Sleek, gold and silver finish, engraved biblical motifs, glowing cross emblem, ergonomic grip, crystal barrel core, ethereal light effects, compact size, holy inscriptions.
For all intents and purposes, this is a laser gun that Eden made to charge a shot you need to load one D cell battery Per shot although they’re not 100% accurate he did throw in a homing system
P.s Just a weird character quirk that everything he makes he turns into a biblical reference. No, he is not religious.
Spend an Action. Select a target within 50 feet. You must use up double AA batteries in order to activate this Effect. Roll Intellect + Science 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 may use this Effect to Defend against any melee, projectile, or firearm Attacks within range or Clash against any Attack targeted at you. Using it to Defend deals no Damage but does not cost Exertion.
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 you successfully hit your target, the value of any Armor they are wearing is reduced by 2. For material armor, this penalty lasts until it is repaired. For intrinsic armor, it lasts until the end of Combat and any relevant wound is healed.
This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.
Instead of dealing Damage all at once, the Injury caused by this Power starts at Severity 1 and worsens at the rate of one level per Round until it reaches the Severity it would have otherwise been.
As the contract is verbally stated the caster's eyes glow red and their teeth are turned serrated.
You must use up 100$ dollars in order to activate this Effect.
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 and all participants must touch me 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.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Whenever the Wrangler uses the effects his character begins glitching in and out of reality while his hat remains normal.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
While Incapacitated, you may Exert your Mind to take a single action.
When she is with the Mists, Elizabeth can feel them. Not just the mists around her - all mists are *the* mists. And feeling around, she can find what she needs, and bring it to her. You never know what's right ahead of you in them.
Expend a point of Battery and spend 1 minute. This Effect cannot be used unless you are enveloped in the mists.
Choose an Object which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.
Roll Perception + Thievery to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.
You may produce water with this Effect without Exerting your Mind or making a roll. The amount produced is double your normal maximum volume.
Plunging the blade into her chest, Kurumi is enveloped with a dark red aura and is transformed into Dark Kurumi. In this state, her eyes glow red, her hair gains red highlights, and black vein-like markings appear on her skin.
Despite stabbing herself in the heart during her transformation, in the end, Kurumi somehow suffers nothing more than a surface wound. This doesn't stop her from feeling really cool when she does it.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
You transform into Dark Kurumi for 30 minutes. You have access to all of your Powers while you are Dark Kurumi, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.
While transformed, your Brawn is increased by 2, your Dexterity is increased by 2, and your Perception is increased by 2. You do not suffer any Stress while transformed.
You may only use this Effect once per day.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
chibby prepares his "special" medicine for his patient using calming drugs and other things he have in his medical aid kit and a special sauce that comes out of his cat tag, after some time he finishes with a potion that can be thrown at any target not too far away from him which will cause his victim to suffer in multiple ways.
(if this name tag is given to anyone else he will gain the chibby knowledge and be able to follow his steps)
Exert your Mind and spend an Action. Select a Living target within 25 feet. You must use up calming drugs in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by sleep.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may cure any target you’ve afflicted at any range as a Quick Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: wheezing. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
Dazzle Glasses are advanced "black-tech" espionage gear. They can be styled as any sort sunglasses. When the wearer is recorded, they will quickly flash a non-visible laser into the recording device, destroying it after only a moment of footage is taken.
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.
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.
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 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.
If the Selkie's seal skin is worn close to the body, any contact with salt water will cause them to transform into a seal. While transformed, they have full access to their normal suite of Powers.
This Effect activates whenever you are submerged in salt water. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event.
You transform into small for two hours or until you choose to end the Effect. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Targeted, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.