A grayish mist is emitted from the necklace. The cloud then coalesces into cloaked, wraith-like beings that surround your target.
The wraiths use the voices of the innocents that have been harmed by the users actions.
What they’re saying is nearly incomprehensible due to the sheer quantity of voices attempting to whisper over each other, but the target gets the sense that the user must have done something terribly wrong.
If used on self, the wraiths taunt and mock the user. Unlike the others, the user recognizes each and every voice and how they are related to the user.
They're translucent and wouldn't inhibit vision.
When attacked, the wraiths let out a bloodcurdling wail and lunge for the attacker before bursting into ethereal flames.
Exert your Mind and spend an Action or Reaction. Select a Animate target within 20 feet. Roll Intellect + Investigation at Difficulty 6.
If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. Any Damage absorbed by the barrier is reflected back to the attacker, up to a maximum of 4. Their Armor applies in full. The Damage reduction from the barrier is applied before Armor. This Artifact may only have 1 active barrier at a time.
You must maintain Concentration while using this Effect. The barrier will fall if you are interrupted, or if it absorbs the full amount of Damage. When a barrier falls, you cannot use this Effect again for a minimum of 2 Rounds.
It rides on Rocco’s wrist like any old watch nothing flashy, nothing worth a second look. But The Button isn’t for telling time. It’s for ending it.
When things go south, it shifts snaps into an HK417, no questions asked. Clean, precise, loud when it needs to be. Just like Rocco. It can change into other tools too, whatever helps get the job done or keeps eyes off the real heat.
This ain’t a gadget. It’s a promise.
You mess with the Marino family, you get The Button.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Leather Watch (No Metal) and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes into one of the following Objects: Heckler & Koch 417. 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.
Your Artifact makes a genuine transformation into the new Object; it is not illusory, and the Object has fully normal and expected functionality. Any functionality which the Artifact previously possessed will not be useable until the transformation is ended.
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.
Luminous takes his soul orb, where as before, with Light of Redemption, he would access a character sheet, tampering into their very soul and re-editing their sheet to restore their scars. Using Light magic as a conduit to access their soul, redeeming them... now, his inner darkness has come to the front.
Using his dark magic as a conduit, different from his normal character editing, he now directly floods a target sheet with darkness. The darkness slowly corrupting their mind, before he readjust them with light magic, putting himself in a superior position over them. Replacing any time the target has felt joy, an absolute bless, or any time they have felt happy or proud, Luminous was the reason for it. He was there for them.
Exert your Mind (unless Space-Time Grafting is active) and spend 1 minute. Select a Sapient or Animate target within arm's reach. This Effect cannot be used unless Used on a revived being/undead, Luminous has command over the creature/revived being, and no one is actively watching luminous when he starts casting this. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you Traumatic Brain Injury. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 8.
If the contested Outcome is positive, a specific period of time (up to 1 week long) from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”). You may also choose to only alter a single specific detail rather than an entire period, such as a password, phone number, directions, etc.
Affected targets will invent new memories to justify the inconsistencies. For instance, if their memory was altered to include a new friend they don’t have, they may invent further memories of meeting that friend, spending time with them, etc.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see Luminous is actively and obviously invading the being mind, intruding on it.
Oswald can use this gift to attack enemies.
Inspired by the paintbrush that Oswald's ex-friend used, "Rabbit's Foot" acts as a more offensive weapon compared to the brush. This gun has proven useful many times for Oswald to protect himself from "The Mob of Hollywood".
This Artifact can be used as a handgun. It is roughly at least twice as large as a handgun and cannot be concealed on your person or disassembled for storage.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon Damage. The target's Armor is fully effective against this damage.
You also gain the following effects:
Upon activation, a purple swirling light is seen emanating from each amethyst shard. The swirling lights converge around the target briefly, before dissipating. Nobody except the wearer can see the actual past of the target. The ring's bearer will see the room enveloped in a purple hue, with the target's past surroundings being shown first. The target's creation will be shown afterwards, with the purple hue becoming much darker to the wearer beforehand.
Expend a point of Battery and spend 2 Actions. Select a target Object within arm's reach. At the end of your investigation, roll Brawn + Investigation at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
"I think, I... I did this. I, I couldn't stop myself. It's my fault. I ruined everything. I betrayed the people who were kind to me. I don't remember why I did this..."
"I don't know. They aren't moving. There's so much blood. I'm sorry. I'm really sorry."
Three bodies were found in the Abnormality's Containment Unit. The Abnormality lost all memory of the incident afterward.
DAMAGE DURING WORK DOES NOT COUNT TOWARDS THE TRANSFORMATION.
This Effect activates whenever successfuly attacked by the Villain or you reach 4 mind severity. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. This Effect cannot be used unless REACH 4 MIND SEVERITY and QOH EGO IS FULLY WORN. 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 transform into The Magical Girl of Hate for 3 minutes. You have access to all of your Powers while you are The Magical Girl of Hate, and you can use your equipment. The Injuries and Battle Scars of your Alternate Form and your true form are tracked separately.
While transformed, your Brawn is increased by 3, your Dexterity is increased by 3, and your Perception is increased by 3. Your Stress is reduced by 2.
Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).
If you take Injuries totaling 4 Severity or higher while transformed, you recover all Injuries and change into E.G.O CORROSION. All dice rolls are at -1 Difficulty for the next minute or until this Effect ends. Cooldown 1 day.
If you are restricted, restrained, dazed, sleepy, or stunned, you may activate this Effect to break free or end the negative effect. You cannot free yourself by transforming more than once a minute.
After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.
While transformed, you automatically fail any Mind roll to resist an impulse and suffer -3 dice on all other Mind rolls.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: All Returns to Nihil. If they lose possession of this Artifact, the Trauma heals over the course of the next day.
You may only use this Effect once per day.
The De-Neuralizer is a small silver device that can emanate a bright flash of light. Any being that looks into it with uncovered eyes has their most recent period of the their memory set into a highly over-writable state for a moment. While in this state, their memories may be overwritten at will.
Exert your Mind and spend an Action. Select a Location within within arm's reach. All Sapient targets within 20 feet are affected. This Effect cannot be used unless the target is looking directly into the device with uncovered eyes. Roll Charisma + Influence at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, the most recent 1 hour from your target’s memory is either replaced with new memories or forgotten entirely. This is recorded as a Condition. The level of detail and completeness of the alteration depends on your Outcome. If you fail, the target realizes that you are attempting to alter their memories.
The period is chosen either by time (i.e. “last Friday night”) or by reference to a specific event (i.e. “when the murder occurred”).
"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.
Companions gawk at the sheer size and quantity of the equipment the survivalist stores in the Bug-out Bag, but when they open it, they find only a standard set of survival gear. Only when the survivalist opens it is its true capacity revealed.
This Artifact holds 5 times what it normally could inside of it. Objects stored inside are weightless.
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.
If anyone other than you opens the container, it appears empty. Others can still destroy it to get at the contents.
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.
Standard issue in the Future Soldier's home time, the Personal Shield Generator (PSG) projects a protective energy barrier around the body. It absorbs damage far better than traditional armor, but its battery is quickly drained. When depleted, the PSG must spend a few seconds recharging.
When struck, the normally-invisible field of the PSG flashes, revealing a bright yellow honey-comb pattern encasing the body.
You gain the following benefits as long as you are wearing this Artifact.
You have 6 Armor, which reduces incoming Damage. Armor from multiple sources does not stack.
Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.
Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.