The Interpretor Hey little mama lemme whisper in your ear

1
This Artifact grants you the power to communicate with humans and Sapient beings.
Used by Luci Alessi, Created by Riley.
(It is clear that you are communicating with the target. You must use this Artifact obviously when activating this Effect.)

You turn on and turn up the volume of your wireless headphones and they surge with thick black shadows before dying down when the cast ends. For the next ten minutes your shadow will whisper translations from any sapient target around you. When concerning other facets of communication, your shadow will interpret anything you see to you in real time.


Exert your Mind and spend an Action to activate. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you The shadow incorrectly translates to you and will only translate racial slurs and taboo words.. Make a Trauma roll when you activate this Effect.

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

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

After this Effect ends, you cannot move quicker than a walk for one minute and suffer a -1 dice penalty for an hour.

  • 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.

Community Activated Gifts

Using the system text Alien:
Alien: Something that is not of this world or not common to this world.

Exert your Mind and spend two Actions performing the following ritual: kneeling down, and closing her eyes, meditating for a short moment. You must actively and obviously use silver fox pendant to activate this Effect. You must maintain Concentration while activating this Effect, and it fails if you are interrupted.

You automatically detect all Alien beings within 1 mile 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.

You receive a common name for each being you detect.

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

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

Exert your Mind and spend an Action. This Effect cannot be used unless a piece of art is sacrificed, it must have had an adequate amount of effort put into it.

You transform into Diety of Ink for 3 minutes. You have access to all of your Powers while you are Diety of Ink, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Brawn is increased by 2, your Charisma is increased by 2, and your Intellect is increased by 2. You do not suffer any Stress while transformed.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

While transformed, instead of your normal clothes and equipment, you are equipped with: a long black dress

Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: Possession (They experience a second voice in their head belonging to an unnamed deity that takes control when the artifact is used it is used). If they lose possession of this Artifact, the Trauma heals over the course of the next day.

You may only use this Effect once per day.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Expend a point of Battery and spend 15 minutes.

Choose an Object which could fit inside a Ziploc snack bag (up to 1 liter). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Intellect + Firearms to fabricate your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. The created item lasts 2 hours.

  • The Difficulty for the fabrication roll increases based on specificity. Something like a "shirt" would be Difficulty 5, whereas "Police uniform" would be Difficulty 9. The Outcome determines overall quality and how well the item fits the request.
  • You can fabricate a container of something so long as it contains a single type of thing (such as a tank of water) or it is designed to be packaged together (such as a first aid kit).

Exert your Mind and spend a half hour. You must actively and obviously use a rosary to activate this Effect.

You become disguised in a manner of your choosing. The disguise lasts until you either activate a new disguise, or choose to end the effect.

The new appearance may have a different sex, age, and race to your own, and you may alter height by up to a foot and your weight by 50%. Your disguise may directly mimic the appearance of a specific individual. You cannot alter your clothes. Your disguise can alter your smell, DNA, and other aspects that are not perceivable via human senses. This does not conceal you against investigative Effects. A disguise cannot affect your Attributes or other stats.

You may roll Charisma + Crafts to attempt to make your disguise Beautiful. If your Outcome is 6 or higher, non-Effect Charisma rolls where your good looks could help are rolled at -2 Difficulty. If you fail or botch, you are ugly instead, and non-Effect Charisma rolls are made at +2 Difficulty.

Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see the faded forms of ghosts that are moulded and shredded to make a new form (Atrocities).

After this Effect ends, you cannot move quicker than a walk (15 feet per Round) for one minute and suffer a -1 dice penalty for an hour.

  • A performance check is generally required to pass with people who know the individual you're mimicking.
  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • ‘Appearance’ includes voice, bone structure, skin quality, hair length and color, eye color, muscle tone, flesh texture, and generally anything perceivable about your body.

Exert your Mind (unless you win a coin flip) and spend an Action.

You transform into The Beastman for 30 minutes. You have access to all of your Powers while you are The Beastman, and you can use your equipment. Your Battle Scars, Injuries, and physical Liabilities are carried over between forms. Reverting from your Alternate Form cannot cause your existing Injuries to kill you. Instead, you remain Incapacitated.

While transformed, your Attributes are the same. Your Stress is reduced by 2.

Your alternate form is its own deadly weapon. Unarmed attacks made in your alternate form deal +3 Weapon Damage (instead of the typical -1).

You may end this Effect prematurely as a Free Action.

If you become Incapacitated or suffer an Injury Severity 4 or greater, you revert from your Alternate form.

  • Reminder: Weapon Damage from multiple sources does not stack. Instead, the highest value is used.
  • Attribute bonuses from multiple sources do not stack. Instead the highest bonus is used.

Stock Activated Gifts

Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

  • Unstabilized wounds do not degenerate during treatment.

Exert your Mind (unless you win a coin flip) and spend 15 minutes. This Effect cannot be used unless you are in a wilderness environment.

Choose a specific type of food, water, or survival supply which could fit inside a regular backpack (up to 27 liters). It must be Non-Alien and generic. You cannot create explosives. You cannot create firearms.

Roll Perception + Survival to fabricate up to 5 copies of your chosen Object. The Difficulty is assigned by the GM and depends on the specificity of your chosen Object. Your created items no longer expire, and will last until they are destroyed.

  • You may cause a created item to expire at will as a Free Action, destroying the item.

Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.

If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.

This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.

If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.

Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.

  • When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
  • Unstabilized wounds do not degenerate during treatment.

Expend a point of Battery and spend an Action.

You automatically detect all people wielding weapons 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.

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

Exert your Mind and spend an Action.

You may move easily and without a roll in any of the following situations. Lasts 2 hours.

  • Spider Climber: You are able to climb on and cling to any surface without regard for the ordinary rules of gravity. You climb at your normal movespeed.