Once attuned an nearly invisible mark is created on third eye of recipient. While communicating the third eye starts to glow faintly, thus becoming visible.
Every data channel is two sided. Remember which side are you on.
Spend an Action. Select a target within 300 feet of you. You must have a specific target in mind, but you require only an intuitive understanding of them, such as their name, face, or Location. This Effect cannot be used unless you are attuned to your target. You can attune by spending an action looking in the eye(s) of your target. You can have up to Itellect number of attuned targets.
You may send a single message to your target. It can be no more complicated than a multi-page letter or a long email.
The message will only be perceived by the intended recipient. You must share a common language for your target to understand the message.
This Gift's Cost is capped at 2 and cannot be increased further.
A blue crystal of Aqua aura embedded in a headpiece on where third eye would be. When focused on it helps user to move and otherwise interact with their surroundings with mind itself.
It slightly glows reacting on wearers thoughts and goes bright when used properly to affect reality.
A crystal popped from an old trinket for a game said to be real thing actually happened to be not that far from false advertisement. Unique way of artificially coating dumortierite quartz with gold gave the crystal potential to become functional.
You gain the following benefits as long as you are wearing this Artifact.
You can interact with things that are within 10 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 4 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Whenever this switches shapes, colors, photos, etc; it warps into a photo of yourself and whatever you need it to be.
This Artifact can change its appearance. When not transformed, it is roughly the same size as a Passport and just as difficult to conceal.
Spend a Quick Action to activate. This Artifact changes its appearance into an Object within the category of Identifications. 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.
Willing the mallet to extend into a proper hammer, the wastrel swings with all his might into his opponent's broadsword, shattering it into dozens of pieces. Grinning madly, he dares his foe to try to block his attack again.
This Artifact can be used as a great sword / giant axe. It is roughly the same size as a great sword / giant axe but can be collapsed into a small mallet and concealed. Collapsing or expanding it costs a Quick Action.
Attack by rolling Brawn + Melee, Difficulty 6. Successful attacks deal Contested Outcome +5 Weapon Damage.
You also gain the following effects:
chibby prepares his "special" medicine for his patient using calming drugs and other things he have in his medical aid kit and a special sauce that comes out of his cat tag, after some time he finishes with a potion that can be thrown at any target not too far away from him which will cause his victim to suffer in multiple ways.
(if this name tag is given to anyone else he will gain the chibby knowledge and be able to follow his steps)
Exert your Mind and spend an Action. Select a Living target within 25 feet. You must use up calming drugs in order to activate this Effect. You must make a Trauma roll when you use this Effect. Its Difficulty cannot be reduced by any means. Roll Intellect + Medicine at Difficulty 6. Your target may resist by rolling Body at Difficulty 8.
If you succeed, the target is afflicted with a Condition that causes any number of the following symptoms:
The affliction is not treatable by modern medicine. It may be diagnosed by rolling Perception + Medicine at Difficulty 6, and can be cured by sleep.
Any Scars, Traumas, or Injuries caused by your symptoms cannot be healed until the underlying Condition is cured.
You may cure any target you’ve afflicted at any range as a Quick Action.
This Effect ends if you are stunned, fall asleep, go unconscious, are incapacitated, die, or if your total Stress ever exceeds 5.
Possession of this Artifact causes the following Battle Scar to manifest over the course of a day: wheezing. If they lose possession of this Artifact, the Battle Scar heals over the course of the next day.
chibby pulls out painkiller and starts walking around the patient and purring loudly while while the cat tag start to glow rapidly before it stops and the scar gets deleted
(if anyone uses this artifact when he walks near a patient with a scare the cat tag will glow before healing the patient scar)
Expend a point of Battery and spend a minute. Select a Living or Animate target within arm's reach. You must use up pain killers in order to activate this Effect. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
as chibby approches his patience the cat tag start to glow clearing all bad energie and historical traumas from there brains making theme fell brand new but he tells him to take care of the fellow animal because he hates any pain that other creature developes.
(if this tag is gone to another person. he get all the instruction to use it and the players he is curing gets the pop up."dont kill animals or else")
Exert your Mind (unless you win a coin flip) to activate. Select a Living target within arm's reach. Over the course of one Downtime, your patient must communicate with you and reveal at least one of their Traumas to you, including the details of those Traumas and the circumstances of how they were acquired. After the full treatment time has elapsed, roll Charisma + Medicine at Difficulty 6.
Your target may Resist. If your treatment is successful, you may remove one of the patient's revealed Traumas without incurring any Experience cost.
Your patient is required to to not kill animals for the next month. If they violate this rule, your treatment is immediately reversed.
You may heal a Trauma on any number of targets with a single activation of this Effect, but any Traumas which you treat are revealed to the entire group.
Once per day per target, you may choose to use this Effect to stabilize the Mind of a target within arm's reach. Treatment takes 30 seconds but will not remove any Traumas. If you are successful, restore 2 Mind damage.
A rock with a quarter sized diameter. With a lollypop stick poking out of it. It tastes slightly sweet and makes your pain go away.
You gain the following benefits as long as you are wearing this Artifact.
Your Stress from Injuries and Mind Damage is reduced to 0.
Touches necklace to activate the power
Exert your Mind and spend a Free Action. Select a Non-Alien Creature within 20 feet.
For the next day, you may issue specific commands to your target which they will be compelled to follow.
Your commands can be complex and multi-layered, though they must still be specific. You cannot make them obviously endanger themselves or violate their instinct for self-preservation. The effects of the command will fade after a day has passed.
This device is a piece of chrome the size and shape of the back of a spoon. When placed against the skin, small hypodermic needles sprout from the device and attach it to the user's bloodstream. There, it filters and releases lifesaving drugs into the bloodstream, granting complete immunity from contracting new diseases and added resiliency in all other cases.
WARNING: The immunizing drugs have been shown to reduce inhibitions in test subjects.
You gain the following benefits as long as you are wearing this Artifact.
You get +2 dice to any Body resistance rolls you make. You also gain the following effects:
The mad scientist can craft steel helmets that protect their wearers from mental influence and attack.
You gain the following benefits as long as you are wearing this Artifact.
You get +0 dice to any Mind resistance rolls you make. You also gain the following effects: