The Tillinghast Resonator can warp space around the wielder, although doing so breaches so-called "Tillinghast Space" allowing creatures that move freely in alternate dimensions to be seen, & in some cases, see us. The field of warping, shifting reality will protect the wielder from harm, & the creatures from beyond may attack those who interact with the area of warped space - often in a violent manner.
Project Note: We are ready for the final test! We acquired rifles to test the event horizon of the Tillinghast Field! Not a moment to soon, as Sara has become all but useless now, a gibbering wreck. No matter - once they see the T-Field eat a hail of bullets fired at a helpless girl, they will be unable to doubt our brilliance!
Expend a point of Battery and spend an Action or Reaction to activate. Make a Trauma roll when you activate this Effect. Roll Intellect + Science at Difficulty 6.
If you succeed, you create a barrier around yourself, which absorbs the next Outcome + 4 Damage. Half the damage absorbed is reflected back at the attacker, which they can Defend against as normal. The Damage reduction from the barrier is applied before Armor. You may only have 1 active barrier 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.
Any target that is or was under the protection of your Barrier in a given Round cannot take an Injury greater than Severity 6 that Round.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see a field of corsucating energy engulf the wielder, in which alien creatures swim through alternate paralell dimensions.
Fibrous strands of metal stretch outward from the point of contact with the wielder. When not in use, the primary tendril forms a perfect physical replica of Felix Law's left arm. Additional resting tendrils wrap tightly around the first.
The tendrils display some instinctive independence, and can extend, recede, contort, sharpen and liquefy as needed.
You gain the following benefits as long as you are wearing this Artifact.
You gain 3 additional limbs that function as standard human arms and hands.
Each additional limb you posses can take one Quick Action per Round without incurring a -2 dice penalty to your main Action. Each additional appendage you have gives you +1 dice to make and resist Grapples (up to a maximum bonus of +4 dice).
Any Battle Scars that affect or remove your additional limb will heal in a single week.
Your extra appendage can be used to attack in exactly the same manner as a thrusting sword.
Your appendage is capable of bending and squishing in normally-impossible ways. It may fit through any gap that is not water-tight and retain its functionality.
Your extra appendage can stretch to reach an additional 30 feet.
he snaps a shot of you and suddenly your feet and legs are impossible to move.
(uses photography secondary skill)
Spend an Action. Select a target within 20 feet. You must use up Memory Card in order to activate this Effect. Roll Perception + Alertness at Difficulty 6. The target may contest by Defending or Dodging.
If you succeed, your target will be restricted at their location by a physical, tangible binding. They cannot move to a new location, and any physical actions they take suffer a dice penalty equal to twice the contested Outcome from the Effect activation, except attempts to escape or break the binding, which only suffer half this penalty.
The binding around a target must be destroyed in order for them to break free. Breaking the binding requires a total amount of damage equal to twice the contested Outcome from the Effect activation. Damage from multiple attacks is cumulative and stacks linearly.
This Gift's Cost is capped at 2 and cannot be increased further.
To know means to understand. We successfully extracted the archetype and materialized it, and the observer reshaped it into a weapon.
This is why we highly regarded the act of observation.
The eye sockets of the hollow skull stare into sins, and the crown of thorns casts blame. Those who are willing to spill blood for the greater good will be readily given approval for its use.
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:
When going into the car, you can drive and move just like the car should, but when someone tries to force you out of the car by opening the door, you disappear.
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.
As of the recent death of his brother he has decided to re-enter the martial arts world
With the death of Fonzie to whom he had hoped to help his older brother, through the martial arts world and not really liking nor disliking Wolfgang as they are brothers.
So re-entering, seeing the fact their master was dead due to Wolfgang he instead went to his father who was still mourning.
Seeing a spark of life in his young boy who could do decency in the world and not be like the two, he decided to go through mourning by teaching Will a better and more practical means of martial art. Though strict in doing so he is fair in his teachings and Will goes even farther into trying to at least surpass his father thanks to his constant pushing from his father. Continuously still being shown more to this day, and being taught by his father moves and things he has never seen.
His father tells him of their bloodline, whilst Will had been trying to get jobs and been working part-time, his brothers had spent practicing and went forward with it in their own ways, one did the crime and then went to redemption with the help of it and the other.....well he is doing his own thing.
His father bestows upon him his old Uniform which holds power to help the boy further, and through practice and tribulation, he may even begin to absorb it and gain some new abilities alongside it.
With his new GI in hand, training, and practice, and with a lack of funds and whatnot, ready to get stronger and the best of the best. He walks forth ready for anything.
You gain the following benefits as long as you are wearing this Artifact and you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage, and Brawn no longer acts as Armor against them. The target's other Armor is fully effective against this damage.
You also gain the following effects:
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.
When Winter Fang's glittering string is drawn, an ice arrow crystalizes nocked and ready to fire. These ice arrows melt quickly after piercing their foes, leaving deadly wounds instead of evidence.
This Artifact can be used as a bow. It is roughly at least twice as large as a bow and cannot be concealed on your person or disassembled for storage.
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.
You also gain the following effects:
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.
The Skeleton Key slips easily into any keyhole and turns without a fuss.
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.
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”).