Entropic field Do not adjust your set

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This Artifact allows you to create an environmental hazard.
Used by Nik Anderson, Created by Novu.
On Legendary Artifact Multipurpose data manipulator.
( During activation, it is obvious the environmental effect is issuing forth from you. You must actively and obviously be using up rechargable lithium battery. 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.)

Loaded with a full battery, the manipulator is held up in the air and activated. A light haze of static fills the air in the zone as accelerated entropy eats away at everything.

A directed beam of energy can cause a lot of damage in a short amount of time. A bigger field of entropy can cause just as much damage, you just have to give it some more time.


Expend a point of Battery 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 must use up rechargable lithium battery in order to activate this Effect.

You create a zone of entropy 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:

  • Danger Zone: The zone contains entropy. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • 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.
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.

You may end this Effect prematurely as a Free Action.

You may only use this Effect once per day.

  • 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 Environment Control Gifts

Exert your Mind and spend an Action.

You create a hemispherical dome of ashy air and molten, rocky ground originating at your Location, with a radius of 60 feet. and lasting for 5 minutes. You are fully immune to the effects of your zone. The area inside your zone is affected in the following ways:

  • Danger Zone: The zone contains scorching heat and volcanic debris. At the end of each Round, everyone in the zone must roll Body at Difficulty 8. Anyone who fails or botches receives a Severity-1 Injury.
  • Obscured Vision: The zone is partially blocked from view. Anything within the zone will have difficulty seeing anything or being seen from the outside. Any rolls that rely on sight are made at -3 dice, and rolls that would benefit from sight are rolled at -1 dice.
  • 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.
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.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see your eyes turn red as you channel the enraged screams of all those you've wronged.

You may only use this Effect once per day.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • The Effect does not follow you after you activate it.
  • 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.

You gain the following benefits at all times.

You are permanently and visibly transformed: Golem Man. You are considered to be a Sapient, Non-Living being when targeted. Your Brawn is increased by 1.

No single organ in your body is critical for life. Called Shots do no additional Damage to you. You may perceive the world through separated body parts, take Actions with them, and reattach them by spending an Action and Exerting your Mind.

Your Injuries no longer degrade with time. You do not age naturally, and supernatural attempts to age you fail.

You cannot be mistaken for a normal human. You cannot always use standard human clothes, equipment, vehicles, and facilities, and when you can, you suffer an increased Difficulty.

The Severity of any Injury caused by Pickaxes, Sledgehammers, Jackhammers is increased by 2.

  • Detached parts move at 5 feet per Round. You may activate awareness Effects through detached sensory organs. This does not grant extra Actions.
  • You must still perform some equivalent of eating, sleeping, and drinking unless other Effects allow you to ignore that requirement.
  • The increase in Injury Severity stacks with any similar effects, such as the Silver Bullets drawback on Regeneration.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Spend an Action. Select a target within 45 feet. This Effect cannot be used unless the target has sinned before Johan. You must use up one memory of Johan's memories of the target sinning in order to activate this Effect. Roll Charisma + Occult at Difficulty 6. The target may contest by Defending or Dodging.

If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and, if your Contested Outcome was greater than their Brawn, they are encased and cannot take any physical Actions other than attempting to escape until they break free.

The target may spend an Action and roll Brawn or Dexterity + Athletics to attempt to break free. They must accumulate a total Outcome equal to or greater than the original Contested Outcome to escape. Damage to the binding from outside sources also contributes.

If your target does not escape within 3 Rounds, they cannot ever free themselves and must be rescued.

You may end this Effect prematurely as a Free Action.

This Gift cannot have more than 3 Drawbacks, and its Gift Cost is capped at 1.

  • For entities whose movement could be considered an attack (e.g. a kaiju), the GM may rule that they are merely slowed instead of fully restricted.
  • 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 30 seconds to trap a region of any shape that contains your current location and fits entirely within 60 feet of you. This trap lasts one day or until triggered or disarmed. This Effect cannot be used unless there is a corpse in its initial radius. Choose a type of being that could trigger the trap.

The trap looks like A perfectly silent, alien eyeball with a snowflake pupil. Only those who have seen this trap before can identify it as a trap. Anyone who is aware of the trap may intuitively avoid or destroy it.

When setting the trap, specify the condition under which it will trigger. The trap can trigger against a target in the trapped region.

You create a hemispherical dome of Fractal Shaped Frost originating at the trap, 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:

  • Danger Zone: The zone contains Existential Cold. The area is extremely inhospitable. At the end of each Round, everyone in the zone must roll for Acute Exposure.
  • No Comms: Any being inside the zone cannot communicate in any way with any being outside the zone and vice-versa.
The zone expands immediately to its full size from the trap, 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
  • 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.
  • The trap's triggering condition, once set, is final. The trap cannot be manually triggered or made to fire on a selected target at will.

Exert your Mind and spend an Action. Select a Location within 60 feet of you.

You create a hemispherical dome of Alicia goes crazy and affects those around her. originating at the chosen Location, with a radius of 60 feet, and lasting for as long as you maintain Concentration. The area inside your zone is affected in any number of the following ways:

  • Danger Zone: The zone contains An expansive field stretches out before the adventurers, covered with brightly colored mushrooms of whimsical shapes. Each mushroom releases magical spores that fill the air with an iridescent and intoxicating mist.. At the end of each Round, everyone in the zone must roll Body at Difficulty 8. Anyone who fails or botches receives a Severity-1 Injury.
  • Disorienting: Any time someone moves within or through the zone, they must roll Mind at Difficulty 8. If they fail or botch, they move a similar distance in a different direction of the GM’s choice.
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.

You may end this Effect prematurely as a Free Action.

Possession of this Power grants the following Trauma at all times: wonderland.

  • You must retain Concentration to keep up the effect; if your Concentration is interrupted, the effect will end.
  • 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.