Detect super natural

1
This Artifact allows you to detect all nearby Spirts and Violent Criminals and Undead.
Used by Kore Bennett, Created by c1lm0rt1s.
On Legendary Artifact The Tome of Zephyr.
( 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.)

Book flips open and the pages shift and create a map


Exert your Mind and spend one minute. 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 automatically detect all Spirts and Violent Criminals and Undead within 300 feet of you for the next hour. This includes any who come within range during the duration. You have a sense of how many valid targets are nearby, as well as their distance and direction.

If no Spirts and Violent Criminals or Undead targets are within 300 feet of you, and then one enters range, you automatically detect it, even if this Effect is not active.

Even if there are no Spirts and Violent Criminals or Undead within 300 feet of you, you become aware of the direction the closest one is in, as well as a rough sense of its distance from you.

While this Effect is active, you are at -2 dice to all Actions and cannot Concentrate.

  • This Effect does not satisfy the line of sight targeting requirement for other Effects.

Community Legendary Artifact Gifts

You gain the following benefits as long as you are wearing this Artifact.

You may move easily and without a roll in any of the following situations.

  • Path Finder: You are adept at making your way through crowds, underbrush, and other dense, congested environments. While doing so, you move at full speed.
  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.

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.

You may spend an Action or Reaction and Exert your Mind to double your Armor rating for one Round.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor penetration. It cannot be circumvented with Called Shots.

Exert your Mind and spend 1 minute. Select an Animate target within arm's reach You may select a target at any range if you use up An object they used to perpetrate a major federal crime (I.e. Murder, Bank Robing, Drug trafficking.) of the target. You must use up Tuff of fur in order to activate this Effect. You must maintain Concentration while the effect is active. Roll Charisma + Culture at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.

You are able to view your target's memories. The target is unaware their memories are being probed. The Effect ends if the target moves out of range or your Concentration is interrupted.

You may ask specific questions about their memory - “what is their computer password,” “What were they doing at 4:00PM yesterday,” etc - but 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.

  • 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.

The user radiates Causal Diction to the point where it begins to interact with the world around them. On paper, this might seem like a barrier that blocks incoming attacks against the user. However, it would be more accurate to state that objects drawing close to this radiated energy become filled with the desire to miss the intended target and deviate from their chosen course. If more than will the user is exerting is put into an attack, not all of its force will be diverted. It is imperative to understand that this is not a shield. It is merely an interaction between fundamental forces of the universe.

Spend an Action or Reaction. Select a Animate target within 20 feet. Roll Charisma + Influence at Difficulty 6.

If you succeed, you create a barrier around your target, which absorbs the next Outcome +4 Damage. The Damage reduction from the barrier is applied before Armor. This Artifact may have up to 3 barriers active 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.

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

Anyone who touches this Artifact will notice it warping their body and may drop it. If they choose to hold or use it, they immediately receive the following Battle Scar: Weak Stomach. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.

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: Nightmares. If they lose possession of this Artifact, the Trauma heals over the course of the next day.

  • Effects which circumvent Armor completely also circumvent your barrier.
  • 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 great sword / giant axe. It is roughly at least twice as large as a great sword / giant axe and cannot be concealed on your person or disassembled for storage.

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

You also gain the following effects:

  • Any Injury inflicted is considered unstabilized even if its Severity is less than 4. The equipment and roll required to Stabilize it is treated as though it is a minimum of Severity 6.
  • Mjolnir: You may call your weapon back to your hand as a Quick Action if it is within 50 feet of you. Can only be used on melee weapon that you have wielded in the past hour.
  • Pin: If you Injure a target with an Attack, you may choose to leave your weapon. If you do, the target is “pinned” to that location until the weapon is removed. Removing the weapon increases the Severity of that Injury by 2.

  • This Artifact cannot be disguised or morphed with other Effects like Shape-Changing object.
  • Reminder: additional Weapon Damage granted by this Effect does not stack with any other bonus to Weapon Damage. Instead the largest bonus is used.

Stock Legendary Artifact Gifts

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.

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 cannot be broken. If this Artifact is lost and in no one else’s possession, it finds its way back to its true owner during the next Downtime.

By default, the creator of this Artifact is its true owner. The true owner may formally bequeath this Artifact onto another person within arm’s reach, after which they are its true owner. If the true owner dies or is destroyed, their ownership ends. If this Artifact has no true owner, anyone may spend one day attuning to it to become its true owner.

This Artifact's true owner is always aware of the direction and distance to this Artifact.

  • "Cannot be broken" means that damage cannot render the Artifact's Effects unusable, nor can it cease to be used for its primary mundane purpose, if it has one.

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”).

  • You do not gain mind-reading through this effect, so your ability to alter their memory is limited by your knowledge of what they might know.
  • The target's roll to realize their memories have been altered can be made a maximum of one time 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.

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.