Dihydrogen Monoxide™ Not deadly on its own, but is annoying nonetheless.

2
This Artifact allows you to create an environmental hazard.
Used by Delphyrion Arcanis, Created by Cryst0lline.
On Legendary Artifact Rain Check.
( During activation, it is obvious the environmental effect is issuing forth from you. 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 artifact faintly glows when it comes into contact with bare skin. It is either frigid or warm, but no one can tell.
The tip of the Rain Drop sprays out regular water until it forms a maximum 60 ft radius dome of falling rain. It’s just wet and unpleasant in general.

On the usage:
Contact with any skin works, so Delphyrion tends to hold it with a glove. At some point they were using it as a paperweight, only for it to activate when they tried to move it. Soaked documents were not fun to replace, but thank goodness there weren't any water-reactive chemicals exposed. Delphyrion also intended to use this artifact as a hand warmer or cooler during winters and summers respectively, but their indecisiveness led to the artifact being both warm and cool.

On the shape:
Delphyrion has no idea why this artifact is so unwieldy, nor why it resembles an ice cube. Its raindrop shape means it doesn't stand up properly most of the time, though thank goodness it doesn't roll off tables. They haven't tested the durability, but they'd rather not risk unleashing any magical leakage on the world yet.

On dihydrogen monoxide:
Portable water is always useful especially when traveling by plane, though at some point people have started to think that Delphyrion is carrying an extremely deadly poison called dihydrogen monoxide. Often they decide to play into this, though it has gotten them into trouble at the airport. Thankfully the officers always wear gloves when inspecting it, so they end up concluding that it's simply a big blob of glass and that Delphyrion is onto nothing. How dare people call them a charlatan!

On impracticality:
Normally people tend to choose more immediately useful gifts, perhaps for healing or damage. Delphyrion, upon being asked about what power they'd need, was thinking about the amount of times they'd wished it was raining outside. It isn't for work-related reasons; clear days are much better for outdoor experiments and camera exposure. In fact the extra moisture would mess up certain reactions instead. Basically, Delphyrion sometimes wants it to rain so they could sit by the window with a book and a warm beaker of tea to romanticize life. It is a little odd to do so in a lab, not to mention they haven't needed rain in their contracts so far.
However, everything Delphyrion does is inefficient anyway; what's one more inconvenience?
At least they are now saved from a long and grueling trip to the sink.


Exert your Mind (unless you win a coin flip) and spend an Action. Select a Location within 60 feet of you. Choose a 3-D shape that will define the borders of your Effect.

You create a zone of rain in the chosen shape, originating at the chosen Location, with a radius of 60 feet. and lasting for 5 minutes. The area inside your zone is affected in any number of the following ways:

  • Slippery: All movement distances are halved within the zone. Anyone who wishes to move further than their Free Movement within a Round must roll Dexterity + Athletics. If they fail, their movement is limited to their Free Movement and they fall down.
  • Suppressed Hearing: The zone is rendered completely silent. No one inside of the zone can hear any meaningful sound, and no meaningful sound escapes the zone. Rolls that rely on hearing fail automatically, and rolls that benefit from hearing are at -3 dice.
The zone expands immediately to its full size from the chosen Location, but will be stopped from spreading in a particular direction by any barriers or cover, and can only fit through openings large enough to fit a grown adult. If a new opening appears while the Effect is still active, it will finish spreading in that direction.

  • If you select a location at the edge of your range, you will be just outside the zone once the Effect is activated
  • 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.

Community Targeted Gifts

Spend one minute. Select a target within 45 feet. Choose an illusion to generate, which can be no larger than a briefcase.

The chosen illusion is generated at your target, and it will remain in place for the next minute or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion will remain fixed to its initial target, and can only change locations if the initial target is mobile in some way. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

This Gift's Cost is capped at 2 and cannot be increased further.

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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. Select a Location within 45 feet.

something moving across or alongside a road, which can be no larger than a person is generated at your target, and it will remain in place for the next 3 Rounds or you choose to end it. It can be perceived by people through their sight. The illusion cannot be used as an attack. You cannot make an exact replica of an existing Animate being or Object.

Anyone who touches the illusion (or who would be able to perceive it significantly through a sense it cannot fool) realizes it is an illusion, and the entire effect will be ended for all targets.

The illusion will remain fixed to its initial Location. It may have moving parts and engage in simple, predetermined movements but cannot perform anything complex or interactive unless you maintain Concentration and “puppeteer” it.

You may use rough roads as though you were standing within your illusion. Doing so dispels the Illusion. Anyone who has already seen through the illusion is unaffected by any Powers channeled through it.

This Gift's Cost is capped at 2 and cannot be increased further.

  • while you can use an illusion to obscure something smaller, you cannot make anything directly invisible (you can’t make a tank look like a regular baseball, but you can hide it in an illusion of a giant baseball).
  • You may only puppeteer a single illusion at once.
  • 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.

Pamala found this while breaking into the apartment of one of her targets. The man was suspected in doing ritualistic killings for a while now.

She couldn’t find a single trace of that man but the chain seemed as if it called to her. As if it always had belonged in Pamalas possession.
She knew that this kind of power would be helpful in achieving her goals and following her dream.

Finding this chain was the thing which birthed her wish to be a necromancer.

Spend an Action. Select a target within 45 feet. Roll Intellect + Investigation Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the Contested Outcome is positive, the target takes that much Damage plus 2.

The target suffers a -3 dice penalty for the next hour or until the Injury is healed. This dice penalty does not stack multiple times on the same target.

If the target suffers an Injury from this Effect, they will receive at least a Minor Battle Scar regardless of its Severity. When this Effect causes a Battle Scar, you may select which one of the appropriate level.

This Gift's Cost is capped at 2 and cannot be increased further.

  • 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.

You must use up something flammable in order to activate this Effect.

You may make an oath with a Sapient target. Communicate the oath's terms to the target, 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 say your name 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:

  • A Battle Scar up to Severe (deaf, missing limb)
  • The oath-breaker is physically marked as an oath-breaker, and any investigative effect will reveal the terms of the oath they broke.
  • A particular Trauma and a single Mind Damage
  • The oath-breaker goes unconscious for up to 24 hours
  • An Injury up to Severity-6 (cannot be reduced by any means)

The target 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 target, you must succeed a contested Intellect + (Culture or Influence) roll.

The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to say your name.

  • All Oaths must have at least two participants.
  • The terms and penalties of the oath do not need to be equitable and do not need to affect all parties equally.
  • A single action cannot break multiple oaths. You cannot 'stack' oath penalties by having a target sign multiple identical oaths, or similar.
  • Your target must be within line of sight, or within range of another sense if more fitting for the Gift's flavor.

Exert your Mind and spend an Action. Select an Animate target within 200 feet 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. You must maintain Concentration while the effect is active. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.

If you succeed, you are able to view your target's memories. If you fail, the target knows you're attempting to read their memories.

You may ask a number of specific questions about their memory equal to your Contested Outcome. For example, “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc. You cannot get answers to broad, analytical questions like “are they a good person?” or “what are their plans for the future?”

Each question you ask and memory you replay takes a single Round to read.

This Effect is not obvious, and the only sign you are using an Effect is Writing in a journal, eyes unfocused. If someone suspects that an Effect was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.

You may read memories that the target has forgotten.

Possession of this Power grants the following Trauma at all times: Cocaine is my god!: It's white hot ecstasy suffuses every atom of your being. Roll self control to not administer cocaine to yourself or others in stressful situations..

  • In the case of a failed activation, GMs should consider how bystanders would realistically react to a potentially-outlandish accusation of mind-reading.
  • 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 Targeted Gifts

Exert your Mind and spend 15 minutes. Select a Living target within arm's reach. This Effect cannot be used unless you can forage for herbs. You must actively and obviously use water, a container, and heat to activate this Effect.

You may cure any Non-Alien diseases, toxins, or poisons afflicting your target 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.

Whenever you cure a disease, poison, or toxin, if it had inflicted any Damage, your target is healed for half that Damage.

  • Without some sort of diagnostic Effect, “fully diagnosing” a disease or poison will always require a roll of some sort, frequently Intellect + Medicine, but the specific roll and difficulty is at GM’s discretion.
  • 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.

Exert your Mind and spend a minute. Investigate an area with a radius of up to 100 feet Can only be activated while you are in the wilderness. At the end of your investigation, roll Perception + Survival at Difficulty 6.

You learn the following information about the area:

  • You can tell which entities lay claim to each part of the area and how these borders have shifted over time.
  • You learn where exactly creatures and people live within the area, and what sorts of creatures they are.
The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same area more than once per day.

  • 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.

Exert your Mind and spend an Action. Select a Sapient target within arm's reach. Your target may Resist to cancel the transfer.

You may choose a single instance of one of the following to transfer from your target to yourself, or from yourself to them:

  • A single Trauma
  • Up to two points of Mind damage
  • A single Injury and any Battle Scars it caused
This Effect cannot be used again for the next hour.

Whenever you transfer an Injury, it's Severity increases by 1. Whenever you transfer Mind damage or Traumas, the recipient takes an additional Mind damage.

After you finish activating this Effect, you cannot move quicker than a walk (max 15 feet per Round) for one minute and suffer a -1 dice penalty for an hour. Exhaustion’s penalty and duration stacks with multiple activations.

  • Exhaustion penalties and duration stack. If you activate this Effect or another Effect with Exhaustion, your penalty will worsen, and the duration is increased by one hour.
  • Does not apply to transfers made through the Forced Exchange enhancement.
  • 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.

Exert your Mind and spend an Action. Select a target within 45 feet. Roll Charisma + Performance Difficulty 6. The target may contest by rolling to Dodge or Defend as a Reaction, Difficulty 6.

If the contested Outcome is positive, the target takes that much Damage plus 4. Armor is fully effective against this damage.

  • 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.

This Effect activates whenever you are recorded. It does not require an Action or Exertion. Select a Non-Sapient Object within 20 feet no larger than a duffel bag (35 liters). Your target should be intuitively based on the triggering event. Roll Perception + Culture Difficulty 6.

If your Outcome is 4 or higher, the target will be completely destroyed and can no longer function, though it may still be repaired. If your Outcome is less than 4, the target will be partially damaged, and any attempts to use it will suffer a dice penalty equal to your Outcome.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • The penalty from an object being damaged will stack with itself if a target is hit multiple times, but the object is destroyed when it reaches a total penalty of -4.
  • 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.