Ichors affliction

7
Requires Seasoned
This Artifact allows you to afflict a target with a debilitating illness, poison, or malady of some kind.
Used by Erik Gunnarsson, Created by Cy.
On Legendary Artifact Infused Ichor.
( When activating this Effect, it is obvious you are interacting with the target. You must actively and obviously be using up Ichor vails. 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 Ichor is a liquid with a purpleish hue.
inflicts the victim with gruesome effects

But it can have beneficial properties when injected at the right

-will write this later-


This Effect activates whenever when infected by Ichor or when touched by the bodily fluids of the user (blood, saliva, etc). It does not require an Action or Exertion. Select a Animate target within 200 feet. Your target should be intuitively based on the triggering event. You must use up Ichor vails in order to activate this Effect. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 7.

If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:

  • Disabled: The target suffers from an affliction that leaves them unable to act at full strength, such as physical pain, severe fever, intense fatigue, etc. They take a -2 penalty to all physical actions, which grows by -1 every hour until it reaches your Outcome.
  • Magical Miasma: The target’s connection to the world’s mystical energies is weakened. Any time they try to activate an Effect or any kind of supernatural ability, they must roll 1d10 at Difficulty 5, and if they fail, the Effect or ability fails. The Difficulty increases by 1 with every hour that passes.
  • Poisoned: The target gains a Severity-1 Injury which ignores Armor and doesn’t heal naturally. For every hour that passes, they receive a new identical Injury. If this new Injury would kill them, they roll 1d10 at Difficulty 6. Success cures the condition; otherwise, they will die.
  • Wasting Away: The target’s body is being eaten away by the affliction. Immediately on being afflicted, and again for every hour that passes, they will obtain a new Major or Minor Battle Scar.
Symptoms begin to appear immediately, and will remain and continue to worsen until the affliction is cured. The affliction is not contagious and will not spread to others.

The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by Expelling the Ichor from the body.

Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Successfully diagnosing an affliction also includes information about the treatment method.
  • The chosen method of treatment must be something that you could obtain in a small town given an afternoon.
  • Curing an affliction removes the Condition, but does not automatically heal any Injuries, Battle Scars, or Traumas which may have been caused by that condition.
  • This Effect’s symptoms do not stack with themselves on multiple applications.
  • 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 are viewing an old version of this Gift.
To view the most recent version Click Here

Revision purchased with:
Improvement from running Dark water part 2 spent on improving power: Ichors affliction    (since refunded)
Improvement from running Dark waters spent on improving power: Ichors affliction    (since refunded)
Revision purchased with:

Community Legendary Artifact Gifts

Spend an Action.

Create a repulsion field which extends out 45 feet from you in every direction, and lasts for the next 5 Rounds. Any Animate targets within the field cannot move any closer towards you. If they were within 45 feet from you when you activated the effect, they are immediately pushed back to the edge of the repulsion field.

You must maintain Concentration during this Effect.

When you activate this effect, you may designate any number of specific individuals to exclude from the Effect. Anyone designated in this way is unaffected by the repulsion field, and can approach you as normal.

You must remain standing in the same location while this Effect is active. Moving to a new location will interrupt your Concentration and end the Effect.

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.

This Artifact can be used as a slingshot. It is roughly the same size as a slingshot and just as difficult to conceal.

Attack by rolling Dexterity + Athletics, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage. Attacks do not require a successful called shot to do damage.

This item is a living thing. When targeted, it counts as a Living Creature in addition to its other target types. If destroyed or abandoned for more than two days, it dies and becomes unusable.

You also gain the following effects:

  • Bane: Injuries dealt to enemies of the kingdom of isreal are increased by 2 Severity levels.
  • Shredder: 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.

  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

You gain the following benefits as long as you are making a called shot to the pelvis, you are wearing this Artifact, and you are engaged in unarmed combat.

+2 dice to rolls for Attacking, Defending, and Clashing without a weapon. Unarmed attacks do +4 Weapon Damage (instead of -1).

You may Defend against melee, projectile, or firearm Attacks from any range and Clash with those in range of your Attacks. Attacking materials like steel or spikes will not Damage you unless it has an Effect that does so.

You also gain the following effects:

  • Point Control: Called Shots that you attempt only require a Contested Outcome of 2 for small targets and 4 for tiny targets.
  • Shredder: 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.

  • Unlike the Ability Brawl, this Effect does not affect small weapons such as knives.

This Artifact can be used as a container. It is roughly the same size as a backpack and just as difficult to conceal.

Your backpack holds 5 times what it normally could. Objects stored inside are weightless.

Living things can be stored in your backpack. They will have access to anything else inside and may attempt to break free, damaging or destroying the backpack in the process.

If your backpack 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 your 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.

  • There is no cost to use your container.

Doctor’s Orders is not simply persuasion.
It is the clinical weaponization of human emotion — the perfect merging of Selma’s medical mastery and her supernatural Gifts.
The glasses she wears are relics of another reality, tuned to the human soul rather than the human mind. Through whispered words and flashes of hypnotic gold, she can peel back the careful rationalizations people build around themselves, leaving only raw, unfiltered emotion.
Most never realize they've been tampered with. They just act — as if the choices were their own all along.

The legend of Doctor Whispers is whispered in fear and awe because of this: not that she controls minds, but that she convinces you to destroy yourself — gladly.

Exert your Mind and spend one minute. Select a number of Living or Animate targets equal to your Charisma within arm's reach as well as a specific emotion. Roll Charisma + Medicine at Difficulty 6. Affected targets can resist by rolling Mind at Difficulty 6 -3 dice.

If you succeed, for the next hour, affected targets will do things they otherwise wouldn’t have done, inspired by the chosen emotion. They will not necessarily display their emotions in an obvious way.

Actions they take will be in keeping with their character and the way they tend to deal with strong emotions. They will be unlikely to change their mind about any actions taken or decisions made until after the Effect ends.

If you choose to use Chain of Screaming, your target interacts with any valid target, they must roll Self-Control or be swept up in the same emotion. New targets pass it on as well, and so on, with the remaining duration decreasing by half until the chain stops.

If any affected target takes or deals Damage, this Effect ends.

  • Chain of Screaming: About 30% of average people will fail a Self-Control roll. A target that successfully resists is immune to this activation of the Effect. Cannot spread back to you.
  • Common emotions and the actions they inspire
    • Anger (shouting, cruelty, denying requests, attacking)
    • Pity (stopping an attack, executing an injured target)
    • Happiness (generosity, dancing, joking, socializing)
    • Sadness (finding solitude, openly crying, demotivation)
    • Fear (running, attacking)
  • If you succeed, the target MUST take at least one Action they otherwise would not have. Hey, GM who is reading this, I'm talking to you. You have to enforce this. Remember: Gifts must feel powerful.
  • 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 Legendary Artifact Gifts

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.

  • When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
  • Creature Stats
    • Medium (large house cat up to human) Body 3. Brawn 1. Dexterity 3. Fall damage reduced by 1.
    All creatures get +3 dice to any non-combat Action that they are naturally adapted for. All creatures Medium and larger may attack by rolling Body, dealing +0 Damage (+1 for “predators”). Gms and Playgroup leaders can apply other bonuses and effects to specific animals.
  • Animals that are quicker than humans (like dogs) have 50 feet of Free Movement. Animals that are very slow (like turtles) have 0 feet of Free Movement.
  • You cannot transform if there is not enough room to do so.
  • The form you take must have the same stats and abilities as a single, extant animal of the relevant size.

Spend an Action.

You may lock, unlock, and/or open any number of doors, containers, knots, or locks within arm's reach of you. Cannot be used on Alien technology.

If you successfully operate a lock, you may choose to destroy it, rendering it inoperable.

  • Operating some locking mechanisms through this Effect may have a secondary effect, such as a turn-key ignition on an older or cheaper car causing it to start or stop. Note that the locking mechanism itself must satisfy the standard targeting requirements (including line of sight), not just the vehicle.
  • Any mechanism that requires a key, keycard, key fob, or combination may be considered locked, at the GM's discretion. This Effect may be used on doors and containers secured with control panels or other electronic locks, but not computer security systems at large.
  • 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 Artifact can be used as a rifle. It is roughly the same size as a rifle but can be collapsed into a metallic disk and concealed. Collapsing or expanding it costs a Quick Action.

Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.

You also gain the following effects:

  • Silencer: The report of any shots you fire may be made silent at will.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.
  • Rifles are +1 Difficulty to use in melee range. Sniper Rifles are +3 Difficulty to use without a tripod or in melee range. Setting up a tripod takes an Action.

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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.
  • Changing the Artifact’s appearance does not allow you to conceal its Alien nature while any of its other Effects are in use.

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.

  • If you use this Effect to dodge as a Reaction, it succeeds without the need for a roll. Cannot be used as a Desperate Defense.
  • You may use your Free Movement on the Round you phase back in, but you cannot take an Action.