Evil Jimmy can talk to any sapient creature, fueled by anger. Hoping to Find a new host.
You gain the following benefits as long as you are wearing this Artifact.
You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language.
Rob plays his saxophone, causing anyone who hears the music to begin uncontrollably dancing.
Exert your Mind and spend at least one Action. Select a number of Sapient targets equal to your Charisma within 100 feet. Your target may be actively engaged in Combat. Communicate a command to your targets. Roll Charisma + Performance at Difficulty 6. The targets may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your targets will be compelled to follow your command to their best understanding of the letter and spirit of the command until they have completed it or for your Outcome in minutes. You cannot issue another suggestion to the target until 10 minutes after they have completed the first command or 10 minutes after a failure.
The target is unaware that they are under supernatural influence and feel they are acting of their own free will. If you fail, they realize that you were attempting to influence them supernaturally with your command.
Your command can be an order to take an immediate Action. You cannot order a target to "do nothing," and they are free to take other Actions as they fulfill your request. Your command cannot be obviously self-destructive. The Effect ends if following your command would cause a target to cross one of their Limits in a way that would necessitate a Trauma roll.
You may activate this Effect as a Reaction to contest any Action a valid target is taking, reducing their Outcome by your own. Your command has no impact beyond disrupting their Action.
If the Contested Outcome of your activation roll is 4 or higher, the activation cost of this Effect is refunded.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
You are equally bound to follow any command you issue.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
Activated from a briefcase, RAZ-II proceeds to transform, a small (just a little bit smaller than a human being), almost mech-like form will take form, a gun barrel making the cockpit, essentially a gun with legs, however, if needed, RAZ-II can take flight using its legs, which will transform into gyroscopic thrusters.
Exert your Mind and spend an Action to activate.
Summon a single Weaponized Mech at your location. They will last for two hours, or until they are destroyed. They are controlled by the GM but will follow any commands you give. You may have at most 1 minion active at a time.
Minions have 4 Body and can make ranged attacks at targets up to 30 feet away with 5 dice to attack and +1 Damage. Your minions can move 20 feet per Round as Free Movement, and double that when performing an all-out Sprint. They cannot dodge or Defend. They have dog-level intelligence, but are capable of communicating information back to you. Any Perception checks they make are rolled with 3 dice.
Your minions can fly at their normal movement speed.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: Roll Self Control if you ever willingly hand this artifact off to someone. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
With a click of the key the car collapses in on itself to become a tessaract holding the potential of infinite Aoi Akumas inside it. With another click the tesseract expands and locks in on the true version of the car.
This Artifact can be used as a Nissan Silvia. It is roughly the same size as a Nissan Silvia but can be collapsed into a car key with a tessaract ring and concealed. Collapsing or expanding it costs a Quick Action.
This Nissan Silvia has rear doors, rear window controls, Nitro and LED underlighting along with perpetual air fresheners hanging from its rear view mirror. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
A normal suit belt that looks like your average belt with a round belt buckle. It doesn’t stand out too much, other than being a belt with a unique design.
This belt contains 3 small wards. One of these wards can be activated inside the belt, and the other three can be spread out. This allows Liam to communicate with others, but also be alerted to beings entering his perimeter as well as his comrades if he chooses to give them his wards.
Exert your Mind and spend an Action. Select a Location within 10 feet.
You place a ward,. You can see through the ward as though you were standing at its location. This Artifact may have at most 3 wards active at once.
The ward requires Concentration to monitor, though it will remain active until you deactivate it. The ward can be discovered if someone knows what they are looking for, but is otherwise inconspicuous and cannot be identified as a ward.
Whenever something crosses into the observational range of the Ward, you and those you've allowed to tune in are alerted by Synapse alert (nervous system registers direction).
You may communicate through your ward, though doing so will reveal its presence.
While he is walking he brushes his arm past someone and his brain is flooded with the information on this person whom he touched.
Would roll with secondary (Spy)
Spend 2 Actions to activate. Select a Sapient target within arm's reach. At the end of your investigation, roll Dexterity + Stealth at Difficulty 6.
You learn all the following information about your target:
The quality and specificity of information gained depends on your Outcome.
This Gift's Cost is capped at 2 and cannot be increased further.
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.
The spy can do up their passport to take on the appearance of any valid form of identification they may need.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a passport and just as difficult to conceal.
Exert your Mind and spend an Action to activate. This Artifact changes its appearance into an Object within the category of forms of identification. 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.
The 255TE "Lancer" Rife fires an extremely deadly spike of plasma at its targets. It comes standard with a volume control, allowing the soldier to mute its normally fearsome lightning crack report for stealth missions. When not in use, it can collapse into a small metal disk that can fit into any utility belt.
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:
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”).
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.