Room Check-In Just a stop along your journey

3
Requires Veteran
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This Artifact allows you to change your location without traveling the distance between.
Used by Sanvita, Created by praenomen.
On Legendary Artifact Sunshine Motel Key.
( You must use this Artifact obviously when activating this Effect.)

When slotted into any normal tumbler lock of a hinged door and turned, the Key turns the door into a portal to Room 10 of the Sunshine Motel. Once the door closes again, it returns to its normal functioning.


Expend a point of Battery and spend 2 Actions. If you are at Room 10 of the Sunshine Motel in Gallup, New Mexico, you may choose a target Location which you can perceive and pinpoint in some way - through sight, GPS coordinates, etc; otherwise, your target may only be Room 10 of the Sunshine Motel in Gallup, New Mexico.

You are transported directly to the chosen Location. Anyone who is touching you as you Travel will be brought along with you. You must wait 1 full Round before activating this Effect again.

  • Traveling through a sense other than sight does not guarantee a safe landing; traveling purely by GPS to the top of a mountain which had been forecast to undergo volcanic activity, for example, may not be a wise move.
  • 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.

Community Legendary Artifact Gifts

This Artifact can be used as a Bandersnach. It is roughly the same size as a Bandersnach but can be collapsed into a smol kittttyyyyy cattt and concealed. Collapsing or expanding it costs a Quick Action.

This Bandersnach has fearsome and monstrous creature, larger than most animals, with a thick coat of fur and powerful jaws.. Any roll to pilot this vehicle receives +2 dice.

You also gain the following effects:

  • Afterburner: Your vehicle has a 25% faster top speed and you may Exert your Mind to accelerate to its top speed in a single Round.
  • Drive-By: You may drive or pilot your vehicle as a Free Action, without taking any penalty on other Actions.
  • Mind of its Own: This vehicle can move and take Actions without you driving it. It has seven dice for all Drive rolls.
  • Flying Solo: Your vehicle cannot have any passengers.

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.

  • If there is not enough free space to expand the object, it cannot be expanded. You cannot expand this Object as an attack.

Expend a point of Battery and spend a minute. Select a Battle Scar on yourself to treat.

The treated Battle Scar heals as you finish activating this Effect.

Exert your Mind and spend a minute. Select a Sapient target within arm's reach. At the end of your investigation, roll Brawn + Alertness at Difficulty 6.

You learn all the following information about your target:

  • You learn where the target sleeps, how long they tend to sleep each night, whether or not they have nightmares, and what their nightmares tend to be about.
  • You learn the target's name, nicknames, screen names, and aliases.
  • You learn the target’s passwords, passcodes, secret phrases, pin numbers, etc.
  • You learn how to reliably contact the target.

The quality and specificity of information gained depends on your Outcome.

You cannot investigate the same target more than once per day.

  • Contact info Low Outcome: a means of communication (phone, email, a secretary). High Outcome: specific phone numbers, email addresses, protocols for getting access to the individual.
  • 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.

Exert your Mind and spend an Action.

You may understand and communicate to Creatures, humans, and Sapient beings as if you are fluent in a relevant language for the next hour.

This also includes understanding any recorded communications from the relevant targets, including writings, scent trails, etc.

  • Communing with creatures does not grant them intellect but does allow you to converse with them.
  • The target of "human" refers to any target that speaks a human language.
  • When reading written communications, you get no information beyond what the writer was intending to communicate.

The Lake Lord is a being of purest water, and thus oddities are keenly clear to it. It's influence of purity only extends to its own body, however. And so the Conduit comes into play. The conduit's role is to internalize the power of the Lake Lord, then push that power outwards to affect the world.

The raincoat gifted from a mother to her child, sewn with the Lake Lord's power, created to allow Brooke to harness the power of their shared patron.

Exert your Mind and spend two Actions performing the following ritual: holding out your hands as a large glowing bubble forms between them, them clapping them together as the bubble vanishes. This Effect cannot be used unless the Lake Lord is within 50ft of the user. You must use up a gallon of water in order to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Wet Beings, Alien Beings, and Elementals and Lost Puddlings 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.

Even if there are no Wet Beings, Alien Beings, and Elementals or Lost Puddlings 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.

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

Stock Legendary Artifact Gifts

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.

  • You cannot change the container's type if you are not in possession of it.
  • A container of holding cannot be placed inside another created by the same Gift.
  • There is no cost to use this container.

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.

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.

Your Armor cannot be destroyed, and it always provides a minimum of 2 Armor regardless of any Armor shredding or penetration. It cannot be circumvented with Called Shots. When shredded, it returns to full potency in one hour.

Any time your Armor prevents Damage, your Armor rating is temporarily decreased by 2. Whenever it goes five Rounds without preventing any Damage, it is restored back to its full value.

  • Armor recharging happens automatically and does not require an Action.
  • This Effect’s Armor rating cannot be increased by any other Effects.