks across their face. While summoning the arrows for this bow, the marks will sting ever so slightly, as the user's skin decays to fuel the weapon. It is slight enough to be barely noticed, even over long periods of time, but this bow does indeed use the archer as its ammunition.
This Artifact can be used as a bow. It is roughly the same size as a bow but can be collapsed into a keychain sports motorcycle and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +1 Weapon Damage. Attacks do not require a successful called shot to do damage.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Disfigured - Shadow Decay. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
You also gain the following effects:
The watch's face starts to contort as one focuses their mind on the watch, pleading with it, asking it for more. The watch will concede its contents and provide you what you ask for, relief.
Blood will coagulate on the face, using surface tension to hold onto the face. All it takes is a lick to see your problems dissipate.
Exert your Mind and spend 1 Action.
You may cure any Non-Alien diseases, toxins, or poisons afflicting yourself even if you have not diagnosed or fully understood it. You may cure diseases or poisons even if they are not treatable through modern medicine. During treatment, the malady you are treating does not progress or cause additional Damage or other effects.
When activated the amulet glows a lime green and it allows the user to bandage the affected areas and wait a minute. After a minute the bandages can be removed and the affected areas will have been fully healed. The user can’t swear the target to an oath to uphold or the new parts will wither and fall off.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Living target within arm's reach. You must use up a whole roll of bandages in order to activate this Effect. Select up to four Battle Scars on your target to treat.
The treated Battle Scars heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.
You may specify a specific condition that the patient must adhere to. If they break this condition, the treatment is immediately reversed. Record this regimen as a Condition. Lasts until the end of their next Contract or 1 month for non-Contractors.
When the Father uses this gift, he raises the crucifix aloft. The air around him turns warm and calming to those he calls allies. But those he does not feel a burst of force and are sent reeling backwards.
"BACK" calls the Father, holding the small crucifix aloft. "BACK I SAID, REBUKE!"
Spend an Action or Reaction. Roll Charisma + Influence at Difficulty 6. Any Animate targets may resist by rolling Mind at Difficulty 7.
Create a repulsion field which extends out 15 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field that failed to resist cannot move any closer towards you. If they were within 15 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.
You must maintain Concentration during this Effect.
This Gift's Cost is capped at 2 and cannot be increased further.
The Scepter of Ang-Kapal is a gruesome device fashioned to look like a skeletal arm clutching a glass eye. When used, blood from the person holding is drawn into the eye where it swirls with dark energy. The eye turns to a nearby corpse and shudders, reviving the creature. The creature does not retain any of its memories or personality, but it is absolutely loyal to whoever is holding the scepter.
The Scepter of Ang Kepal has the unfortunate side effect of driving its owner mad.
Increase your sacrificial Injury's Severity by 1 and spend one minute. Select a Dead target within arm's reach with at least half its skeletal structure remaining. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. If you fail or Botch, you receive one Mind Damage and a new Trauma.
Your target rises as an Animate being. The raised creature is totally mindless, with no memory of its past life or hint of its old personality. They cannot communicate. They will follow any command you speak.
The creature lasts for eight hours or until it dies again. It is revived at full health. Any Injuries it had in life are not accounted for when determining its penalties or progression towards re-death, though they may affect its ability to perform certain actions at GM's discretion.
Raised creatures have their Abilities set to the same that they were in life. Their Charisma and Intellect are set to 1, but their Dexterity, Brawn and Perception are the same as they had in life. A raised creature cannot use any Effects.
Destroying one of your zombies requires a called shot to the head or heart. All other Injuries zombies suffer result in Battle Scars only, limiting their mobility and effectiveness in other ways.
Your revived targets deal 2 Weapon Damage with their unarmed attacks.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The "Reaper" Assault Helmet is the signature piece of the Future Soldier's arsenal. It has a sleek, design and is made of a mysterious matte-metallic alloy. The wearer's face is exposed normally, but when activated, a blue holographic visor flickers to life in front of the eyes. This HUD contains information about the soldier's ammunition and shield status, but more significantly can detect enemy combatants. Anyone nearby who is holding a weapon is painted with a red dot that follows them in real time. This allows the Future Soldier to fire at painted targets in the dark, detect ambushes lurking around corners, and grants an overall tactical advantage.
Expend a point of Battery and spend an Action.
You automatically detect all people wielding weapons within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.
The lightning bracers can be activated to summon a thunderbolt into the wearer's hand. Throwing these thunderbolts makes an incredibly loud boom. Once a thunderbolt is in hand, the wearer can throw as many as they wish. The electricity from these bolts will jump between nearby targets.
This Artifact produces ephemeral projectiles that can be used as a javelin.
Attack by rolling Brawn + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
This Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
The Future Soldier's PSG is capable of briefly supercharging its effectiveness with a jolt of Omega Cell energy. While active, the future soldier glows with an extremely bright golden light.
While the shield is supercharged, the Future Soldier cannot move or see the outside world, but they are completely isolated from anything that occurs outside the shield.
Expend a point of Battery and spend an Action or Reaction.
You phase out of reality for up to 4 Rounds. During this time, you cannot perceive or affect the outside world or take any Actions. You cannot move. Nothing can interact with you in any way.
When you activate this Effect, you may limit its duration to a period of your choosing. If you are able, you may also end it as a Free Action on your initiative.
You leave a golden glow shaped like yourself at your location.