The user verbally communicate with the target and induces a value shifting effect that forces the target to see you as a trusted friend. The wood on the bracelet shifts and vibrates when the communication happens.
While it is difficult to exert one's own will upon another Sapient being utilizing Causal Diction alone; this cluster of interwoven living wood allows the user to encapsulate that Will in a more enticing manner. It is not so much mind control as it is bending the victim's values to align with the user. Thus, making sentient beings more pliable for manipulation. The wood bracelet itself reverberates when Causal Diction emanates outward in close proximity. Producing a kind of boosting affect against minds that would withstand such a Will under normal circumstances. This is not however, a guaranteed success. As the target(s) may still overcome its mind-altering effects given enough mental fortitude. Be wary of your surroundings and intended audience before use.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Sapient target within 20 feet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Contested Outcome in hours. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action and a conditional request. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Heath's body immediately contorts and bends into a plane-like position as he moans and groans in agony and pain as he didn't want to have to resort to this: as his body becomes a fighter jet.
Exert your Mind and Spend an Action to activate. Make a Trauma roll when you activate this Effect.
You transform into Lockheed Martin F-35 Lightning no larger than a suburban home for one hour. While transformed, you may control the functioning of the object you have transformed into. You can perceive your surroundings. You can be targeted as a Non-Living, Sapient Object.
If you are damaged while transformed, the damage is realized when you return to normal. If you are damaged before you transform, your inanimate form will appear partially damaged.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see your body cracks and bends into the shape of a full-sized F-35 Lightning jet..
DEALS ALL DAMAGE TYPES, ONE PER SHOT.
IN ORDER:
1.) Red
2.) White
3.) Black
4.) Pale
A magic wand surging with the lovely energy of a magical girl. The holy light can cleanse the body and mind of every villain, and they shall be born anew. Set ablaze, they won't want to wake up ever again.
This Artifact can be used as a rifle. It is roughly the same size as a rifle and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +7 Weapon Damage.
You also gain the following effects:
A Silver-barrelled Revolver with a well-worn but carefully maintained Rosewood Grip, the word "Lucky" inscribed onto the left side of the barrel. It has a tendency to hit weak points in armour and particularly vulnerable sections of the body through pure, blind luck. It can fold into an old western belt buckle, a gold leaf four leafed clover on the front.
Originally left to Ted Westwood by his grandfather, Jeb Westwood Senior, the mystic revolver, "Lucky", possesses supernaturally enhanced accuracy and power, and the ability to morph its form due to the spirit of the Old West inhabiting it, the collective subconscious of the idealised form of the time period crystallising into the weapon of the ideal Gunslinger, one who took the law into their own hands and brought their own brand of justice.
This Artifact can be used as a handgun. It is roughly the same size as a handgun but can be collapsed into Old West Belt Buckle and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +6 Weapon Damage.
You also gain the following effects:
The Gavel isn’t just a weapon; it’s Rocky’s calling card. Its scarred wood holds the weight of unfinished business, its grip molded by blood, sweat, and loyalty. Every dent is a name, every crack a story. When words fail, The Gavel speaks loud and clear.
This Artifact can be used as a thrusting sword. It is roughly the same size as a thrusting sword and just as difficult to conceal.
Attack by rolling Dexterity + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage.
You also gain the following effects:
Futuristic armor that shapes itself to the wearer, even showing previous scars.
Expend a point of Battery and spend an Action to activate.
You and any clothes or equipment you are wearing are partially obscured from sight for the next 10 minutes. All attempts to detect you using sight are rolled at a -3 dice penalty, and all attempts to detect you where sight would assist are rolled at -1 penalty.
Entering Combat or being Injured does not cause the Effect to end early. Anyone you attack will immediately notice you; anyone else may re-roll to notice you each time you take a Combat action, at -1 Difficulty per Combat action you have taken. When the Effect ends, it is disabled for 1 hour.
You may turn this Effect on and off at will during its duration.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: has a directive that cannot be explained driving you mad. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
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 survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
This Artifact cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.
By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.
This Artifact's true owner is always aware of the direction and distance to this Artifact.
The Predatory Raiment has a cloak feature that allows its owner to hide themselves and their equipment with active camouflage. When viewed, they look like a slightly shifted and shimmering version of the surrounding environment.
You gain the following benefits as long as you are not at all wet and you are wearing this Artifact.
You and everything you are carrying is obscured in one of the following manners. You may Spend an Action to change the way in which you're concealed.
While this Effect is active, any Effect that would obscure you or your equipment specifically from other, additional senses fails automatically.
If someone discovers you, this Effect will not help you hide from them for the next minute. This Effect does not end early when you activate an obvious Effect, attack, or receive an Injury.
"The Coffin" can only be used to store things commonly found in coffins, such as bodies, clothes, jewelry, photos, weapons, coins, and similar.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless. Unless you are storing something commonly found in coffins, this Artifact behaves as its mundane counterpart. This Effect cannot be used unless you are storing something commonly found in coffins.
Living things can be stored in this Artifact. They will have access to anything else inside and may attempt to break free, damaging or destroying the Artifact in the process.
If this Artifact is destroyed, things inside may get out, and it will cease to function until it is repaired.
When scanned or investigated without opening, the contents of this container appear normal and unremarkable.
On a Downtime, you may change this Artifact from one type of container to another. Maximum once per Downtime.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
The spy can do up their passport to appear as any valid form of identification.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport but can be collapsed into a wallet and concealed. Collapsing or expanding it costs a Quick Action.
Spend a Quick Action to activate. This Artifact changes its appearance into a chosen Object. This lasts until you decide to end the Effect, which may be done as a Free Action.
The new object's appearance can mimic specific items (such as a particular painting, a certain person’s ID, etc), but must be of a similar size and weight to this Artifact.
The new appearance is illusory; it will hold up to scrutiny, but its composition is not altered and it gains no new functionality. Any attempt to use it for a function which it cannot perform (for instance, making bread look like a knife and then trying to stab someone) will cause the illusion to fail or allow a Perception check to see through the illusion, at the GM's discretion.
When used as identification and scanned, the scanner will act appropriately and bring up appropriate generic information. Further searches for the identity in the computer will turn up no results. This will not open security doors on its own.