Paul puppeteers Sunny Funny, she asks a small favour of someone. Her bright colors and joyous voice makes it hard to resist her charms.
Sunny Funny is an overly optimistic entity, always willing to brighten someone's day. She can get a little, intense when people are too negative.
Exert your Mind (unless you win a coin flip) and spend at least one Action. Select a Human target within 20 feet. This Effect cannot be used unless you are puppeteering this puppet. Your target cannot be engaged in Combat. Communicate a command to your target. Roll Charisma + Performance at Difficulty 6. The target may resist by rolling Mind at Difficulty 7.
If the contested Outcome is positive, your target 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 hours. 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 and a conditional request. 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 must have some means of communicating this command to your target, but no one other than you and them will understand or perceive it.
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.
You must maintain Concentration while your command is being carried out. If you break Concentration, any active suggestions you have issued will end.
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This Artifact can be used as a club / improvised weapon. It is roughly the same size as a club / improvised weapon and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +3 Weapon Damage.
You also gain the following effects:
As the card drive along the road, one small red vehicle can be noticed, with a red body and a black underbelly, it just drives along the road, until a turn comes up, that's when it flips up the headlights and drifts, picking up speed as it passes the other cars on the road.
This Artifact can be used as a Red Toyota AE86 Trueno. It is roughly the same size as a Red Toyota AE86 Trueno but can be collapsed into a Toy Car and concealed. Collapsing or expanding it costs a Quick Action.
This Red Toyota AE86 Trueno has Racing Seats and a Modified Engine. Any roll to pilot this vehicle receives +2 dice.
You also gain the following effects:
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: Tinnitus. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
The Divine Deliverer is a truly exceptional Catholic blessed revolver. Crafted with exquisite precision and adorned with sacred insignia, this weapon embodies the essence of one mans holy purpose. The revolver's barrel and frame are forged from gleaming silver, symbolizing purity and sanctity. Intricate engravings of religious motifs, including crosses and angels, adorn the metalwork, telling a tale of divine protection. The entire revolver is bathed in a radiant, warm glow, reflecting the divine light that guides the path of the wielder. the model of the revolver is a Smith & Wesson Model 460XVR Compensated Hunter.
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 +3 Weapon Damage. The target's Armor is fully effective against this damage.
Possession of this Artifact causes the following Trauma to manifest over the course of a day: "One True Scotsman": When religion is invoked, make a trauma roll to avoid disparaging them and their faith.. If you lose possession of this Artifact, the Trauma heals over the course of the next month.
You also gain the following effects:
Hudson can turn a regular weapon into a machine of death, making most things significantly more powerful.
This Artifact has been upgraded.
This Artifact receives 2 extra dice to all actions taken for its intended use. Attacking with an upgraded weapon grants +2 Weapon Damage instead of additional dice.
Imagine a magical M17 Handgun, an otherworldly fusion of advanced technology and arcane power. The Handgun's sleek, matte-black exterior gleams faintly, etched with intricate runes that pulse with an ethereal glow, reflecting its enchanted nature. Its barrel is slightly Shorter than a standard M17 Handgun, with mysterious symbols carved along its length, shimmering as if alive.
The grip and stock are made from an otherworldly material—something lighter yet more durable than any metal, with faint golden veins running through it. The rifle’s magazine, while looking like a typical high-capacity model, is mysteriously empty but ever full. The moment a round is fired, it reappears instantaneously, as if time itself has looped and provided an endless supply of ammunition.
When you aim, the sights are enhanced by an ancient magic. Instead of simple iron sights, they shimmer with holographic glyphs, marking targets with precision before you even pull the trigger. Each shot fires with a whisper, leaving behind a faint trail of light that fades into the air, hinting at the magical force propelling the bullets. The rifle hums with an almost imperceptible vibration, as if it's aware of its near-infinite power.
This Artifact can be used as a handgun. It is roughly the same size as a handgun and just as difficult to conceal.
Attack by rolling Dexterity + Firearms, Difficulty 6. Successful attacks deal Contested Outcome +4 Weapon 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:
The spy can do up their passport to appear as any valid form of identification.
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.
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 survivalist has depended on the Bug-out Bag for so long, they've formed a powerful bond with the pack. This bond renders the pack unbreakable, and grants the survivalist an understanding of what direction it's in at all times.
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.
"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.
The Axe of Legend's blade has been imbued with the metal of the dark lord of rock and roll. It shreds chords and flesh. The rock god commanding it may recall it to their hand at will.
This Artifact can be used as a sword / axe. It is roughly the same size as a sword / axe and just as difficult to conceal.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +4 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”).