Revenant's Emnity The end is never the E̷n̵d̴

1
Requires Seasoned
A consumable A small ring, as black as night. that lets you grievously injure a target.
Used by Momma Ettu, Created by Redchigh.
(Anyone who witnesses you activate this Effect is very likely to be disturbed to see the victims twisted undead visage, screeching in rage. You must obviously use this Artifact to activate this Effect. When activating this Effect, this Artifact is obviously Alien and cannot be concealed under your clothes or similar.)

The moment of death, the head (and body if attached) contorts briefly as a screeching revenant erupts from the body. A barely recognizable phantom screeches involuntarily, relieving the moment of death a second longer before a spark of recognition glimmers over it's eyes, and it teleports to the target of its vengeance and flying into their body. The raw necromantic energy inflicts whichever killed them in mere moments, and can even hit nearby co-conspirators.


Spend an Action and use up this A small ring, as black as night.. Select a target within arm's reach. This Effect cannot be used unless Death Pact Only. 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. Roll 11 dice Difficulty 6, dice penalties do not apply. The target may contest by rolling Body, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 8.

You may opt to have this Effect spread to all targets within 5 feet of the initial target, then to all unaffected targets within 5 feet of them, and so on, jumping a maximum of 5 times. No target may be hit more than once. You cannot hit yourself.

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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the victims twisted undead visage, screeching in rage.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of Effect. There must be no substantial obstructions between you and your target.

Community Consumable Crafting Gifts

The Metal Bottle has a tag proclaiming it to be "Old Man Murdock's Kickstarter Snake Oil - will get you on your feet & rooting, tooting, jivving, jiving & feeling the groove in no time!"

Trauma roll is usually addiction based. Contains Stimulants, subjects will be unable to sleep for 15+ hours

Use up this Snake Oil and spend an Action. 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 Stress from Injuries and Mind Damage is reduced to 0. Lasts three hours.

You may move at your normal speed and still maintain Concentration. Taking an Injury less than Severity 6 no longer interrupts Concentration.

If you are Stunned, asleep, drugged, or otherwise made unconscious for any reason other than being Incapacitated, you may Exert your Mind to wake up. Any penalty which was caused by this condition is removed.

  • This consumable is destroyed when used and cannot be used again.

These cookies do have a taste- it simply happens to be... nothing. The absence of intensity. It is a cultivated emptiness, like the negative space in a painting- deliberate, guiding the mind and senses to the things all around the cookie. They are bland, mildly pleasant in no identifiable way. Additionally, they do not trigger any known allergies or food sensitivities- whatever they are, they're gluten free and hypoallergenic.

Use up this snack and spend an Action to activate.

Your senses are enhanced in the following way. Lasts for three hours.

  • Smell: Your nose is highly sensitive and can differentiate between scents the way a dog can, as well as recognize things you have smelled before.
  • Taste: You can recognize any flavor you have previously tasted and name it, and may determine the composition of something based on its taste.

Any senses which have been heightened cannot be overloaded. Battle Scars you receive cannot affect these senses.

  • Examples of overloading a sense include: an explosion causing temporary deafness, a bright light causing blindness, a sedative causing numbness, etc.
  • This consumable is destroyed when used and cannot be used again.

Spend 1 minute and use up this cookie. Select a Living target within arm's reach. Roll 7 dice at Difficulty 8, dice penalties do not apply.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • This consumable is destroyed when used and cannot be used again.
  • Unstabilized wounds do not degenerate during treatment.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend 10 minutes and use up this roll of electrical tape (unless you succeed on 1d10, Difficulty 7). Select a Object within arm's reach that is no larger than an SUV. Cannot be used on Alien technology. More than half the target object must be present in order to begin repairs. Roll 7 dice Difficulty 6, penalty does not apply.

If you succeed, your target is repaired back to a functional state. If you fail, you spend the full time working before realizing you cannot repair the target.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Take a Severity-1 Injury, spend an Action, and use up this A eye made of ice. Select a Location within 10 feet.

You place a ward,. You can hear and see through the ward as though you were standing at its location. It will remain active for a day, but can be manually deactivated at will.

The ward requires Concentration to monitor, though it will remain active until you deactivate it or its duration expires. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.

Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by A chill running up your spine.

Your Ward records all activity it observes, regardless of whether or not you are actively monitoring it. This recording can be played back and referenced later.

  • Your ward's recording is maintained even if your Ward is destroyed.
  • The Injury received from activating this Effect heals in 1 day and cannot be prevented or prematurely healed by any means.
  • This consumable is destroyed when used and cannot be used again.
  • Any targets visible via your ward satisfy the line of sight requirement for targeted Effects.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Stock Consumable Crafting Gifts

Use up this vial of green liquid and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 7 dice Difficulty 6, dice penalties do not apply.

The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Living target within within arm's reach that uses the trap as food or drink will trigger it. Affected targets may resist by rolling Mind at Difficulty 6.

When the trap is triggered, your target becomes drowsy for the next 3 Rounds, during which time they suffer an additional -2 dice Penalty to all Actions. At the end of their drowsiness, they fall asleep for Contested Outcome x 3 hours.

Sleeping targets will not prematurely wake up on their own, and can only be awoken by taking Damage or nearing death from hunger, thirst, or suffocation. Drowsy targets always fall asleep, regardless of what happens while they are drowsy.

An affected target's dreams while they are asleep will involve you in some way, and will reveal you as the source of their sleep as well as reveal secret information about yourself to them.

If an affected target was already sleeping when you used this Effect, they are put into a deep coma that lasts indefinitely, but they will be awoken from it if a kiss from someone who's attracted to them.

  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • The target is aware than the secret information about you which was revealed in their dream is true, even if the rest of the dream may be written off as just a dream.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • For targets where "sleep" does not make any sense in terms of flavor, they will power down, freeze, etc, whatever state they can be in which is analogous to sleep.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

Use up this vial of extract of llama and spend an Action to turn food or drink into a trap. This trap lasts until triggered or disarmed. Roll 11 dice Difficulty 6, dice penalties do not apply.

The trap looks like food or drink. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid, trigger, or destroy it.

Any Living target within within arm's reach that uses the trap as food or drink will trigger it. The target may roll Body, -2 dice at Difficulty 7, as a Free Action to resist.

If you succeed, the target receives two new Battle Scars of your choosing, limited by the contested Outcome:

  1. A Minor Battle Scar E.g. an aesthetic-only body modification (a disfigured face, a pig's tail), impacted hand or foot, or vocal changes that complicate communication
  2. A Major Battle Scar E.g. a disabled/removed hand or foot, an inability to speak, an impacted major sense, removal of a minor sense, impacted movement.
  3. A Severe Battle Scar E.g. a disabled/removed arm or leg, deafness, aesthetic changes that are nearly impossible to conceal.
  4. An Extreme Battle Scar E.g. removal/disabling both hands or both legs, blindness, a full-body deformation that leaves the target humanoid but makes it difficult to use clothes, vehicles, and equipment designed for humans.
Refer to the stock Battle Scars on the Character Sheet for specific systems.

If you inflict two Extreme (Outcome > 3) Battle Scars on the target, you may transform them fully into another species.

You may cure any Battle Scars you have created with this Effect with a Free Action on your initiative. They are healed over the course of the next hour.

All alterations you make must turn the target into a llama.

The Battle Scars you inflict manifest over the course of the next minute.

  • They take on the stats of the chosen species, ala the Creature Transformation Effect. If these Battle Scars are cured, they are returned to their original species over the course of the next 24 hours. Upon full polymorph, the two Battle Scars combine into one.
  • Anyone who witnesses you place the trap learns about this type of trap and can avoid it at will.
  • Even with Willful End, Full Polymorphs take a day to revert.
  • Triggering the trap requires an Action from the target, not merely an incidental glance.
  • This consumable is destroyed when used and cannot be used again.
  • Remember: A Contractor’s Body rating is reduced by 1 for each Battle Scar after their fourth.
  • You may opt to inflict a Battle Scar that is less severe than what your Outcome allows.
  • Multiple traps cannot be placed in the exact same location or be triggered by the same single Action. Nor can one trap triggering cause another to trigger.
  • Trap can only be spotted by someone who has witnessed this particular trap before, has been informed, or possesses relevant supernatural abilities. They must achieve an Outcome of 4 or higher on a Perception + Alertness roll to do so.

Spend a minute and use up this unusually large egg (unless you succeed on 1d10, Difficulty 7). Select a Living target within arm's reach. Select a Battle Scar on your target to treat.

The treated Battle Scar heals as you finish activating this Effect. If used on a Battle Scar caused by an Unstabilized Injury, that Injury is Stabilized.

Healing a Battle Scar in this way leaves behind an inhuman attribute such as fur, scales, or feathers on the target which cannot be healed.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend 1 Action and use up this glowing blue disk. Select a non-Alien Device within arm's reach. Cannot be used to improve Armor.

Lasts the next two hours. Your target receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice. While it is upgraded, the item cannot be destroyed.

After the Effect ends, any upgraded targets suffer a -2 dice penalty until they are either repaired or upgraded again.

  • "Destroyed" in this context means "prevented from functioning for its primary purpose", so for instance, an upgraded land mine would still explode as normal if triggered, even though it cannot be "destroyed" and a car's windows may still be broken.
  • This consumable is destroyed when used and cannot be used again.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used. The same is true for extra dice.
  • Extra dice from this Effect do not apply to Gift activation rolls.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Spend an Action and use up this paper with mysterious calligraphy. Select a Animate target up to 100 feet away.

Targets are pushed back until they are 100 feet away.

This Effect cannot move anything heavier than 500 pounds.

Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.

Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.

You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.

  • This consumable is destroyed when used and cannot be used again.
  • You can target yourself if you qualify as a valid target by the other requirements.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.